Graviteam

English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: frinik on October 06, 2011, 07:13:02 AM



Title: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 06, 2011, 07:13:02 AM
Hello Fellow SF Fans,

(https://lh4.googleusercontent.com/-u3nxowRJpiA/To7uGQeQm6I/AAAAAAAAAc8/YVLaJS-gowU/s640/shot_2011_10_01_17_54_34_0003.jpg)

After tweaking, testing the special effects for the game for more thna 2 months , making sure it would not make the game unstable or drop the fps I managed to achieve significant changes to some of the visual effects of the game.What I have done is changing some of the values ascribed in the common resolutions folder for the smoke, flames, explosive effects that are assigned to shells, explosions the smoke and flames cmoning off a burning tank or house to make them much more spectacular and convincing than the stock effects.They are in line with what you see in other games or sims and are immersive.I have tested the effetcs with 2 graphic cards both low to middle end type ; ATI HD3650 and Hd5670 and very low impcts on th fps and no stability issues.Of course since I didnt know what the values in the common res stood for I had to test individually every value and tweak it and then test so a very intensive labour.All you need is about 10 minutes of your time ot make the changes and then save them.

To make those changes go into your common res folder of your data file in your main game5 data/k42/loc_rus/lelev/LEVELS/common/common resolution) and change some values as shown below.Just go change the stock values in your folder for those I set in bold characters and save.TTO MAKE IT EASIER FOR YOU TO FIND THE LINES YOU NEED TO MAKE CHANGES I HAVE REMOVED THE OTHER LINES THAT COME WITH EACH OF THE 3 ENTRIES WHICH YOU WILL FIJND I N THE MIDDLE OR LOWER OF THE COMMON RESOLUTION FOLDER. Normally you just need to do it into the game main common res folder.Once you start playing you"ll notice how high the flames of the burning tanks go( 3 times the size of the stock game value), how high the flames go and how twirling and thicker the flames are.I also tweaker the HE explosions and smoke form explosions to make them more convincing.With the new sounds that adds immersion.Please try and advise.Warning the tanks being hit will become more prone to shoot up in flames than in the stock game but nothing unrealisitic.Here a the values to be chnaged in bold character below.Don't forget to save.try it and let me know what you think!
 
 
parts_desc()
{
 
smoke,15,4,2,6,1,0.1,1,0.7,13,0.6,0,smk_sphere0,0x00000006,sh_ablendd,0x802E2C23,0x304E4C43,0.3,5;
 
fire,1,3,0.4,0.8,1,0.3,0,0.7,0.2,1,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
smoke_fl,1,8,1.9,8,1,0.5,0,5.3,0.3,1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
smoke_eng,1,2,0.2,1,1,0.3,0.2,-0.3,0.2,1,0,smk_sphere0,0x0000000a,sh_ablendd,0xff4D4D45,0x004D2D45,1,5;
 

vis_expl_pats()
{
 
he_expl_pat,75,he_expl,85,0.5;
 
mgun_shot_pat,7.62,mgun_shot,1.9,0.5;
 
smk_expl_pat,100,smk_expl,85,0.5;
}
phys_expl_pats()
{
 
he_expl_pat,75,4.5,1.5,7,4,0.7,13000;
sh_expl_pat,75,3,0.8,6,2,0.4,9200;
smk_expl_pat,100,0,0,3,5,0.4,3500;}

Just be careful not to forget a dot por coma or not change an,y of the symbols when you make the changes to the values.

Cheers

Frinik

(https://lh3.googleusercontent.com/-QPE8nRMnwqQ/To7uOnty9kI/AAAAAAAAAdM/-LyST_mQTAA/s640/shot_2011_09_25_22_50_18_0003.jpg)

(https://lh3.googleusercontent.com/-vB7gEIMabTs/To7uQ_Up_lI/AAAAAAAAAdQ/vp_grUS-bTQ/s640/shot_2011_09_30_16_32_27_0004.jpg)

(https://lh4.googleusercontent.com/-7FlyCXioUZQ/To7uOYuMenI/AAAAAAAAAdI/9757pvZjbyY/s640/shot_2011_09_30_16_46_26_0000.jpg)

(https://lh6.googleusercontent.com/-anLyu-p2OFY/To7uK6b03sI/AAAAAAAAAdA/jZ8PwaxxkDg/s640/shot_2011_09_17_12_51_48_0003.jpg)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Kyth on October 06, 2011, 02:53:09 PM
Hi,

Thanks for sharing, I'll be giving them a try,


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: whukid on October 06, 2011, 10:17:46 PM
Have you tried using a photo-uploading site like "Tinypic.com"? I personally use photobucket :)

Anyways, nicely done! I'll try this out!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: hemisent on October 06, 2011, 10:46:36 PM
Frinik
 Thanks for all the hard work, looking forward to giving this a try.

