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08-09-2012, 09:47 PM
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
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Downloads: 449
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New OGG Sound Mix Sample files for Torpedo Door Open/Close sound effect byTheBeast | Created: 7:17 PM 8/9/2012
================================================== ===================================== This MOD is SEMI-JSGME Ready and does require edit done by the user! PURPOSE: Player Emersion! FILE INFO: Torpedo_Tube_Opening.ogg Sample Rate: VBR 96-128 Length: 15 seconds File Size: 208,896 bytes (No Compression) (Tube Floods, Tube Outter Door Opens, Hull Outter Doors Open, Torpedo Man says "Tube Ready to Fire") Torpedo_Tube_Closing.ogg Sample Rate: VBR 96-128 Length: 15.4 seconds File Size: 200,704 bytes (No Compression) (Torpedo Man says "Closing Tube", Hull Outter Door Closes, Tube Outter Door Closes, Tube Purges) NOTE: I did not include a Commands.cfg file because there are to many variations on Key Bindings. I didnt want to mess up anyones Key Binding configuration. This means that you will have to manually edit your data\Cfg\Commands.cfg for to make the changes listed below. CREDITS: Stormy - [REL] Stormy`s DBSM collection SH5 REQUIRED CHANGES: (data\Cfg\Commands.cfg) - Copy your current Commands.cfg to same location in this MOD. - Make the changes listed below to the new Commands.cfg file and save changes. Code:
[Cmd308] Name=Open_torpedo_tube Contexts=1 HasDelayedExecution=Yes Sound_0=ELO_Helm,Torpedo_Tube_Opening [Cmd309] Name=Close_torpedo_tube Contexts=1 HasDelayedExecution=Yes Sound_0=ELO_Helm,Torpedo_Tube_Closing [Cmd310] Name=Open_sel_torpedo_tube Contexts=1 HasDelayedExecution=Yes Sound_0=ELO_Helm,Torpedo_Tube_Opening [Cmd311] Name=Close_sel_torpedo_tube Contexts=1 HasDelayedExecution=Yes Sound_0=ELO_Helm,Torpedo_Tube_Closing ![]() - These changes worked fine using NewUIs_TDC_7_1_0_byTheDarkWraith Yeah, I found a free Sound Mixer - WavePad by NCH DOWLOAD LINK: http://www.subsim.com/radioroom/downloads.php?do=file&id=3666 Regards! ![]() TheBeast Last edited by TheBeast; 08-09-2012 at 10:51 PM. Reason: Add Sound Sample Info |
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08-10-2012, 05:25 AM
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#2 |
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Lieutenant
![]() Join Date: Apr 2005
Posts: 268
Downloads: 561
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Thank you, TheBeast, currently downloading
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08-10-2012, 07:38 AM
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#3 |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,432
Downloads: 297
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hi, very nice sample mix, THX !
...SDBSM and or players with a german voice pack installed would need a german "tube rdy to fire" voice at the end of the opening sample. ![]() ...using ogg instead of wave for this sounds is a great idea, it save some mem and performance. Consider a wave to ogg migration where ever possible for the next SDBSM version.
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Stormy...... ![]() |
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08-10-2012, 11:18 AM
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#4 |
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Silent Hunter
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 4,473
Downloads: 131
Uploads: 26
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Still more
Thanks theBeast
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08-10-2012, 03:21 PM
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#5 | |
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Silent Hunter
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Join Date: Sep 2008
Location: KASSEL [Germany] - Sailing on U-99 in North Atlantic
Posts: 4,123
Downloads: 738
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Quote:
![]() Best regards, Magic
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08-10-2012, 08:35 PM
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#6 | ||
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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Quote:
Quote:
I would want Normal, Tension, Whisper versions of each. Really supprised you guys didnt notice I was using CheifEngineer (helm) rather then TorpedoMan (weapon) when calling sounds. Sound_0=ELO_Helm,Torpedo_Tube_Opening should be Sound_0=ELO_Weapon,Torpedo_Tube_Opening |
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02-25-2013, 02:21 AM
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#7 |
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Silent Hunter
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 4,473
Downloads: 131
Uploads: 26
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Bump
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02-25-2013, 06:00 AM
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#8 |
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Bilge Rat
![]() Join Date: Dec 2012
Location: England
Posts: 4
Downloads: 73
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Nice Mod!
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02-25-2013, 09:13 AM
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#9 |
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Planesman
![]() Join Date: Jul 2008
Posts: 181
Downloads: 462
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Nice Nice
Thanks |
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02-25-2013, 10:45 AM
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#10 |
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Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 2,632
Downloads: 342
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Will this mod work without using NewUIs_TDC_7_1_0_byTheDarkWraith?
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Gary ![]() GWX Website/Home Page "There are really only two types of Naval vessels: Submarines and Targets" "War does not determine who is right, just who's left." - Bertrand Russel |
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02-25-2013, 11:00 AM
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#11 |
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Admiral
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I don't remember, have you able to open/close torpedo tubes manually in stock game?
If yes, this mod should work in stock.. Don't forget to edit commands.cfg.. |
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02-25-2013, 01:18 PM
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#12 |
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Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 2,632
Downloads: 342
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V, I see no way by key commands to open or close the torpedo doors in stock or modded SH5. I'm thinking is a sound mod only. In SH3 it was neccessary to do so or you wasted a torpedo, if you forgot to open them.
Can someone correct me if I'm wrong?
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Gary ![]() GWX Website/Home Page "There are really only two types of Naval vessels: Submarines and Targets" "War does not determine who is right, just who's left." - Bertrand Russel |
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02-25-2013, 02:29 PM
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#13 |
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U-48 Kaleun of the depths
Join Date: Dec 2012
Location: New Caledonia
Posts: 1,064
Downloads: 128
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I think you can assign a key to open close torp doors using Keymapper if you don't have one mapped
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02-25-2013, 05:34 PM
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#14 |
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Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 2,632
Downloads: 342
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Thanks for that Fi. Do you have this mod running and torpedo doors opening/closing with a keycommand?
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Gary ![]() GWX Website/Home Page "There are really only two types of Naval vessels: Submarines and Targets" "War does not determine who is right, just who's left." - Bertrand Russel |
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02-25-2013, 08:29 PM
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#15 |
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Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,889
Downloads: 144
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Thanks nice mod
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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