View Full Version : [REL] "Stealthy Sub Project" 1.22a
Stealthy Sub Project Version 1.22b
_____________________________________
*** NEW Version 1.22b ***
Game Patch Version 1.4 Compatible
Get it HERE: http://files.filefront.com/Kosh+Stealthy+Sub+v122brar/;13614589;/fileinfo.html
If the direct link doesn't work for some reason, you can always go to http://hosted.filefront.com/OACKosh (http://hosted.filefront.com/OACKosh) and select the mod manually. I have some other community mods compiled into graphical and gameplay packs there and you are welcome to them, but I don't officially advertise them to the community. They are just to my preference.
Install with JSGME (Generic Mod Enabler)
http://www.users.on.net/~jscones/software/products/jsgme_setup.exe (http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe)
This project strives to convey a more realistic sound environment in a Diesel-Electric submarine. Several of the samples are from a Balao Class submarine, while others are attempts at historical reproductions.
Diesel-electric submarines were some of the most stealthy vessels to traverse the seas and the game atmosphere should reflect this fact.
Mod features:
__________________
1.22b
Made minor volume adjustments to the diesels and a couple of other things.
1.22a
Added a genuine 20mm cannon sound (for all of you AAA lovers out there).
1.22
Added new AA gun sound. Better? Maybe just - different. Louder too.
New Ambient Underwater sound.
Replaced Ambient Hydrophone sound again because the mixed-in sounds were interfering a bit with hearing signals.
Fixed the Deckgun "sound pop" with Realistic Time Travel On.
Tried to fix some other explosion crackles associated with Realistic Time Travel. I think there are less now.
Remixed the Submarine Ambient sound with slightly different volume levels.
Tuned volumes a bit more.
NOTE: For best quality sound I would recommend turning the Relistic Sound Travel OFF.
1.21
Now includes a custom volumes file to ensure uniform sound level performance on all computers.
New Deck Gun Sound sample.
Most of the volume levels for the modded sounds have been adjusted.
-diesels are now louder inside and underwater
-underwater diesel sound range increased a bit
-balanced several other sounds to match
1.02a
Just a couple of tiny fixes:
Remixed the Diesels a bit and pitched them higher.
Remixed Underwater Diesels to make them sound better.
Fixed a loop crackle in Sub Ambient.
These are 4 (FOUR) Fairbanks-Morse Diesels from the Pampanito working together!
1.02
Totally NEW AMBIENT INTERIOR sound featuring GENUINE submarine equipment noises
NEW REAL Diesel Sound (USS Pampanito Diesel soundbyte). This sample has been processed to include proper pitch and exhaust rumble as would be heard on a real boat. This sample also emulates multiple diesels as opposed to one, since US subs usually had 4 diesels.
New underwater Diesel sound to match. (underwater, the distinct diesel signature is more evident since the exhaust rumble effects are not heard)
Cleaner Prop Swish sound
Improved Electric Engine sound
Matched Electric Engine hydrophone sound
New Real Life Depth Charge hydrophone effect reproduction (in real life it took 30s for the residual noise to clear, in this game there is a 7s sample limitation so the new DC Hydro length is about 6s, too bad really) You can only hear this one through the hydrophone.
Slight modification to the depthcharge effect as heard from the submarine (this one is really faint by a game default; meant for distant explosions I guess)
Slight modification to the stock Depthcharge effect to emulate hull resonance harmonic.
Remixed Dive and Surface sequences
Further reduced the seagulls volumes (boy, these squeals were annoying)
Optimized creak samples to prevent 'looping'
1.01
Improved torpedo launch sound with Torpedo engine spin-up and distance fade (exact match for the custom Torps included with this mod)
New Dive, Crash Dive, and Surface sounds with genuine Balao Class boat siren
Improved Hydrophone background noise matching the ocean ambient sounds
Improved and volume REDUCED seagulls (this must count for something, lol)
1.00
Much different and quieter interior
Real life American WWII submarine periscope up/down sound
Totally NEW and HISTORIC Torpedo sound (exterior and hydrophone). A very accurate reproduction of a German Electric Torpedo. I chose to go with the electric instead of steam, because a steam torpedo sounds just like a small single engine airplane
Realistic propeller sounds (mixed to provide an audio effect of 2 propellers)
Much more subtle and different electric engine noise
Exterior Diesel Sound from GWX
New underwater diesel sound (re-processed external diesel sample)
Reduced Periscope chronometer click
Many other ambient sound levels have been balanced out.