Cheers
H


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Panzerfaust on October 07, 2011, 12:01:08 AM
Just got it installed Frinik and tried it out on nodlews Soviet Tank Gunnery Range, one word.... AWESOME..kudos to you on your hard work comrade, it really makes the difference  :) .
Cheers


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 07, 2011, 12:29:29 AM
hi, frinik.
Would u be pleased to attach some screenshots to make comparison an original effects to the new ones?


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 07, 2011, 02:41:36 AM
Hi Lockie,

I tried but the mediashare that I have apaprently does not allow a link to this forum.I emailed Kyth a dozen pics to be posted as he gracefully offered to do it.

Thanks Kyth! :)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 07, 2011, 10:21:40 AM
I tried but the mediashare that I have apaprently does not allow a link to this forum.I emailed Kyth a dozen pics to be posted as he gracefully offered to do it.
OK. Would be interesting to see them.
Is it possible to add effect like this? I mean destroyed head.
(http://xmages.net/storage/10/1/0/2/4/thumb/thumb_e610c409.jpg) (http://xmages.net/view.php/89993)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 07, 2011, 11:35:54 AM
I 'd love to Lockie because I miss that in SF.You have this feature( the blown turret) in TvT, Panzer Elite etc but not in SF.I saw KOmrade SHYN's pic on the Avia forum but unfortunately he does not explain how he did it.Could you please ask him How he managed that?I looked through the common res and damage files but can't find what the trigger is.With thicker flames and smoke and explosions  it would really add to this magnificent sim.Anyway give my tweaks a try you won't be disappointed! ;)

3 comrades already tried them including Panzerfaust and Friedrich Wilhelm and said they liked it.I stillworking on tweaking other elements such as the smoke and flash effects when the guns or tank guns are fired,the flash effect when a tank ammo or fuel reserve blows up etc but it's painstaking work because without knowing what the values ascribed in the common res lines mean I am working blind having to test every single value and then see how far I can tweak without creating instability or slowing the fps.One thing is sure the smoke effects in SF are very light in terms of slowing down the game.However the game is very sensitive to sounds.Soon I will post my sound mod so people can enjoy new shots, explosions and hit sounds.



Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Kyth on October 07, 2011, 12:19:45 PM
Okay, everyone, pictures are up, please see the original post,


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 07, 2011, 01:07:04 PM
Thanks Kyth!!! Mymy I am such a talented photographer!May be I should consider a job with Time Magazine , Life or Der Spiegel? ;D


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 07, 2011, 01:59:40 PM
Thanks for the pictures! Looks great, I'll try er setting.
However the game is very sensitive to sounds.Soon I will post my sound mod so people can enjoy new shots, explosions and hit sounds.
I'd like to point out er attention, that "inside sound" depends on the file content coc_***.engcfg
For example, Hetzer's file was out of the next line
Code:
syncs()
{
//chank on the techniques, chank on the cockpit, show only 1
s_root;
}
I had to add above line to see sounds like this: hatch, inner/turret movement etc.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 07, 2011, 05:54:03 PM
Thanks for the info.I might try to add new inside sounds reloading and realistic rotating sounds. ;) Still I am curious to find out how did SHYN get that turret off the hull???? ???


