View Full Version : [REL] 'Destroyer in Attack Run' Sound Man Voice Fix
nvdrifter
12-04-07, 10:21 AM
*Released* *For testing only!*
'Destroyer in Attack Run' Sound Man Voice Fix v1.0 for SH4 v1.4
I finally figured out to how to at enable at least one of the missing sound man's voices. This simple mod fixes the sound man's voice to now say 'Destroyer in Attack Run' when a destroyer starts it's attack run. Unfortunatley I couldn't fix the sound man depth charge warning in this version. Also please note that I could not get the 'Destroyer in Attack Run' text to show up in the message box. There is only the voice sound. Maybe someone else can figure that one out. The sound files are all mixed up bad. Anyways, this is version 1.0 and I have tested it extensively and it seems to work fine. There shouldn't be any problems, but please use this fix at your own risk. If anyone finds a problem, please let me know. Leo, Ducimus, me and others are all working on a way to fix the the missing (broken) voices in the game, and it ain't easy. But for now, please enjoy this little fix. :sunny:
Also check out the thread for my dc splash sound mod that would go good with this fix. Thread here: http://www.subsim.com/radioroom/showthread.php?t=126127
Please download the v1.01a fix here:
File temporarily removed due to problems with fix
AVGWarhawk
12-04-07, 10:23 AM
That is just fantastic. Tired of my mute crew. Did not see the link!
nvdrifter
12-04-07, 10:25 AM
That is just fantastic. Tired of my mute crew. Did not see the link!
Hey, you are too fast! Uploading now. :D
AVGWarhawk
12-04-07, 10:48 AM
Sorry NV.....just so many great things going on here I want to try them all out!!!
nvdrifter
12-04-07, 10:51 AM
Sorry NV.....just so many great things going on here I want to try them all out!!!
I have high hopes that we can figure out this missing voices problem. I think I now have a basic idea what is wrong. But it's a big mess.
Damn. Nice work, this was so needed.
<S>
tater
Brilliant work NV!! another nice job! well done. :up:
nvdrifter
12-04-07, 12:02 PM
Brilliant work NV!! another nice job! well done. :up:
Thanks. :lol:
nvdrifter
12-04-07, 12:02 PM
Damn. Nice work, this was so needed.
<S>
tater
Thanks. ;) It was driving me crazy.
nvdrifter
12-04-07, 12:06 PM
*Released*
'Destroyer in Attack Run' Sound Man Voice Fix v1.01a
Changes in 1.01a-
Slighty changed the Timeout setting so the sound officer will announce slightly more often. Also changed priority setting. Was set too high. Less chance to miss several attacks runs close together.
Download v1.01a here:
File temporarily removed due to problems with fix
You da Man!!! While you're having fun with sound here are a couple that have always bugged me:
"Torpedo Fired" (should be) "Torpedo hot straight and normal" (hopefully, it is LOL)
"Yes Sir" (should be) "Aye Aye Sir" or (for narsacists) "Yes my Lord" :lol:
Great Work NV!!!!!!
:up:
Would this be compatible with TM 1.7? Stupid question but just making sure.
Canonicus
12-04-07, 04:06 PM
Great work on this!...Is it applied in-port only?
Cpt.Saubär
12-04-07, 04:15 PM
Would this be compatible with TM 1.7? Stupid question but just making sure.
Great work on this!...Is it applied in-port only?
what they said...
and thx alot, cant believe that they recorded sounds and they are still bugged.
Weather-guesser
12-04-07, 04:23 PM
One thousand dollars to the man who fixes the lack of interior damage sound bug!....er, ok A cold beer and a big thanks :oops:
Digital_Trucker
12-04-07, 04:51 PM
This just :rock: Keep doing your :hmm: about the rest of the sounds and soon this game will be one more step towards :know: .
Thanks for making the game that much more bettererrrrrrrrrrrrrrrrrrrrrr:arrgh!:
Ducimus
12-04-07, 04:56 PM
Would this be compatible with TM 1.7? Stupid question but just making sure.