A few sound effects may be from the Ultimate Sound Mod.
NOTE:
____
I turned off some ingame music. Namely, the Tension, High Tension, and Battle music.
Installation:
______________
Use the JSGME (Generic Mod Enabler)
http://www.users.on.net/~jscones/software/products/jsgme_setup.exe (http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe)
Since this mod only provides select sounds to affect only certain things, it can be freely installed over larger soundpacks without affecting most of the samples (like gunshots for example).
When using JSGME to install mods, you can overwrite other mods BUT remember to uninstall in the EXACT opposite order. This is the ONLY way make sure that the backed up data doesn't get put back in the wrong place!
Legal:
______
Anything here can be used for personal and educational non-profit purposes only.
Enjoy
Kosh Naranek
Spaxspore
04-06-07, 10:29 AM
best envirmental mod yet, tried ver 1.0 last night, I LOVED IT over stock. Made it not feel like a sh3 clone
CyberOps
04-06-07, 10:33 AM
can i use this together with the ultimate soundpack ? Cause maybe a mix of both so you get the best out of both packs would be the best.
Yes, I think that it can be used with the ultimate soundpack.
You can either select the samples you want yourself manually, or install this mod with JSGME AFTER the ultimate sound. If you install this mod first and then the Ultimate, you won't here any of this mod because the Ultimate sound will overwrite all of my samples.
Unistall in the EXACT opposite order if installation or the backed up data will get restored in the wrong way, and the mods will get mixed with each other.
Love this mod, some great sounds.
I like the new Torp launch sound, but cause the same sound is used for deploying decoys, the sound of the whizzing motor sounds abit out of place. Would be good to seperate these two events and use a new sound for each.
CyberOps
04-06-07, 06:50 PM
I agree with Jace on this it would make this mod even better.
LOL,
You know, I never launched decoys in this game yet, hahahaha
So I didn't even know.
I have to see whether there is a separate decoy launch sound to doctor up, or whether I can specify a different sound sample in some config.
NEW VERSION is out!! 1.02
Real diesels and more!
http://files.filefront.com/Kosh_Stealthy_Sub_v102rar/;7215619;/fileinfo.html
flintlock
04-11-07, 08:25 PM
Thanks for continuing work on this great sound mod. Really enjoying some of the new sounds offered up here!
:up:
Camaero
04-11-07, 08:28 PM
Thank you sir!
Lovely, lovely!
I still use bits and pieces of the mod on my own preference, but it's really good stuff generally speaking :up:
Fearless
04-12-07, 01:56 AM
Have to test that out :cool:
CaptainCox
04-12-07, 02:08 AM
WHAM! :damn: HOW could i miss this release ?!!! sorry man. Getting it now. Brilliant stuff!
Thanks for your excellent work :up::up::up: !!!
Thanks guys!
Knowing that people enjoy it motivates me to work on it :-)
CaptainCox
04-12-07, 03:33 AM
Just out of curiosity...where did you get the "original" sounds from... maybe just a hint if you don't want to reveal your source.
Original submarine sound bytes have been obtained from HNSA-Historic Naval Sound and Video with accordance to their copyright law that states:
"Private Use: Contents of this web site may be used for personal and/or educational purposes without restriction."
Since I charge no money and want to educate people through the experience, I should be ok, :D
On the other hand all those who made "SeaWolves for Silent Hunter 3" and/or ripped off Das Boot.....:rotfl:
CaptainCox
04-12-07, 04:55 AM
Cool stuff man and good work!
hi!
excellent work!!!:rock:
mfg lupo!:cool:
Wait a sec, I probably have some Das Boot artifacts in my sounds somewhere :o:o
For the short while at least.
I noticed that SH3 had ambient sounds from Das Boot, but I am sure that they paid for the rights.
Are we even allowed to mod this game? :huh:
Hahaha
S!
Dutchtub
04-12-07, 02:56 PM
Stealthy Sub Project Version 1.02
_____________________________________
*** NEW Version 1.02 ***
Get it HERE: http://files.filefront.com/Kosh_Stealthy_Sub_v102rar/;7215619;/fileinfo.html
Install with JSGME (Generic Mod Enabler)
http://www.users.on.net/~jscones/software/products/jsgme_setup.exe (http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe)
This is my personal project aimed at bringing a more realistic submarine audio experience.