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 12:06:22 AM
Still I am curious to find out how did SHYN get that turret off the hull???? ???
I've got replay from SHUN. According to him advice, u've to add an additional line into config.
Here's a line:
Code:
deform         =    true;
It works!
(http://xmages.net/storage/10/1/0/7/6/thumb/thumb_8d177b72.jpg) (http://xmages.net/view.php/90019)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 01:35:19 AM
Thanks Lockie and please give my thanks to SHYN! :) However I need a bit more info:

It's in the config ENGCFG folder?Does it go into one of the existing entries( if yes which one is it?) or do you create a new, separate one?Do you put it at the very end of all the entries at the bottom of the page? And what is the entry called i_deform?Could he post his entry so we can easily copy it?




i_defglobal:defglobal()
{
   //ðåíäåðèòü áëèêîâîå îñâåùåíèå
   specular   =   1;

}// end of i_defglobal:


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: norm on October 08, 2011, 03:27:52 AM
Frinik, which number controlls the likelyhood of a tank burning, so I could try the new smoke/flames with the current chance of tank fires.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: whukid on October 08, 2011, 03:47:02 AM
Frinik, which number controlls the likelyhood of a tank burning, so I could try the new smoke/flames with the current chance of tank fires.

hehe. Just do the Porkhovaka mission. You get to see plenty of flames >:)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 05:30:06 AM
Norm the likelihood of a tank burning is not determined by one value only, it is determined by the type of shell you use(AP or HE and calibre), the angle where the hit lands on tank or vehicle, the velocity of the shell, distance from the target and whether the round penetrated the target or not.Believe me with the tweaks I am proposing at least half or more of tanks/APcs on the battlefield will catch fire! Check the pics that Kyth posted they are taken from my missions and you can see the high number of vehicles burning.You don´t want to overdo it( I did some testing and when the values are too high every single hit results in an exploding tanks which is not realistic).If you want to tweak the shots I will send you the chnage to the guns I have made in the common res files with reliagned penetration and concussive values for Tiger I,II, Panther, JS-2, T34 and Panzer IV etween these and the Fx tweaks yoiu´ll be happy!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Donken on October 08, 2011, 05:51:33 AM
Or you can also do it the hard way and go in to the object editor and check out where all hitboxes are and how big they are. Im not shure about how advanced the hitbox system are in Steel Fury but tanks should only catch fire if you hit the engine, fuel or ammunition. Im not shure about transmission thou but it should'nt make a tank catch fire because the oil in it have to high flame limit (it boils a long time before it catches fire)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 07:11:27 AM
Thanks Lockie and please give my thanks to SHYN! :) However I need a bit more info:
It's in the config ENGCFG folder?
It's in config file of any vehicle, i.e. T-34 appropriates file is:
...\data\k42\loc_rus\levels\levels\tech_cfg\t34_76_.engcfg
This is a fragment.
Code:
	//The size of technics at check of crossing
bb_round = 5.0;

//deformation
deform         =    true;

//armor thickness, mm
armor_thick = 60;


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 07:41:54 AM
OH!!!! OK thanks because I was getting it wrong!I thought it was in the config folder.It's means we have to do it individually for very single tank! ::)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 08:18:34 AM
It's means we have to do it individually for very single tank! ::)
Yep, but only in case if u want to see a deformation head for assigned tank. In my opinion, it's interesting and funny, but looks a bit unrealistic.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 08:59:35 AM
  Ok Implemented it and does it ever work!I had my Panther D´s turret sheared off by a JS-2 at 1285 metres!Mind you I set the JS-2 penetration value for AP shells to 1.15 in the common res file.The result is pretty much in line with the results of the firing tests at Kubinka when they tested the 122mm on captured Panthers!

Likewise I had a Tiger I and II decapitated!!!!

I winder what happens if you enter the deformation into a Stug or SU tec_cfg folder?They don´t have turrets ... I´ll try and see what happens

Cheers!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 09:05:59 AM
Yep, but only in case if u want to see a deformation head for assigned tank. In my opinion, it's interesting and funny, but looks a bit unrealistic.

I have to disagree with you on this Lockie! If you watch those WWII documentaries from any side you´ll see shots of decapitated tanks with their turret blown off either by a direct shot or through the result of the ammo or fuel supply exploding inside the tank and the pressure would just rip the tank apart.It did not happen every time  but it did happen.In addition if you read battle accounts from WWII veterans more than one witnessed tank turrets being blown up by direct hits or after catching fire.