It is.
fireship4
12-04-07, 05:29 PM
Isnt Leo working on the same thing? Maybe you can unlock this puzzle together.
My quest to bring modders together continues! do doo do dooo do do!
John Channing
12-04-07, 05:55 PM
Leo, Ducimus, me and others are all working on a way to fix the the missing (broken) voices in the game, and it ain't easy. But for now, please enjoy this little fix. :sunny:
It seems they are way ahead of you.
JCC
leovampire
12-04-07, 06:52 PM
Any and all help and work from anyone is totaly welcome!!!!!!!
Your the man :rock:
Gargantou
12-04-07, 07:25 PM
I wish the devs would fix these stuff themselves before releasing an addon tbh.
Nice work none the less, seeing as they dont seem to 'care' about the issue enough to fix it, I'm glad we still have modders like you to salvage the wreckage they have given us!:D
I wish the devs would fix these stuff themselves before releasing an addon tbh.
Nice work none the less, seeing as they dont seem to 'care' about the issue enough to fix it, I'm glad we still have modders like you to salvage the wreckage they have given us!:D
:roll:
It takes time to fix these things, and obviously they didn't have enough of that to fix it for the 1.4 release.
nvdrifter
12-04-07, 08:52 PM
One thousand dollars to the man who fixes the lack of interior damage sound bug!....er, ok A cold beer and a big thanks :oops:
Not sure what you are talking about. Lack of voices or lack sound effects? Please be more specific. :)
leovampire
12-04-07, 09:07 PM
One thousand dollars to the man who fixes the lack of interior damage sound bug!....er, ok A cold beer and a big thanks :oops:
Not sure what you are talking about. Lack of voices or lack sound effects? Please be more specific. :)
Are linked to the sub interior files. The sound effects are there but not linked to the objects and action.
Bulbs breaking fusues being poped and so forth the links are broken in most of the sub interior files.
That is what weather-guesser means.
nvdrifter
12-04-07, 09:09 PM
Ok, thanks. Now I understand.
One thousand dollars to the man who fixes the lack of interior damage sound bug!....er, ok A cold beer and a big thanks :oops:
Not sure what you are talking about. Lack of voices or lack sound effects? Please be more specific. :)
Are linked to the sub interior files. The sound effects are there but not linked to the objects and action.
Bulbs breaking fusues being poped and so forth the links are broken in most of the sub interior files.
That is what weather-guesser means.
nvdrifter
12-04-07, 09:11 PM
I think I found a problem with the voice working properly at the right time. It might be saying it when detecting any ship. Now sure. Everyone please remember these releases were for testing purposes. There seem to still be problems. I wouldn't recommend using this mod in a campaign game yet.
... It might be saying it when detecting any ship. Now sure.
does the same warning apply to the water splash version NV?
nvdrifter
12-04-07, 10:17 PM
... It might be saying it when detecting any ship. Now sure.
does the same warning apply to the water splash version NV?
No, the splash sound mod is fine. It's the 'Destroyer in Attack Run' voice that has the problem. I don't advise using it for right now until I can figure out the problem.
Roger Dodger
01-08-08, 04:32 PM
You da Man!!! While you're having fun with sound here are a couple that have always bugged me:
"Torpedo Fired" (should be) "Torpedo hot straight and normal" (hopefully, it is LOL)
"Yes Sir" (should be) "Aye Aye Sir" or (for narsacists) "Yes my Lord" :lol:
Great Work NV!!!!!!
:up:
It would also be nice to get some indication of a boo-boo for torpedoes. "Torpedo is a runaway, sir!" "Torpedo exploded prematurly, sir" "TORPEDO IS CIRCLING AND COMING BACK AT US, SIR!"
