View Full Version : rubber raft sounds
tomoose
08-26-07, 02:38 PM
I tried searching for this but I probably didn't use the right combination of words.
Is there a setting or tweak that will get rid of that incredibly stupid and unrealistic grating noise when the rubber raft touches the sub? It sounds like the sub is being rammed by another ship!! How that got past the developers is beyond me.
Perhaps one of these talented modders is working on the issue?
Thanks in any case to all the modders out there, you've helped make SHIV the game it should be. I hope at least someone at the original dev team/ubi is suitably embarassed with what's been accomplished by the modding community.
:up:
Von Manteuffel
08-26-07, 02:58 PM
There's not a separate sound file for the sub impacting a liferaft, or lifeboat, so the game plays out either collision.wavor collision_ship.wav.The only way to remove the sound is to delete the .wav file, which would also delete it for when ( if ever ) you actually collide with something sizeable.
tycho102
08-26-07, 05:58 PM
Another solution is to shove about 5 knots into reverse, then cut the engines and launch the raft. There will be very little grating against the raft because your sub will still still be gliding backwards, away from the raft.
Fincuan
08-27-07, 02:33 AM
I'm all for having a new sound for this too. I vividly remember the first time I came across this, since it almost made me fall out of my chair :)
It was the first mission of my first(and current) SH4 career. The objective was to insert a spy SW of Tokyo. It was a pitch black night, and under the cover of darkness we easily made it within less than a kilometer from the coast. Although tensions on the boat were high all the time, the entire approach had so far been uneventful. I ordered "All stop", and soon it was all quiet. I turned the volume up a bit(I play with headphones), and then ordered the crew to launch the damn raft...
WHAMMM!!!! SCREEETTCCHH!!! SCRRAAATTTCCCHHH!!
DID WE HIT THE BOTTOM? A MINE? ! BACK EMERGENCY! FULL LEFT RUDDER!
After I had recoverd from the initial shock, I scanned the horizon. Nothing. Then the raft emerged from under my boat, and it was quiet again.
Needless to say, we left the spies to do the paddling on their own and headed for the deep water, flank speed! :)
scared the hell out of me the first time I heard it... thought I hit bottum or a very big rock.
tomoose
08-27-07, 06:05 PM
....that the developers did not come across this. It would imply that they NEVER tested the spy/marine landing missions. I have yet to drop off any character and not have that damn noise occur when I stop engines and cast off the raft. There is no way they should have missed that one. My suspicion is that they knew about it but because they would have to change the program to accept a 'new' raft sound they didn't bother, too much work. Still inexcusable in my book.
Tycho's suggestion is a good method but you gotta admit we shouldn't have to do that. Not much choice though I guess.
It just seems like SUCH a lame bug!
Thanks for the feedback.
:up:
ReallyDedPoet
08-27-07, 08:13 PM
Another solution is to shove about 5 knots into reverse, then cut the engines and launch the raft. There will be very little grating against the raft because your sub will still still be gliding backwards, away from the raft.
Nice tip :up: I had this last night, almost knocked me off my chair.
RDP
tomoose
08-27-07, 11:01 PM
I wonder if 'collision.wav' is supposed to have another sound (i.e. a raft/lifeboat bump sound). When I play 'collision.wav' and 'collision_ship.wav' they sound identical. If 'collision_ship.wav' is intended for actual ship collisions then perhaps an alternate sound could be used in 'collision.wav' if that is the sound that is called up by the program for rafts/lifeboats etc?
Can anyone shed some light on this?
:hmm:
Von Manteuffel
08-28-07, 02:25 PM
Worth finding a sound ( anyone will do so long as it's distinctive ) and dropping it in there, then running a "deliver spy" mission and see what happens.
Digital_Trucker
08-28-07, 03:21 PM
Worth finding a sound ( anyone will do so long as it's distinctive ) and dropping it in there, then running a "deliver spy" mission and see what happens.
And if someone does that, make sure to save the game right before the raft release so you don't have to go through all the rigamarole inolved with getting there. Then you have a starting point to use to check other possibilities, too (unless of course loading the saved game causes whatever mod you might put into place to become non-functional:damn: )
panthercules
09-05-07, 11:27 PM
Worth finding a sound ( anyone will do so long as it's distinctive ) and dropping it in there, then running a "deliver spy" mission and see what happens.