Anyway thanks very much for the info! :)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 09:25:24 AM
OK :)
I'd like to see more pictures vs decapitated tanks, coz I think this feature needs a cockpits and that's why it looks unrealistic, imho.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 12:45:22 PM
I 'll try to post pics of the decapitated tanks.But to tell you the truth when I saw my Panther decapitated it reminded me of a photograph that I saw on some WWII website of a Panther G with it's turret bent out of the hull after having been surprised by an American artillery barrage in Normandy.What SF needs is a more realistic damage model.Even after multiple hits the destroyed tanks show absolutely no bent or twisted metal nor missing parts except for the tracks.A couple of weeks ago, I watched a documentary about the TigerI. In one scene a Tiger I shoots a KV-1 from 700 metres.When the shell strikes it the KVjust disappears in a huge explosion , engulfed by an enormous cloud of smoke and you clearly see parts of the tank flying up everywhere landing metres from the hull.Compared to the damage model that we have in SF this is night and day!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 01:45:51 PM
Well, SF engine itself provides ability to put out fragments the whole unit from. Let's pick up a soldier. U may see that his rifle flies away from his body, but how to apply that effect to the techniqs - I don't 've any ideas.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 02:02:42 PM
I tried an experiment.I just added underneath:

deform        =     true;
deform2      =     true;

Then I played a test mission What happened is that when I machined gun any tank it would burst in flames!!! :D

Of course I erased the entry.Still for those who like setting trucks on fire easily it's something to consider.Just add the entry into the trucks tech_cfg file and burn baby burn!   


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 02:54:04 PM
What happened is that when I machined gun any tank it would burst in flames!!! :D
That's too much :D
Did u try any self-propelled guns?


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Mistwalker on October 08, 2011, 03:52:09 PM
Believe me with the tweaks I am proposing at least half or more of tanks/APcs on the battlefield will catch fire!

According to the statistics number of knocked out WW2 tanks that catch fire is between 15-25 %.

I have to disagree with you on this Lockie! If you watch those WWII documentaries from any side you´ll see shots of decapitated tanks with their turret blown off either by a direct shot or through the result of the ammo or fuel supply exploding inside the tank and the pressure would just rip the tank apart.

That happened, but rarely. Here's what a real tanker says on Sukhoi forum:

Turret blown off because ammo explosion. Powder in metal shells detonates rarely when catches fire. More likely that round will fly forward and shell - backwards (like a usual shot). In this case powder in the next shell wont detonate and round won't explode too because distance is short and safeguard will prevent the round from explosion.

Round can detonate only when another round near it explodes or from enemy AP round explosion directly near it. When AP round hits shell with powder, explosion won't happen. Also explosion happens when tank is burning for some time, because temperature's rising and chance of detonation increases.

So he says:
"If explosion happened after tank was burning for a long time and with hatches closed - that I believe. Because although I didn't experience it personally, I know it from my comrades. If explosion happened shortly after the hit - that I believe with some reservations. If explosion happened right after the hit - that I believe only because possibility theory allows that."  ;D

Link:http://www.sukhoi.ru/forum/showthread.php?t=51437&p=1104148&viewfull=1#post1104148 (http://www.sukhoi.ru/forum/showthread.php?t=51437&p=1104148&viewfull=1#post1104148)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: lockie on October 08, 2011, 05:25:40 PM
That's why it doesn't look realistic :(

(http://xmages.net/storage/10/1/0/c/4/thumb/thumb_233846b7.jpg) (http://xmages.net/view.php/90039)

But, of course, from the distance(~>50-100m) it looks quite exiting! So, it does that effects should be picked it up only personally by, imho.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 08, 2011, 06:14:34 PM
Yes Lockie I tried the deformation effect on  the SUs and Stugs but nothing happened.Because they have no turrets.Likewise I tried it on the trucks and guns and no go.It only wiht the turrets and unfortunately I haven´t found a way to make them flip over and off the hull to the ground.

I am aware that the proportion of tanks catching fire is too high compared to reality but as people say it´s only a game! Still, I will produce a revised table with only the smoke and explosion effect accentuated while leaving the fire ones at the level they are defaulted in the game.However I have anarticle that seems to differ with what Mistwalker quoted:

Research conducted by the British No. 2 Operational Research Section, after the Normandy campaign, concluded that a Sherman would be set alight 82% of the time following an average of 1.89 penetrations of the tank’s armor; in comparison they also concluded that the Panzer IV would catch fire 80% of the time following an average of 1.5 penetrations, the Panther would light 63% of the time following 3.24 penetrations, and the Tiger would catch fire 80% of the time following 3.25 penetrations. John Buckley, using a case study of the 8th and 29th Armoured Brigades found that of the 166 Shermans knocked out in combat during the Normandy campaign, only 94 were burnt out; 56.6%. Buckley also notes that an American survey carried out concluded that 65% of tanks burnt out after being penetratedhttp://www.ww2f.com/armor-armored-fighting-vehicles/50775-myths-wwii-armor-3.html
 ...
 A U.S. Army study in 1945 concluded that only 10–15 percent of wet-stowage Shermans burned when penetrated, compared to 60–80 percent of the older dry-stowage Shermans..