Diesel-electric submarines are some of the most stealthy vessels to traverse the seas and the game atmosphere should reflect this fact.
Mod features:
__________________
1.02
Totally NEW AMBIENT INTERIOR sound featuring GENUINE submarine equipment noises
NEW REAL Diesel Sound (USS Pampanito Diesel soundbyte). This sample has been processed to include proper pitch and exhaust rumble as would be heard on a real boat. This sample also emulates multiple diesels as opposed to one, since US subs usually had 4 diesels.
New underwater Diesel sound to match. (underwater, the distinct diesel signature is more evident since the exhaust rumble effects are not heard)
Cleaner Prop Swish sound
Improved Electric Engine sound
Matched Electric Engine hydrophone sound
New Real Life Depth Charge hydrophone effect reproduction (in real life it took 30s for the residual noise to clear, in this game there is a 7s sample limitation so the new DC Hydro length is about 6s, too bad really) You can only hear this one through the hydrophone.
Slight modification to the depthcharge effect as heard from the submarine (this one is really faint by a game default; meant for distant explosions I guess)
Slight modification to the stock Depthcharge effect to emulate hull resonance harmonic.
Remixed Dive and Surface sequences
Further reduced the seagulls volumes (boy, these squeals were annoying)
Optimized creak samples to prevent 'looping'
1.01
Improved torpedo launch sound with Torpedo engine spin-up and distance fade (exact match for the custom Torps included with this mod)
New Dive, Crash Dive, and Surface sounds with genuine Balao Class boat siren
Improved Hydrophone background noise matching the ocean ambient sounds
Improved and volume REDUCED seagulls (this must count for something, lol)
1.00
Much different and quieter interior
Real life American WWII submarine periscope up/down sound
Totally NEW and HISTORIC Torpedo sound (exterior and hydrophone). A very accurate reproduction of a German Electric Torpedo. I chose to go with the electric instead of steam, because a steam torpedo sounds just like a small single engine airplane
Realistic propeller sounds (mixed to provide an audio effect of 2 propellers)
Much more subtle and different electric engine noise
Exterior Diesel Sound from GWX
New underwater diesel sound (re-processed external diesel sample)
Reduced Periscope chronometer click
Many other ambient sound levels have been balanced out.
A few sound effects may be from the Ultimate Sound Mod.
NOTE:
____
I turned off some ingame music. Namely, the Tension, High Tension, and Battle music.
Installation:
______________
Use the JSGME (Generic Mod Enabler)
http://www.users.on.net/~jscones/software/products/jsgme_setup.exe (http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe)
Legal:
______
Anything here can be used for personal and educational non-profit purposes only.
Enjoy
Kosh Naranek
Nice package , buth the engines sounds are comming from the front (in the sub) :hmm:
flintlock
04-12-07, 03:10 PM
Nice package , buth the engines sounds are comming from the front (in the sub) :hmm: SH4 models this incorrectly, not the mod.
Mod aside, if you're on the bridge, at the hydrophones or looking through the periscope, the engine sounds come form the right end of the sub (the stern). However, once in you're inside the control room or conning tower, the engine sounds emanate from the wrong end of the boat (bow).
I don't think many people have noticed this in SH4, because when they're in the control room or conning tower looking at what they believe to be the bow, they're actually looking at the stern. In SH4, The dive plane operators are on your left when standing in the control room looking forward towards the front of the boat (bow). Opposite of what you find in SH3's German u-boats. I think this helps in confusing folks.
Excellent job! These are all very well done. The flak gun sound isn't too much to my liking, as it doesn't really have that "oomph" sound behind it (listen to the one in GWX, for instance, or the one in the Band of Brothers series). Otherwise, keep up the good work!
@Dutchtub, there's no reason to quote the whole original post again in your reply, if you're just gonna make one little comment about something that isn't even under Probex's control. It just clutters up space for no good reason.
MaxT.dk
04-12-07, 03:56 PM
One of the best SH4 Mods released until now! Great work :arrgh!:
Sailor Steve
04-12-07, 04:28 PM
I noticed that SH3 had ambient sounds from Das Boot, but I am sure that they paid for the rights.
No, stock SH3 had no Das Boot sounds. They all came with various mods.
