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View Full Version : [WIP] Sonar Realism & Prop Counting


vickers03
04-11-09, 10:44 AM
so the next step on top of the SonarTargetFix will
be the SonarRealism mod.
i thought of synchronize all ship's prop sounds to allow for
real prop counting and speed estimation.
i'm also adding more occasional sonar sounds of your
own sub and maybe some marine life sounds so you really
have to listen for a ship:ping:

ETR3(SS)
04-11-09, 11:21 AM
I suggest adding shrimp sounds in particular. :arrgh!:

Webster
04-11-09, 05:04 PM
:yeah:

vanjast
04-11-09, 05:15 PM
My work so far on this...

Ship sim files:
- The Ship Revs effects the frequency range of the prop count.
(Webster reckons adjusting this will bugger up his acceleration physics mod - have a chat with him)

- I've found a Rev value from 49-55 rpm gives the most discernable count range (it's a game engine problem!!).

- You can play/compress with the propellor audio files to extend the range, but this is limited.

- you'll might have to pull back the stock HYD files into the game as the RFB mod has replaced these with their own files. The RFB HYD sound files are the HIGH filter sonar range. The sonar had a LOW filter which sound close to the stock sound files. I'm not sure of the TM files though.

PM for any stuff you might require, as it looks as if you'll do a better job than me.
:D

Edt: At least they look nice at Langtrees :D

vickers03
04-11-09, 05:30 PM
My work so far on this...

Ship sim files:
- The Ship Revs effects the frequency range of the prop count.
(Webster reckons adjusting this will bugger up his acceleration physics mod - have a chat with him)

- I've found a Rev value from 49-55 rpm gives the most discernable count range (it's a game engine problem!!).

- You can play/compress with the propellor audio files to extend the range, but this is limited.

- you'll might have to pull back the stock HYD files into the game as the RFB mod has replaced these with their own files. The RFB HYD sound files are the HIGH filter sonar range. The sonar had a LOW filter which sound close to the stock sound files. I'm not sure of the TM files though.
i'm just planning to edit the sound files to allow for a more or less simplified prop counting.
i thought about using stock sounds and/or some of
these http://www.hnsa.org/sound/index.htm
there's always the possibility to add new prop sounds
to certain ships.
but first i have to check if the prop rpm is in a realistic
range with the ship maneuver fix.

your work sounds awesome, but as you said it sadly screws up the maneuver fix:cry:

vanjast
04-11-09, 06:54 PM
I've downloaded that whole website, and gone through every file that I care to remember.... Lot's of nice stuff

you have a PM
:yeah:

Edt... Yayyy I'm a Captain - sh1t how did that happen, a post or two ago I was in a brothel. Dam.. how stupid of me!!

vickers03
04-11-09, 09:05 PM
- you'll might have to pull back the stock HYD files into the game as the RFB mod has replaced these with their own files. The RFB HYD sound files are the HIGH filter sonar range. The sonar had a LOW filter which sound close to the stock sound files. I'm not sure of the TM files though.hmm, i thought the sonar had different filters used on purpose, switched around to filter some unwanted sounds out.
so RFB sounds wouldn't be automatically wrong.
since filters are not modelled in the game it doesn't really matter if low or hi sounds are taken:hmmm:

LukeFF
04-12-09, 02:51 AM
hmm, i thought the sonar had different filters used on purpose, switched around to filter some unwanted sounds out.
so RFB sounds wouldn't be automatically wrong.
since filters are not modelled in the game it doesn't really matter if low or hi sounds are taken:hmmm:

All of the RFB hydrophone sounds are taken from the HSNA website, so the filter settings will vary a bit, but they should be all within the same general range.

vickers03
04-12-09, 04:58 AM
All of the RFB hydrophone sounds are taken from the HSNA website, so the filter settings will vary a bit, but they should be all within the same general range.yes, that's what i thought too, they're really good.
the goal of the sonar man was to use Hi-Filter
sounds as much as possible, because on higher frequencies the target arc was narrower.
also, the magic eye, the green light indicator, starts
its work at higher filter settings.

vanjast
04-13-09, 02:43 PM
Once you have all the sounds sorted out and you need some help putting a Rev/Speed chart together, give me a 'call'.

There's a sh1t load of ships to go through, to make a chart... I can help here.
:D

vickers03
04-13-09, 03:10 PM
Once you have all the sounds sorted out and you need some help putting a Rev/Speed chart together, give me a 'call'.
thx, i'm still trying to figure out the influence of
the .dsd shipsound controller..

Mav87th
04-20-09, 05:40 AM
Vickers03 fyi the ONI manual have RPM at knots for most of the ships: eg. Nagara Maru with RPM 98 @ 15 knots and RPM 116 @ 18,6 knots

vickers03
04-20-09, 08:00 AM
Vickers03 fyi the ONI manual have RPM at knots for most of the ships: eg. Nagara Maru with RPM 98 @ 15 knots and RPM 116 @ 18,6 knots
thanks:)