Re the turrets it all depends what hits ther tank, I saw pics taken by the Soviets after Unternehmen FrÜhlingerwachen and you see columns of charred German tank wrecks with their turrets blown off some tanks totally taken apart probably by artillery fire.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: whukid on October 08, 2011, 09:48:43 PM

So he says:
"If explosion happened after tank was burning for a long time and with hatches closed - that I believe. Because although I didn't experience it personally, I know it from my comrades. If explosion happened shortly after the hit - that I believe with some reservations. If explosion happened right after the hit - that I believe only because possibility theory allows that."  ;D

Link:http://www.sukhoi.ru/forum/showthread.php?t=51437&p=1104148&viewfull=1#post1104148 (http://www.sukhoi.ru/forum/showthread.php?t=51437&p=1104148&viewfull=1#post1104148)


I don't think he's ever heard of a JDAM ;) hahaha :) But what about the external gas tanks on, say, a T 34-85. I've heard a few stories about the fuel tanks being penetrated by Tracers and set alight, though the engine never caught on fire because there was no oxygen within the confines of the engine and therefore allowed the crew to keep fighting, just at a severe disadvantage.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 09, 2011, 03:38:41 AM
 Joke aside Whukid MIstwalker´s got a point I don´t think tanks would catch fire that easily or in such large proportion.Of courese it also depends where the tank would be hit from what distance and what calibre or type of shell was used.For example the Panther had a well known weakness with it´s thinly armoured side vulnerable to any type of 75 or 76 mm shells used by Western Allies or Soviets and it´s sponsoons located on the side contained gasoline which resulted invariably in Panthers catching fire whenever hit on the side.The Shermans also had a propensity for catching fire after being hit although probably exaggerated. Soviet tanks ran on diesel which doesn´t catch fire as easily as gasoline so may be they were less prone to burning up after being hit or at least they would start smoking first and leave sufficient time for their crews to bail out.Still, the average life expectancy of a Soviet tank crew in 1943-1944 was about 3 weeks...Probably what it was for a Panzerwaffe crew in the last 5 months of the war...

For those concerned about tanks burning up too easily but still want to retain the thicker and higher column of smoke all they have to do is simply return the amneded values for the fire_sphere line to its original and the incidence of tank fire will return to the game default while retained the tweaked the smoke and HE explosions.


For those who want to have the decapìtated turret effect just enter SHYN´s 2 lines
 //deformation
deform         =     true;

just above the armour thickness entry in each of the tech_cfg file for each of the tank you want it applied to.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Donken on October 09, 2011, 08:44:12 AM
That's why it doesn't look realistic :(

(http://xmages.net/storage/10/1/0/c/4/thumb/thumb_233846b7.jpg) (http://xmages.net/view.php/90039)

But, of course, from the distance(~>50-100m) it looks quite exiting! So, it does that effects should be picked it up only personally by, imho.

This could probably be easy fixed on all new tanks or if someone have all old tank models and re-export it, its just to make two extra hole elements. One for hull turretring and one on turrets turretring. If no interior is made instead!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: norm on October 09, 2011, 04:19:25 PM
There is a version of the T-34/76 mod 1941 that doesn't have an interior, could it have the interior from the other mod 1941 carried over to it?


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Mistwalker on October 09, 2011, 04:28:05 PM
Research conducted by the British No. 2 Operational Research Section, after the Normandy campaign, concluded that a Sherman would be set alight 82% of the time following an average of 1.89 penetrations of the tank’s armor; in comparison they also concluded that the Panzer IV would catch fire 80% of the time following an average of 1.5 penetrations, the Panther would light 63% of the time following 3.24 penetrations, and the Tiger would catch fire 80% of the time following 3.25 penetrations. John Buckley, using a case study of the 8th and 29th Armoured Brigades found that of the 166 Shermans knocked out in combat during the Normandy campaign, only 94 were burnt out; 56.6%. Buckley also notes that an American survey carried out concluded that 65% of tanks burnt out after being penetratedhttp://www.ww2f.com/armor-armored-fighting-vehicles/50775-myths-wwii-armor-3.html
Good info, frinik. I'll look into it and compare with my data.  :)
Here's for example a table of how many of the lost T-34, were burned compared to total losses (by military operations).

