View Full Version : [TEC] Noisy sub nets?
I added sub nets, but when I start a mission near them, I get a loud, wird noise. Like a million special forces rafts against the hull for a few seconds, even though I'm miles from the nets.
Any ideas what this could be? Is it that I have them at default altitude and they "drop" into the water or something?
tater
If the mission/career starts far from the nets, no noise. I'll live with it.
thefretmaster
06-13-07, 10:09 AM
i think that this was found with sh3 aswell. someone made a fix for it. have a look around in the sh3 forums see if you can find any answers:up:
Thanks!
I have heard it a lot since I have been adding a LOT of sub nets lately as reef substitutes.
I don't know how the games populates items into the world but my guess would be that as they are "spawning", if you have them close together, they could rub against each other causing the noise.....
Chuck
Webster
06-13-07, 12:52 PM
i remember reading about it in sh3 it was a hard coded bug about things spawning to close together because there was a fudge factor where the spawned item wasn't at point "x" but withing so many yards of point "x". other glitches were ships spawning inside objects or blowing up from unseen damage. as far as i can remember the only fix was to keep a minimum gap between objects when creating missions.
ps - this also pertains to spawning in shallow water sometimes you will spawn with immediate damage so watch the spawn depth and water depth issue.
Webster
06-13-07, 01:04 PM
Thanks!
I have heard it a lot since I have been adding a LOT of sub nets lately as reef substitutes.
if you aren't close to the nets when the game starts then it may be an interference issue, sometimes that happened to me when i was changing things with mission editor while the game was still running to save time going back trying out my changes. i was like a hairbrush dragged accross a record player. when i redid the mission exactly the same but without the game running it ran the mission without any noise. i figured it must have been some sort of interference from the game but it didn't do it for all the missions i did so i was never certain except that having the game running at the same time caused it.
Like a million special forces rafts against the hull for a few seconds
I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened.
- Obi-Wan Kenobi, Jedi sonar man, encountering a screechy submarine net
Like a million special forces rafts against the hull for a few seconds
I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened.
- Obi-Wan Kenobi, Jedi sonar man, encountering a screechy submarine net
LOL
Hammertime
06-15-07, 02:44 AM
Must has been what I ran into the other night - doing a spot of harbour recce, had my speakers turned up - the noise nearly gave me a cardiac arrest, :huh:
Was it in my campaign layers, or the stock game?
Wondering if I'm doing something wrong, or if it's just I use a LOT more nets (since I'm making hundred+ mile reefs out of them).
tater
thefretmaster
06-15-07, 01:16 PM
i cant remember what people did about it before, your "reefs" should be fine. i think someone either deleted the sound file or made a silent one for it, im not sure though
I only hear the noise if I have a test mission where I spawn very close to it.
It's not a huge problem, really. So far it seems to work reasonably well. If their depth is set to around 5m DDs etc can pass above them. Near channels into lagoons I have made an opening with the nearby nets set so the escorts may pass over them (the larger ships stay in line nicely). I can then prevent access to submerged subs via mines.
You can still get in, but combined with a fair number of "elite" escorts guarding the passes, it's not terribly safe.
If I were the japs I'd mine all the deep spots inside the lagoon as well in case someone decided to "go deep."
tater
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