Dutchtub,
I noticed the "backwards sound" as soon as I got the game. For a while I thought that maybe US subs had the helmsman in the rear, but there is a more obvious reason - the DEVs, lol
LukeFF,
I actually do not include the deckgun sound in my mod, so what you hear is probably the stock sound. US guns were also a tiny bit smaller caliber than the German ones. You can add the soundbyte to my mod if you have one. I may also look for a better one in the future. For now I have been focusing on the operational and environmental sounds more. Even the best sample will not work if it is not blended properly with others. That's why movie cut-outs are very often cheesy because of music snippets and other artifacts.
Sailor Steve,
I guarantee you that stock SH3 and Das Boot shared some samples. Listen to the movie sub interior ambients and then to SH3 and you will see which ones I mean. It's just an irrelevant curiosity anyways. :)
Thanks for your support guys!
S!
sunvalleyslim
04-12-07, 08:02 PM
A song to my ears, 4 diesels that's what a US Sub is all about.....Make it happen Captn....:up: :up: :up:
Small update to the mod. 1.02a
I did some more work on the Diesels and fixed a sound loop crackle.
These are FOUR USS Pampanito diesels working together. You can actually hear them more distinctly under water because there is no exhaust rumble.
Despite of what it might seem like, 4 Diesels sound less like a single Diesel because they blend together more. This is however what 4 diesels do sound like.
Enjoy
http://files.filefront.com/Kosh_Stealthy_Sub_v102arar/;7228982;/fileinfo.html
Mantra002
04-14-07, 03:25 AM
Great Mod! It's my new favorite!
pocatellodave
04-14-07, 07:26 AM
Probex,very nicely done.It adds so much to ones gaming experience.
Pocatellodave
kiwi_2005
04-14-07, 10:54 AM
The Link no longer works :cry:
Dutchtub
04-14-07, 12:04 PM
@Dutchtub, there's no reason to quote the whole original post again in your reply, if you're just gonna make one little comment about something that isn't even under Probex's control. It just clutters up space for no good reason.
[/quote]
Ay Ay Sir :lol:
LukeFF,
I actually do not include the deckgun sound in my mod, so what you hear is probably the stock sound. US guns were also a tiny bit smaller caliber than the German ones. You can add the soundbyte to my mod if you have one. I may also look for a better one in the future. For now I have been focusing on the operational and environmental sounds more. Even the best sample will not work if it is not blended properly with others. That's why movie cut-outs are very often cheesy because of music snippets and other artifacts.
Probex, I think you're confusing the anti-aircraft gun and deck gun sounds in my post. ;) I was referring to the former, which, in my opinion, doesn't have the powerful sound that a 20mm cannon emanates. I use the one from GWX, because IMO it sounds more true-to-life than any other 20mm sound mod out there. Otherwise, I use all the sounds in your mod, because they are all very well-done.
Keep up the good work!
Kiwi_2005,
I just checked the link and it seems to work fine.
LukeFF,
Yeah, you are right. I just presumed that Flak = heavy flak caused by the 88mm guns.
I do not however include any gun shots at the moment in my mod.
The primary idea of the mod is to set a unique mood and tone for the game. It is more based on quality and finesse rather than quantity.
I will be however working on it as the time goes by, introducing better and more sound samples to enrich the experience.
The good news is, that since this mod only provides select sounds to affect only certain things, it can be freely installed over larger soundpacks without affecting most of the samples (like gunshots for example).
When using JSGME to install mods, you can overwrite other mods BUT remember to uninstall in the EXACT opposite order. This is the ONLY way make sure that the backed up data doesn't get put back in the wrong place!
S!
kiwi_2005
04-14-07, 10:08 PM
Kiwi_2005,
I just checked the link and it seems to work fine.
S!
Hmm wheneva i click on this link http://files.filefront.com/Kosh_Stea.../fileinfo.html
I straight away get directed to this link http://www.filefront.com/ :hmm:
So if you say its working fine then it must be my damn connection:damn:
Just go here then and select the right mod manually :-?
http://hosted.filefront.com/OACKosh
Thanks!
kiwi_2005
04-14-07, 10:45 PM
Thanks its working:up:
Dropped to second page already!
This forum is really active, that's for sure.
This mod appears to be Game Patch 1.2 compatible.
S!
Everyone is welcome to post requests and suggestions as well.
For example, I find "Relieve the watch" sound poor quality with lots of crackling and extremely loud. I will be changing it shortly (stand down from battlestations too).
Thanks.
New Version is out 1.21
http://files.filefront.com/Kosh_Stealthy_Sub_v121rar/;7305571;/fileinfo.html
Enjoy!