It's in russian but you should see the numbers - the percent of burned T-34 is in the last column.

(http://img684.imageshack.us/img684/8783/burnedt34.th.jpg) (http://imageshack.us/photo/my-images/684/burnedt34.jpg/)

As you can see the lowest value is 1% (13 from 1235 vehicles), but it's probably understated.
The highest value is 35,8 % (43 from 120 vehicles). Average is prolly about 10-15 %.

Quote
Still, I will produce a revised table with only the smoke and explosion effect accentuated while leaving the fire ones at the level they are defaulted in the game.
Yeah, I think the %  of the vehicles that can catch fire is fine the way it is now. Sometimes there could be a large number of burning vehicles even with default settings:
(http://img849.imageshack.us/img849/9702/shot201110090050350020.th.jpg) (http://imageshack.us/photo/my-images/849/shot201110090050350020.jpg/)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 09, 2011, 05:33:10 PM
Thanks for the table Mistwalker! I guess it also depends what set the tank on fire.I canimagine that a T34/43 being killed by a Tiger or Panther shell at short distance would be more likely to brew.Other weaponslike panzerfausts and panzerschreck fired from short distances and ususally aiming for the sides of tanks also accounted for a large proportion of burning tanks.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Daskal351 on October 09, 2011, 06:53:33 PM
These tweaks are great, thanks for sharing them frinik!

Btw. Quick question. Is there a possibility to increase amount of exhaust smoke?


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 10, 2011, 02:27:16 AM
HI Daskal! Thanks! Yes I believe there is that's what I am working on right now I want to tweak the tank exhaust fumes and the smoke resulting from a gun firing.My problem is that I am working blind sicne I have to guess what very line refers to for example the one about sm_white you really have to test and figure out whta the white smoke is about( I suspect it's the white smoke that come off a tank when it's hit by a shell).

I saw a real T34 in working condition on youtube driving about and the amount of exhaust pouring out of the exhaust pipes was unbelievable.However multiplying the smoke effect to much in the effect could have a detrimental effect on the fps.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Daskal351 on October 10, 2011, 06:19:32 AM
Thanks for the reply frinik! I know what you're talik about. I had a similiar situation with a fan made train simulator. I also had to guess which parameter is which when I was tweaking something in it.

If we're talking about smoking tanks, check this out http://www.youtube.com/watch?v=7kV38Tume18 If I remember correctly, one of the sound mods had the same starter and engine sound.  ;D


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: starnon5 on October 10, 2011, 08:30:16 AM
The most vital thing is to programme it so that the player is still able to command his turretless tank after it has been blow off, just like in ultra-realistic film 'Battle of the Bulge' with Terry Savales enjoying the sunshine from his decapitated Chaffee!   :D


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 10, 2011, 02:28:24 PM
Battle of the Bulge?Are you talking about the 1965 turkey with Robert Ryan and Robert Shaw?The one with unmodified M47s supposed to be Tiger IIs???? ::)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: starnon5 on October 11, 2011, 08:22:12 AM
That's the one, where the snowy Ardennes forest is depicted both as Alpine and a dusty Mediterranean plain!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 11, 2011, 01:09:28 PM
No wonder the film was shot in Italy and the Italian army loaned some of it's American made tanks to play the role of Tiger II tanks.They proabbly shot the movie in the central Appenines mountain range which has little similarity with either Belgium or Luxemburg... ::)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: whukid on October 16, 2011, 05:04:16 AM
ACHTUNG!
Frinik's sound, fire and smoke mod has been compacted and released! Download your copy now at http://www.mediafire.com/?jakmgq2qahfqcha (http://www.mediafire.com/?jakmgq2qahfqcha) !!
The following changes have been made;
-The Common Res file has been edited to increase smoke and fire output, as well as the new Panther sound
-the Sound files have been edited for new Cannon and Machinegun sounds


