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Old 01-17-22, 03:39 PM   #16
gap
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Originally Posted by Jeff-Groves View Post
To the best of my memory? There is no way to control wind direction for smoke and such.

I'd think the Flag animation 'could' be controlled for a speed effect in several different ways.
StateMachine, animation controllers as DivingDuck did for Animations of engines, vickers03's particals approach.
Off topic (sorry)

I know nothing about StateMachine controllers. Where are they used in stock SHIII/IV/5 and related mods?

Do they encompass weather state (fog, storms, etc.) or AI alert state (due to enemy spotting, collision avoidance, etc.) and can they be used for triggering a particle effect?

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Originally Posted by John Pancoast View Post
I don't think a model for various wind states would necessarily be needed. I.e., the flag is only used around the port where there's never much wind anyway.
Well, it depends on your definition of 'limp flag'.

Even on a slow-moving vessel and with zero wind, a flag like this would be totally unrealistic. Something more like this maybe...
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Old 01-17-22, 03:52 PM   #17
John Pancoast
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Quote:
Originally Posted by gap View Post

Well, it depends on your definition of 'limp flag'.

Even on a slow-moving vessel and with zero wind, a flag like this would be totally unrealistic. Something more like this maybe...

Right, see my earlier post's clip for an example. #8.
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Old 01-17-22, 04:17 PM   #18
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Quote:
Originally Posted by gap View Post
I know nothing about StateMachine controllers. Where are they used in stock SHIII/IV/5 and related mods?

Do they encompass weather state (fog, storms, etc.) or AI alert state (due to enemy spotting, collision avoidance, etc.) and can they be used for triggering a particle effect?
Good question !
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Old 01-19-22, 04:24 PM   #19
Jeff-Groves
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What do you think triggers effects inside your U-Boot?
Look at GraphFl_01.dat in the Library folder as an example.
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