Kosh
sqk7744
04-21-07, 10:07 PM
Awesome Probex! One of my top 10 'Parking Brake Mods'. Won't set sail without'em.
Gotta love those Saturday Releases :up::up::up:
Thanks again.
Now All I need is Shft+F2 working again, 1/3 speed, a fishing pole off the transom, cooler with Ice and kick-back while I listen to those beautiful diesels purr.
Probex, one thing I've noticed: you still have that annoying popping sound that plays near the end of the periscope_UpDown file. Any way you can get rid of that in your next update?
That popping sound is a real life sound and it marks the end of travel, I think.
I mean, the sample is timed perfectly with the scope rising or lowering. There is nothing wrong with it.
`
LukeFF,
I have a compromise for you. Since you just hate that periscope click so much, and my Beta team and I think that it is just fine, I can email you a separate sample without it and you can simply drop it into the mymod\Data\Sound .
Then you will be set! :up:
What do you think?
`
Mantra002
04-22-07, 04:07 PM
Very Nice Update! I love the new cannon sound!
Scoochy
04-22-07, 08:58 PM
I guess I'm not quite intsalling this right. I have the flavored to taste mod installed via JSGME, and am attempting to install this on top. However, when I do, all the sounds are non stop popping.
Do I have to install one before the other, or perhaps move the mods from this folder, to the falvored to taste one and install that way.
I am not sure what to say. I just tested with Flavoured ver 2.2 and Stealthy Sub on top, and it worked perfectly.
`
Scoochy
04-22-07, 10:17 PM
Interesting. It's only sounds so it shouldn't make much of a diff, shouldn't matter either that I am mid patrol. Strange.
Can you elaborate more on what the symptoms are?
`
Scoochy
04-22-07, 11:23 PM
Pretty simple. Whenever a sound should play (e.g pericope up and down, engine running both outside and underwater, interior ambiance) gives a constant popping. The actual sound isn't audible, seems like all that's playing is the popping.
I am trying the JSGME install again right now.
Let me know how it went.
`
Scoochy
04-23-07, 05:19 AM
If you have seen star wars, there is some probe droid thing about to sting princess leah with a needle. This probe droid makes a very strange noise, and that is what I hear alot of the time......After the re-install I am getting the same thing. Quite strange.
LukeFF,
I have a compromise for you. Since you just hate that periscope click so much, and my Beta team and I think that it is just fine, I can email you a separate sample without it and you can simply drop it into the mymod\Data\Sound .
Then you will be set! :up:
What do you think?
Nah, it's all right. If the pop is supposed to be part of the sound, then so be it.
One more question for you: when is the Ship_Alarm_EXT sound supposed to play? I've never heard it yet played in the game.
LukeFF,
It's just a few seconds work for me to get you that file. The External Ship Alarm plays when the destroyers either detect you or you torpedo one of the enemy ships. You have to be close to a destroyer to hear it.
I heard it several times while looking through the periscope when I was detected by a nearby destroyer. This sample is really nothing special anyway, and I'm not sure how it ended up in my mod since it is no different from the stock alarm (not yet anyways :-)
Scoochy,
I could throw in some Tie Fighter sounds into the mod to add to the experience?
I am just joking.
1. When you say you "reinstalled", do you mean just the mod or the entire game?
2. Does it work ok without the Stealthy Sub installed?
3. Does it work ok with just the Flavoured mod?
4. How about a clean unmodded game?
From personal experience, when modding, sometimes things get screwed up and can't be fixed because some files simply go missing. So when I install the game and patch it to the newest version, I make a second copy of the entire game. If I screw anything up and need to reinstall, I just overwrite the bad game with the backed up copy. Saves a lot of time, but you need to have the HD space.
`S
LukeFF,
It's just a few seconds work for me to get you that file.
Alright, if you insist. ;)
he162pilot(at)yahoo.com
Scoochy
04-23-07, 04:34 PM
mmmmm.....Tie Fighters....:-?
Maybe my explanation was all that good. It sounds like a loop, quick ending loop for the duration of the sound. Works alright for the first few minutes, but then starts to degrade. Periscope up/down will work for the first few times, then degrade to the loop/pop. Same with underwater ambiance, viewing torpedo from underwater, and interior ambiance.
Tried removing the sdl and it still went on.
Flavored to taste has no issues. Tried moving new sounds to flavored's mod, same issue with the same sounds.