THIS VERSION IS ONLY COMPATABLE WITH SPM NTA 1.3!!!!!!
using with 1.4 has not been tested, and therefore is not reccomended :P

Credits
Frinik-        Just about everything
Lockie-       Testing
Kyth-         Testing
Whukid-      Testing, compacting to JSMGE, and being the most asthetically attractive member of this ad-hoc group ;)


(http://i1141.photobucket.com/albums/n585/whukid/shot_2011_10_07_17_31_52_0003.jpg)


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 16, 2011, 06:25:08 AM
Many thanks Whukid or should I say Cutekid???? Many thanks to Lockie and Kyth for testing!it's a complete surprise to me! :)

Just as a heads-up ;this mod includes new sounds for the KWK42,KWK36/43,KWK37,MG34 while old the other sounds for the German AT and tank guns have been reshuffled.Thus each German tank and the Pak 35/38 and 40 have their own sound.There are new hits and explosion sounds as well.

Re compatibility with other mods: I have those sounds installed on NTA 1.3 and 1.4 without issues.As well I have it with simple installs of Beta 1.5 and SP 1.4 and early versions of NTA with I called 1.1 and 1.1.1.Everything works well.I have had these new sounds for over 6 weeks now withotu any crash although at times the game slows down or stutters for a few seconds.However I must add that while I started using the new sounds in the form of mod through the mod enabler I had some incompatibility issues thus I reverted to my own personal preference which is to paste the new sounds files directly into the game main sounds folder in lieu of the existing ones( simply go data/k42/loc_rus/sounds).I am not recommending it simply stating what I prefer and what works best for me!

 I have more good news: I now have new tracks sounds for the KV, Churchill and Tiger I as well as a new gun sound for the 2pdr used by the Churchill and other British tanks.I will email them to Whu-OOps Cutekid, Kyth and Lockie and Daskal351 for testing .

Also I managed to tweak the engine exhaust fumes significantly.To try them just apply the values in the line below in your common res folder( main game folder):

smoke_eng,1,6,1.5,1,1,0.3,0.2,1.5,0.3,1,0,smk_sphere0,0x0000000a,sh_ablendd,0xff4D4D45,0x004D2D45,1,5;

It ain't perfect but I think you'll see a definite improvement in realism and immersion!The tanks now - even when the engine is idle- give off large amount of black exhaust smoke.The fps don't seem overly affected.

Cheers


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Friedrich-Wilhelm on October 17, 2011, 03:57:21 PM
Thank you, Whukid and everyone else involved in packaging Frinik's new sounds and effects. I had a hard time struggling with the manual install of Frinik's new sounds for the Panther. it just wouldn't work. So this package is very much appreciated. All works fine now! Great new mod!

Cheers,

FW


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 17, 2011, 04:23:06 PM
Happy you worked it out FW! Try the smoke exhaust tweak as well.BTW I have new sounds for KV,Tiger I and Churchill tracks and for Churchill gun and MG.If you want them let me know by PM you can add them to the mod.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: whukid on October 17, 2011, 11:42:05 PM
The pleasure was all mine! I'm slowly redeeming myself after the "Last Defense" wipeout.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 18, 2011, 03:55:50 AM
Hey don't be hard on yourself! At least you tried and tried hard! Plus your work could lay the foundation of bringing more Soviet tanks onto the German player side.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: whukid on October 18, 2011, 04:28:15 AM
Hey don't be hard on yourself! At least you tried and tried hard! Plus your work could lay the foundation of bringing more Soviet tanks onto the German player side.

meh :P Still, I plan on using Lockies (?) Churchill as a model for what needs to be added to the files. It might take a week or two and your stuff comes first, but I haven't completely written it off!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on October 18, 2011, 02:16:11 PM
 Wekk Guys I have been working on tweaking the engine smoke effects to the limit and I must say that the result is astounding.The T34 smokes like a steamer now ;D

Seriously, what I did is basically use values similar to the brown cloud of dust that the tanks seem to generate whenever they drive on bare ground.The result is telling and again little impact on the fps.Here are the values.Try them and tell me if I  overdid it.If any body feels so I can adjust them to more realistic values.The new values:

smoke_eng,1,12,1.5,4,1,0.2,0.2,1.5,0.5,1,0,smk_sphere0,0x0000000a,sh_ablendd,0xff4D4D45,0x004D2D45,1,5;