Also, correct procedure for bridge/navigation commands go something like this:
CAPT: <calls for Ahead Standard>
OOD: <to Capt> 'Yes, sir"
OOD: <to Quartermaster> "Ahead Standard"
QM: "Ahead Standard, Aye-Aye, sir"
The QM always repeats the command, then follows with an 'Aye-Aye, sir' <meaning 'I hear and obey'>. Any misunderstandings of commands can be picked up by the OOD immediatly and corrected. This same process is used for the Helmsman, Quartermaster and Planesman. The Helmsman (steering) and Quartermaster (speed) seem to be the same position in a sub, whereas in a surface ship, these positions are seperate.
Also, correct procedure for bridge/navigation commands go something like this:
CAPT: <calls for Ahead Standard>
OOD: <to Capt> 'Yes, sir"
OOD: <to Quartermaster> "Ahead Standard"
QM: "Ahead Standard, Aye-Aye, sir"
The QM always repeats the command, then follows with an 'Aye-Aye, sir' <meaning 'I hear and obey'>. Any misunderstandings of commands can be picked up by the OOD immediatly and corrected. This same process is used for the Helmsman, Quartermaster and Planesman. The Helmsman (steering) and Quartermaster (speed) seem to be the same position in a sub, whereas in a surface ship, these positions are seperate.
Great work here on the command sounds. For me authentic command exchanges add a lot to the game. Navpers 16160 ( http://www.maritime.org/fleetsub/index.htm) (http://www.maritime.org/fleetsub/index.htm) the fleet type submarine manual that has been referenced many times in the forum, has sections call phraseology in Chapters 17 and 18 that would provide a great source of orders that might be incorportated. ( http://www.maritime.org/fleetsub/chap17.htm#17C )
Just to confirm that on a submarine the helmsman's watch station does control both the helm (the wheel) and the engine order telegraph which relays speed orders to manuvering. Upon repeating the command to the OOD, as noted above, he would move the telegraph for each engine to the ahead standard position (the command would actually have been "All ahead standard") When manuvering respond by positioning their telegraph dials the helmsman would report to the OOD "Answers all ahead standard" The OOD would then complete the exchange with "Very well." The quartermaster of the watch would be tending to navigational duties and keeping the ship's log.
Nuc
http://www.maritime.org/fleetsub/chap17.htm#17C
tomoose
01-09-08, 01:04 PM
I noticed on the very first post that the "fix" was removed because of problems. Is version 1.0 still useable? Is it still the 'test' version?
Roger Dodger
01-09-08, 08:56 PM
Great work here on the command sounds. For me authentic command exchanges add a lot to the game. Navpers 16160 ( http://www.maritime.org/fleetsub/index.htm) (http://www.maritime.org/fleetsub/index.htm) the fleet type submarine manual that has been referenced many times in the forum, has sections call phraseology in Chapters 17 and 18 that would provide a great source of orders that might be incorportated. ( http://www.maritime.org/fleetsub/chap17.htm#17C )
Just to confirm that on a submarine the helmsman's watch station does control both the helm (the wheel) and the engine order telegraph which relays speed orders to manuvering. Upon repeating the command to the OOD, as noted above, he would move the telegraph for each engine to the ahead standard position (the command would actually have been "All ahead standard") When manuvering respond by positioning their telegraph dials the helmsman would report to the OOD "Answers all ahead standard" The OOD would then complete the exchange with "Very well." The quartermaster of the watch would be tending to navigational duties and keeping the ship's log.
Nuc
http://www.maritime.org/fleetsub/chap17.htm#17C
'. . . Like ve do everting in ze Cherman Army - By der Book ov Instr-r-r-ructions!'
Gert Frobe - 'Those Magnificient Men and Their Flying Machines'
I just knew there must be a 'Book of Instructions' around for these commands somewhere, but even as an officer in the Coast Guard (R) I never saw it. Also, I was quoting from bridge experiences from nearly forty years ago, so I probably missed a couple. :oops:
Are the billets of Helmsman, Planesman and Quartermaster all filled by the Quartermaster Rating, or are there unique ratings for submariners?