I'm not even sure what to look at from this end. Seems that something is degrading between when I first hear the sound to later on (few minutes). However, there is no issue with the stock sounds. :doh:
EDIT: By reinstalled, I mean replace with stock. Whether it be by JSGME or by hand.
I am stumped.
Has ANYONE experienced anything like this?
How about turning the delayed sound travel off? Or whatever it is called in the sound menu.
`
New version tomorrow/today, Friday Apr. 27 !
:p
Kudos for your efforts. This mod is sweet! I'll be watching for the new version.
One thing: is it possible to have a sound for when the diesel's start? They just switch on without any kind of a turning over or cranking.
I assume the sound is a loop and therefore you couldn't add this in, but I figured I'd ask anyway.
Thanks Bane!
Yes, the sound is a loop. I know that others tried mixing it into ambient waves sounds, etc. but I think that this would bother some (and me) when surfacing with engines off.
For those who want the engines idling on the surface, just set your speed manually to 0.5kts.
S!
Mechman
04-27-07, 07:15 PM
I am stumped.
Has ANYONE experienced anything like this?
How about turning the delayed sound travel off? Or whatever it is called in the sound menu.
`
Actually, yes. And to be honest, that's about the best description of the sound imaginable.
Make sure your sound drivers are all up to date, and that windows is recognizing it properly, including speaker settings. Ensure that you have the proper hardware aceeleration setup, and make sure dxdiag doesn't show any problems with your sound setup.
New version is out - 1.22
http://www.subsim.com/radioroom/showthread.php?p=484519#post484519
S!
New version is out - 1.22
http://www.subsim.com/radioroom/showthread.php?p=484519#post484519
Nice job!
Re: the new flak gun sound: it sounds a little bit too hollow and doesn't have enough of a "pow" sound behind it (yeah, I know, a real professional explanation there :doh:). That, and there should be a bit of an echo at the end of it, as well.
One other idea about the flak gun sound: how much would it affect the performance of the sound file to include the sound of shell casings hitting the deck?
Well, you are right about the Flak gun.
So just for you I put a real 20mm cannon sound into the mod and re-uploaded it under the 1.22a version.
I assure you that this is as real a sound as it gets for this type of gun. :)
`
Mantra002
04-29-07, 04:42 AM
That sound sure is swell, where did you find it?
bruschi sauro
04-29-07, 09:40 AM
thanks mate:up:
Bill Nichols
04-29-07, 10:07 AM
Very nice sounds. One question: What is the file "sh.sdl" and why is it important?
Thanks!
"Sh.sdl" is the audio samples' parameters file. I customize the volume levels for all my sound effects inside that file.
Without this file the game is going to use the default file and the volumes will have incorrect levels. That is also why if you take only some of my samples without the sh.sdl and throw them into a different sound package, the sounds maybe too quiet or too loud.
It is less time consuming to control the volumes through that file rather than to edit each sample to a particular desirable level.
S!
Bill Nichols
04-29-07, 11:22 AM
Gotcha. So, if I want to edit that file to change volume, how do I go about it?
Hex editor, or Minitweaker if you can write your own tweak file. In order to write your own tweak file though you will need to use a hex editor just to get the info from the sh.sdl.
I made a tweak file for myself for the samples I was interested in, but it would take a lot of work to make one for the entire sound set. I will probably make one in the future and rescale the entire volume set just to obtain proper respective audio gains.
I can give you my tweak file if you are interested. Private Message me your email.
S!
sqk7744
04-29-07, 03:46 PM
Take a Bow! Probex - your mod keeps getting better!!! :up::up::up::up:
Take a Bow! Probex - your mod keeps getting better!!! :up::up::up::up:
Thanks a lot!
Here is my bow: :damn:
or
:/\\!! lol
S!
sqk7744
05-01-07, 11:24 PM
Take a Bow! Probex - your mod keeps getting better!!! :up::up::up::up:
Thanks a lot!
Here is my bow: :damn:
or
:/\\!! lol
S!
-----
:cool:
Well, you are right about the Flak gun.
So just for you I put a real 20mm cannon sound into the mod and re-uploaded it under the 1.22a version.
I assure you that this is as real a sound as it gets for this type of gun. :)
Thanks! I'll have to check that out when I get back in town (not for another two weeks :damn: ).
ReallyDedPoet
05-07-07, 11:51 AM
Nice to have options:up:
RDP
Well, you are right about the Flak gun.
So just for you I put a real 20mm cannon sound into the mod and re-uploaded it under the 1.22a version.