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: KurtTank on March 19, 2012, 06:52:20 PM
Norm the likelihood of a tank burning is not determined by one value only, it is determined by the type of shell you use(AP or HE and calibre), the angle where the hit lands on tank or vehicle, the velocity of the shell, distance from the target and whether the round penetrated the target or not.Believe me with the tweaks I am proposing at least half or more of tanks/APcs on the battlefield will catch fire! Check the pics that Kyth posted they are taken from my missions and you can see the high number of vehicles burning.You don´t want to overdo it( I did some testing and when the values are too high every single hit results in an exploding tanks which is not realistic).If you want to tweak the shots I will send you the chnage to the guns I have made in the common res files with reliagned penetration and concussive values for Tiger I,II, Panther, JS-2, T34 and Panzer IV etween these and the Fx tweaks yoiu´ll be happy!

I would love to see the new changes you made to the guns....can you post them, or have you already?
Thanks!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Mistwalker on March 19, 2012, 09:38:14 PM
Also I managed to tweak the engine exhaust fumes significantly.To try them just apply the values in the line below in your common res folder( main game folder):

smoke_eng,1,6,1.5,1,1,0.3,0.2,1.5,0.3,1,0,smk_sphere0,0x0000000a,sh_ablendd,0xff4D4D45,0x004D2D45,1,5;

It ain't perfect but I think you'll see a definite improvement in realism and immersion!The tanks now - even when the engine is idle- give off large amount of black exhaust smoke.The fps don't seem overly affected.

I would gladly include better exaust effects in the UU, but with this line it still needs improvement. The "exaust spheres" already have a large size right after they appear, it looks like they just pop up out of nowhere.

With new values it looks better, but still noticeable. If only "smoke sphere" could be scaled from small size in the beginning of it's lifetime to bigger size in the end...


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on March 20, 2012, 07:26:21 AM
Ok Mistwalker I am willing to refine them just tell me what you would want modified and I'll do it!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Mistwalker on March 20, 2012, 10:32:44 PM
Ok Mistwalker I am willing to refine them just tell me what you would want modified and I'll do it!

Unfortunatelly, I don't know anything  about values in there. I can only recommend to try to make every "element" of smoke smaller in size as it appears, and  increased in size near the time when it  disappears. Do you understand what I mean?


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on March 21, 2012, 02:35:11 PM
Yes I think I grasp your ideas when the engine is pushed the smoke shrinks as the fuel consumption increases and is tunred into kinetic energy whereas the moment the engine is idled or put into slow gear the amount of smoke increases until the e ngine is finally shut off or reaches a lower regimeOk I shall endeavour to work ont his and submit new values!

Zum Befehl!


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Kyth on March 21, 2012, 02:45:58 PM
Frinik,

I think the idea is for the puffs of exhaust smoke to start out small and concentrated (from the exhaust pipes),
then expand and become more dispersed as they rise up and away.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: Estnische on March 21, 2012, 08:24:37 PM
Yes I think I grasp your ideas when the engine is pushed the smoke shrinks as the fuel consumption increases and is tunred into kinetic energy whereas the moment the engine is idled or put into slow gear the amount of smoke increases until the e ngine is finally shut off or reaches a lower regime

No. Watch a semi prime mover next time it takes off from the lights. Twin stacks blowing black smoke as the fuel is dumped into the cylinders faster than the engine can efficiently burn it, leaving lots of particulate matter. You can tell a badly tuned diesel by the black smoke. High air flow and low throttle, leaves a cleaner exhaust.


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: frinik on March 22, 2012, 02:08:27 AM
There! Estnische explained it in layman's terms everybody can understand ;D


Title: Re: Tweaks to The Smoke; Flames and Explosion effects in SF
Post by: bronson55 on March 29, 2012, 12:44:36 PM
There! Estnische explained it in layman's terms everybody can understand ;D

Trying to smoke my engine. Gray smoke from the exhaust pipe.
 In '' common_res.engcfg " in / parts_desc () : smoke_eng, 1,2,.......
  replace the : smoke_eng,1,2,0.7,2,1,1,0,1.5,0.2,1,0,dust_sphere0,0x00000002,sh_ablend,0x80BABEBF,0x00BABEBF,1,5;
confirm the conversion

Effect of 25 startups got game
Regards and have fun