Why are there two Planesmen? One for Foreplanes, One for Aftplanes, or one for Starboard Planes and one for Port Planes? Are there After Planes? I'll have to take a look for this one. :lol:
Roger Dodger
01-09-08, 09:43 PM
Answered one of my questions using the above link:
The control station includes the bow and stern planesmen's stations . . .
M. Sarsfield
01-09-08, 10:45 PM
These are the rates/positions that I'm aware of:
Torpedoman's Mate
Yeoman (Quartermaster/Typist/etc.)
Steward
Helmsman
Planesman
Watchman
Electrician's Mate
Engineman
Motor Machinist's Mate
Cook
and then whatever the ratings are called for the Radio, Radar, and Sonar specialties.
and then whatever the ratings are called for the Radio, Radar, and Sonar specialties.
Either Radioman or (less common) Radio Technician. The Radarman and Sonarman ratings were reserved for the surface ships.
EAF274 Johan
01-10-08, 02:45 AM
Also, correct procedure for bridge/navigation commands go something like this:
CAPT: <calls for Ahead Standard>
OOD: <to Capt> 'Yes, sir"
OOD: <to Quartermaster> "Ahead Standard"
QM: "Ahead Standard, Aye-Aye, sir"
In game:
CAPT: (n/a)
OOD: "Yes, sir"
OOD: "Ahead Standard"
QM: "Yes, sir"
One way of making the OOD say "Yes sir" and the QM say "Aye-aye" could be to assign specific voices to crewmembers according to rank. E.g. crewmembers from LtJr onwards use voice folders 1-5, lower ranks use 6-9. Voices are assigned in the crew upc file. Of course this would probably only work as long as no crewmembers are promoted to officer. There was a mod somewhere that used SH1 phrases (incl. "Aye sir").
It's also possible to mix the ogg sound files and create a phrase like "Firing tube 1 (background: Aye sir, firing tube 1!)" and replace existing files. It's just quite a bit of work :)
Does anyone know how to add/activate phrases in the dat files? I've been looking for a way since SH3, but never found it.
Are the billets of Helmsman, Planesman and Quartermaster all filled by the Quartermaster Rating, or are there unique ratings for submariners?
Why are there two Planesmen? One for Foreplanes, One for Aftplanes, or one for Starboard Planes and one for Port Planes? Are there After Planes? I'll have to take a look for this one. :lol:
There is a difference between a watchstation and rating. Actually these "watchstations" are generally manned by unrated seamen (or in some cases firemen) who are striking for a rating. Each watch section would have four or more watchstanders who on the surface would rotate between lookout, helm and messenger of the watch. Submerged the lookouts would take the bow and stern planes controls. The rotation was to keep the lookouts and planesmens fresh over the 4 hours of the watch.
The "quatermaster of the watch" is a watchstation that might be filled by any one of several ratings including Quartermaster and Signalman or even Boatswain. The duties were to aide the OOD in navigation and keep the ship's log.
See this link for more on ratings:
http://www.valoratsea.com/rate.htm
tomoose
01-10-08, 09:04 AM
I noticed on the very first post that the "fix" was removed because of problems. Is version 1.0 still useable? Is it still the 'test' version?
M. Sarsfield
01-10-08, 09:05 AM
I forgot about the Boatswain, which was called a Coxswain back then.
I didn't realize that they rotated the planesmen and watchmen like that. I always thought that the poor slobs were stuck staring at a dive needle for 4 hours.
So, realistically, on the surface no one should be at the plane stations unless you're preparing to dive.
I noticed in Operation Pacific that they had quite a number of guys crammed into the conning tower during a torpedo attack, but in the game at battle stations you see only 3.
dean_acheson
01-12-08, 06:17 PM
any news on this?
dean_acheson
01-14-08, 10:05 AM
I forgot about the Boatswain, which was called a Coxswain back then.
I didn't realize that they rotated the planesmen and watchmen like that. I always thought that the poor slobs were stuck staring at a dive needle for 4 hours.
So, realistically, on the surface no one should be at the plane stations unless you're preparing to dive.
I noticed in Operation Pacific that they had quite a number of guys crammed into the conning tower during a torpedo attack, but in the game at battle stations you see only 3.