I assure you that this is as real a sound as it gets for this type of gun. :)
I dunno... ;)
I just spent over a week listening to M2 Bradleys fire their 25mm main gun, "up close and personal," (probably about 100 meters away), and the impression I got of the sound is that it had a lot of "punch" to it, a sound that remained distinct at farther rangers. This sound you are using just lacks that "punchiness" and bass that a 20-25mm gun has. If only I had sound recording equipment with me these last weeks... :D
Dodger01
05-17-07, 05:32 PM
I have to admit, so far I really love this one.
I use over-the-ears headphones, not just for immersion but also because I use voice commands and this headset has a great microphone. With this mod I keep finding myself looking over my shoulder!
That, or wincing everytime there's a noise in the con when I'm far too close to a DD...
Hammertime
05-21-07, 03:33 AM
Hello all, - will this mod work ok with Trigger-Maru?
(sorry if this has been answered elsewhere!);)
I don't see why not. Install it AFTER the Trigger Maru. It will tell you that it will overwrite some files; that's ok.
Remember to uninstall the mods in the exact opposite order of installation.
S!
Hammertime
05-21-07, 03:39 AM
Thanks for that Probex - and for your prompt reply!
This mod appears to be 1.3 compatible :-)
S!
Salute everyone!
I made a minor volume adjustment to the diesels and a few other things.
This is a really small change but I posted the mod under a new revision - 1.22b.
http://files.filefront.com/Kosh+Stealthy+Sub+v122brar/;8210924;;/fileinfo.html
S!
AkbarGulag
08-05-07, 04:25 AM
I still can not get over what an awesome addition this is...
Your mod rocks, thanks mate ;)
THE_MASK
08-05-07, 05:23 AM
This is fantastic :up: , why didnt i notice it before:-?
java`s revenge
08-05-07, 05:38 AM
Probex...Wow,
This mod is really great. It gives shiv another atmosphere.
I love it and i keep it.
Capt. Shark Bait
08-05-07, 08:02 AM
yet another too :cool: mod. one thing, tho. i kinda preferr the stock torpedo screw sound thru the hydrophones, but the rest are just right spot on:rock:
Thanks a lot guys!
The underwater torpedo sound is a reproduction of a genuine German electric torpedo hydrophone sample. So it is actually quite close to reality.
S!
Capt Jack Harkness
02-01-08, 11:22 PM
Are there any tutorials out there about editing the sh.sdl file? I'm in a bit of an unusual situation (trying to get sounds to work properly on my November class nuclear submarine...). I've got a hex editor, but I have no idea how to use it.:damn:
Not that I am aware of. The file you mention has the sounds plainly written in the file in text and then there are some hex values for volume and distance for each sample. That's how I basically did it. Using the Hex editor and figuring which data is for volume.
BTW. This mod works fine with 1.4.
S!
Doolittle81
02-03-08, 01:02 PM
Could someone with a LOT of patrol time (gameplay) explain how this MOD relates/compares to the ROW Sound FX MOD, and to the other three below, all of which have been completed/released many months after the last post/release concerning this MOD?
ROW Sound Effects vs_8
Fairbanks Engine Sounds Final
TRM'sIngameSoundUpdateV.1
TRM'sSubSoundUpdate-TM
I realized that I deleted the mod by accident a while ago, so here it is again, lol
http://files.filefront.com/Kosh+Stealthy+Sub+v122brar/;13614589;/fileinfo.html
Webster
04-17-09, 10:44 AM
does anyone have this file somewhere and could you upload it?
Filefront somehow purged the file due to inactivity.
Is there something in particular you would like from it? I did not think that anyone cared about it anymore.
http://files.filefront.com/Kosh+Stealthy+Sub+v122brar/;13614589;/fileinfo.html
Webster
04-17-09, 09:03 PM
Filefront somehow purged the file due to inactivity.
Is there something in particular you would like from it? I did not think that anyone cared about it anymore.
http://files.filefront.com/Kosh+Stealthy+Sub+v122brar/;13614589;/fileinfo.html
just curious about it and wanted to test it to see if i liked it.
many old mods turn out to be just as good if not better than anything new out there.
Canonicus
04-18-09, 09:12 AM
The sub ambient interior sound is really nice in this mod.
W_clear
04-18-09, 09:27 PM
does anyone have this file somewhere and could you upload it?
You are digging ancient tombs.
:rotfl::rotfl:
These sound too old.not good.
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