And if someone does that, make sure to save the game right before the raft release so you don't have to go through all the rigamarole inolved with getting there. Then you have a starting point to use to check other possibilities, too (unless of course loading the saved game causes whatever mod you might put into place to become non-functional:damn: )
Good advice - well, I tried this and it plays/triggers "collision_ship.wav" when you bump into the supply raft (just like it does when you hit a real ship). I've created a personal mod with a blanked-out collision_ship.wav sound file that I'll be installing via JSGME whenever I draw a raft-oriented mission, as I don't intend to ever hear that grating sound again when I launch a raft. Since I've never actually collided with a ship in real play (as opposed to testing) before, I don't think I'll miss it too much. :D
sqk7744
09-08-07, 11:13 AM
Anyone had any luck with a sound file? I'm happy to help. Seems to be the same sound with lifeboats during sinkings too.
* What about using the mission editor to setup a quick 'raft launch' and then test?
Cheers,
:up:
panthercules
09-08-07, 01:30 PM
Anyone had any luck with a sound file? I'm happy to help. Seems to be the same sound with lifeboats during sinkings too.
* What about using the mission editor to setup a quick 'raft launch' and then test?
Cheers,
:up:
Not sure what you mean - as noted above, I tried this out in game and confirmed that the game plays the "collision_ship.wav" sound file when you bump the raft. All you have to do is replace "collision_ship.wav" with any other sound file you want (I've just replaced mine with a .wav file that just plays 8 seconds of silence) and it will play when you launch/bump the raft. Of course, it also plays whenever you run into a ship (and maybe other things), so you'll lose the crashing/grinding noise when you ram those destroyers and other things if you replace it. That's why I've put my "silence" version into a personal JSGME mod that I can activate only for those patrols where I have a raft mission, and deactivate for the others.
Not sure what else there is to do about this one, unless you want someone to go out and record a sound file of a rubber raft bumping up against a sub - I'm landlocked where I am so will have to leave that work for someone else :lol:
sqk7744
09-08-07, 02:09 PM
Anyone had any luck with a sound file? I'm happy to help. Seems to be the same sound with lifeboats during sinkings too.
* What about using the mission editor to setup a quick 'raft launch' and then test?
Cheers,
:up:
(I've just replaced mine with a .wav file that just plays 8 seconds of silence) and it will play when you launch/bump the raft. Of course, it also plays whenever you run into a ship (and maybe other things), so you'll lose the crashing/grinding noise when you ram those destroyers and other things if you replace it. That's why I've put my "silence" version into a personal JSGME mod that I can activate only for those patrols where I have a raft mission, and deactivate for the others.
Good idea!
We'll i'm off with my sound rig to the sub base to record a zodiac coming along side ;)
panthercules
09-09-07, 12:04 PM
We'll i'm off with my sound rig to the sub base to record a zodiac coming along side ;)
I'd like to be there when you try to explain that to base security - "Honest, I was just trying to record something for a mod for a computer game ..."
I'll try to visit you next time I'm down at Club Gitmo :rotfl:
tomoose
09-09-07, 06:47 PM
....maybe it was the collision.wav file which as pointed out above is not the case, it's collision_ship.wav (despite the fact that the sound effect when played is exactly the same, so what is "collision.wav" for?).
What I've done is go online and find a sound effect for canoes (there are lots believe it or not) and found one that has the calm water sound and small bumping noises and replaced "collision_ship.wav" with that. Problem solved (until I actually have a real ship collision but those should be very few and far between).
It still irks me that the developers were that lazy with the testing that this little annoyance got through.
Thanks anyway for the tips and feedback.:up:
sqk7744
09-10-07, 12:08 PM
I'll try to visit you next time I'm down at Club Gitmo :rotfl:
Exactly! Just a quick stop at the Commissary and then down to the piers at Groton, CT ..right :doh:
Great idea tomoose!
"What I've done is go online and find a sound effect for canoes." -Would you kindly post on Filefront etc."
I found two good canoe samples online:
http://freesound.iua.upf.edu/samplesViewSingle.php?id=13792
and
http://freesound.iua.upf.edu/samplesViewSingle.php?id=7175
The first one has jungle insect sounds in the background as well.
You have to register to download these, but it's free.
sqk7744
09-25-07, 05:55 PM
Cool ahclem (http://www.subsim.com/radioroom/member.php?u=233689)!
Will have to try those out :up::up::up:
You guys are good..... Thanks!
Art
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