O yeah, it was a busy place. Moreso than our boats are. This is from ww2incolor.com
http://www.ww2incolor.com/gallery/albums/us_navy/aql.jpg
Iyou're preparing to dive.
I noticed in Operation Pacific that they had quite a number of guys crammed into the conning tower during a torpedo attack, but in the game at battle stations you see only 3.
O yeah, it was a busy place. Moreso than our boats are. This is from ww2incolor.com
http://www.ww2incolor.com/gallery/albums/us_navy/aql.jpg
I guess I aided in taking this thread off topic. Sorry. There was unanswered question and bump regarding whether the version 1.0 of the 'Destroyer in Attack Run' fix is usable. Anyone know?
As long as we got to the conning tower discussion, Norman Friedman's "U.S. Submarines Through 1945" p244-245 shows configurations of 10 or 12 people in the conning tower at battle stations. Depending on the boat's equipment configuration these could include:
Approach Officer (ususally CO)
Attack Coordinator (usually XO)
Plotting Party (1 officer and 1 or 2 enlisted)
Sonar operator (1 enlisted)
TDC operator (1 officer)
Periscope assistant (1 junior officer)
Radar operator (1 enlisted)
Firing panel operator (1 enlisted)
Helmsman (1 enlisted)
Phone talker (1 enlisted)
Stary Wuj
01-23-08, 07:31 AM
Any news about this great fix ?
:-)
Best Regards
Stary Wuj
Roger Dodger
01-24-08, 01:37 AM
So, realistically, on the surface no one should be at the plane stations unless you're preparing to dive.
From: "The Fleet Type Submarine", Chapter 18, Page 175
"A submarine, when on the surface, must be in readiness to dive at any time. This requires the vessel to be maintained constantly in diving trim so that little or no trim adjustment is necessary after submergence. The ship is rigged for dive immediately after getting underway, in strict. conformance with the check-off list posted in each compartment."
http://www.maritime.org/fleetsub/chap18.htm
Therefore all diving stations, including the planesmen, should be manned and ready at all times.
So, realistically, on the surface no one should be at the plane stations unless you're preparing to dive.
From: "The Fleet Type Submarine", Chapter 18, Page 175
"A submarine, when on the surface, must be in readiness to dive at any time. This requires the vessel to be maintained constantly in diving trim so that little or no trim adjustment is necessary after submergence. The ship is rigged for dive immediately after getting underway, in strict. conformance with the check-off list posted in each compartment."
http://www.maritime.org/fleetsub/chap18.htm
Therefore all diving stations, including the planesmen, should be manned and ready at all times.
I know that, on the surface (pun intended:D ), this would seem to be the case, but rigging for dive and maintaining trim had nothing to do with the planesmen. Rigging for dive was a mechanical systems alignment (repositioning of valves, flappers etc.) that was done on leaving port. In port, these systems were aligned to prevent accidental flooding and had to be reconfigured. Maintaining trim on the surface is a computational exercise to adjust the buoyancy of the boat to account for various changes. For example if sanitary tanks were blown dry, trim tanks would be flooded enough to compensate. This was overseen by the Engineering Officer and carried out on a watch to watch bases by the Chief of the Watch and the Auxilaryman of the Watch (trim manifold). There was just too much to do to have 2 men sit around all night with nothing to do. If you look at page 198 (Chapter 20) of the reference above you'll see it calls for the bow planesman to go to a look out station on surfacing and the stern planesman to go to engine room. (on my boat I think they both went to lookout - but that was 1971 on a Guppy II). Hope this clarifes things for anyone who is interested.
Nuc
Bump....
I have been following this interesting beta mod for some time.
I seems dead now, but I wonder if addon/patch 1.5 helped solving the "destroyer in attack run" callout?
Unable to run the game and test myself for the time being, I wonder whats up.
If addon/patch 1.5 solved nothing (....) then maybe someonenvdrifter might look into this?:hmm:
cheers, trebb
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