View Full Version : [REL] BillCar's Active Sonar Ping Mod Mk.II
BillCar
02-18-10, 12:59 PM
VERSIONS II, IIB, AND IIC RELEASED
Version IIC Released:
http://www.filefront.com/15787155/BillCar%20Active%20Sonar%20Ping%20Mk%20IIC.7z
March 9, 2010:
Version IIC increases the squeak volume and leaves the impact volume as is. The squeak is audible while enemy is pinging, impact sound is generally too quiet to hear until the game increases the sound file volume to let you know that "Enemy is pinging us, sir!". The effect may depend on your personal speaker set-up, but as it is now, when I am playing, I find that I can't notice the impact sound until the enemy is getting a return on me - which would make sense from a realistic standpoint. This file continues to use the recording of the 40s/50s ping being recorded inside an old sub by the US Navy. These recordings were declassified and released in the 1960s by a sonar development company. The recordings themselves were presumably made in the 1940s or early 1950s.
VersionII:
http://www.filefront.com/15726323/BillCar%20Active%20Sonar%20Ping%20MkII.7z
MP3 of the uncoated hull sound (this MP3 is for demonstration purposes only; the file sounds much better in the game, so do try it in-game before deciding you hate it!):
http://tindeck.com/image/mrou/stats.png (http://tindeck.com/listen/mrou)
Version IIB:
http://www.filefront.com/15733667/BillCar%20Active%20Sonar%20Ping%20Mk%20IIB.7z
March 3rd, 2010:
Have made another version with a less-dramatic impact sound which mimics that heard on the HNSA recording more closely.
March 2nd, 2010:
I found an audio file that depicts active sonar hitting a submarine as recorded over an open microphone inside the submarine itself. This recording was declassified by the USN in the 1950s and released by a sonar development company in the 1960s. It is perhaps as old as the 1940s.
You can listen to it here: http://www.hnsa.org/sound/soundinthesea/track32.mp3
There is an audible "squeak" from the ping, followed (on two occasions) by a metallic impact sound - one of these is clearly audible at 0:04 following the squeak at 0:03, and the second is audible at 0:15 following the squeak at 0:13.
The Alberich sounds are still the weak point, since I don't really know how they should sound – I just shorten the impact and turn down the volume. I don't play in Alberich subs myself, so that's not a huge issue for me.
Download and enable with JSGME, and let me know what you think!
http://www.filefront.com/15726323/BillCar%20Active%20Sonar%20Ping%20MkII.7z
February 18th, 2010:
The general consensus is that a U-boat on the receiving end of active sonar heard something described as anything between "a pebble being dropped on the hull" to "wires dragging along the hull" or "a sledgehammer hitting the hull." The Hollywood ping is pure fantasy.
My aim is to make a ping sound that may be reasonably close to those sounds, or even a mix thereof.
To that end, I began experimenting with dropping pebbles on steel plating, hitting it with hammers, dragging wires along it... you know, normal stuff that normal people do.
I make my living as a musician, and so I have a few decent microphones. I also have a homemade piezo-electronic "hydrophone" (basically just a contact microphone that I can put in the bathtub without causing it to blow up, or myself to die).
In short, I've made some recordings outdoors, in my bathtub, and in a basement studio. Now I need to tweak them. I believe the recordings taken in the basement are actually the best – if one thinks about it, recording in the bathtub really makes no sense (I just wanted to try it out), since the submariners were not themselves in an aqueous environment when they heard the noise – the impact on the hull outside should transmit "dry" to the ears of those on the inside.
In the interests of maximum realism, I do also intend to test out a recording wherein I float a steel box with an open top in the bathtub. I will put a non-waterproof microphone inside the box, and then smack the outside bottom and sides of the box (which will be underwater) with pebbles, wires, and a ball-peen hammer (you know, normal bath-time stuff) to see if this works better, but I doubt it will. So far, I've narrowed it down to the basement recording, which will then be modified for the Alberich and improved Alberich (shortening of the sound, dampening of the sound, lowering of the pitch of the sound).
The most common reports I have found have likened it to the pebble sound, so that will be the dominant sound you hear, but I will tweak it to maybe have a little bit more of a "hammer" sound and a "wire-dragging" decay.
The fruits of my labours are coming along nicely, and I hope to be able to present you guys with something semi-finished by the weekend. I am generally not free to play SH3 during the week, so fixes and testing done by me may have to wait from weekend to weekend.
I know that there are differing opinions on what constitutes realism, and I know the community can be a bit critical, but I am going to leave the mod open to criticism and try to be gracious in accepting it, in the hopes that we can mod it as necessary. That said, I do aim to present a completed mod to begin with as well.
EDIT:
Here is Mk. I: the Alberich coating sounds are kind of lame, but I will work on them later (they are not a personal priority, since I have never used a U-boat with Alberich in the game).
It has been tested with Thomsen's Sound Pack, and I did not experience any conflicts. This is my first mod, so please let me know if things are in order. I enabled it with JSGME, and you should be able to as well.
Please note that if you are using Thomsen's Sound Pack, when the sonar operator tells you "Enemy is pinging us, sir!", the recording Thomsen uses includes the Hollywood-style ping in the background. So if you hear that briefly in the midst of the pebble-pings, it's an artifact from the Thomsen mod.
Version 1:
http://www.filefront.com/15620347/BillCar%27s%20Active%20Sonar%20Ping%20Mk.I.7z
Hopefully there will be some interest in this.
DivingDuck
02-18-10, 01:06 PM
Sounds like an interesting setup. I reckon some of us would like to see some shots of your bathroom.
Btw, what does your wife call your "normal bath-time stuff"?
Regards,
DD
BillCar
02-18-10, 01:10 PM
My girlfriend usually just says that she'll have her shower "some other time."
http://tindeck.com/image/ohrm/stats.png (http://tindeck.com/listen/ohrm)
Here's a link to a low-quality MP3 of my favourite of the files I've made so far. Let me know what you guys think. This is a pebble being dropped from 3 feet onto a steel plate, recorded with two microphones (one contact taped to the underside of the plate, another condenser pointed at the plate from above). I like that, despite being a pebble, it also has the immediacy and "oh heavens, not the ASDIC again!!!" sound of a hammer.
Sounds like an interesting setup. I reckon some of us would like to see some shots of your bathroom.
Btw, what does your wife call your "normal bath-time stuff"?
Regards,
DD
:haha::haha::haha::har:
Damn... I just spelled the coffee all over the PC desk...:haha:
BillCar
02-18-10, 04:06 PM
I've never played with Alberich, but I've basically just modded the file to cut out the sharp initial impact, and pitched it down / shortened it a bit. I did this a tiny bit more for the improved Alberich.
I am testing right now with the mod installed over top of Thomsen's Sound Pack, and it's working just fine (only testing the regular hull, no coating). I'm actually pretty happy with it so far. At first I thought it was too quiet, but now it is really growing on me.
I'll upload the first version in a short while, hopefully, and then everyone can let me know if it sucks or not!
So far, though, I think it's great – the sound is subtle but distinct, and then you hear it coming more frequently, and then you hear the roar of propellers overhead and... :o
When you're being pinged by two or more ships simultaneously, it really has the sound of multiple pebbles being dropped, too!
The Alberich sounds are probably going to need changing, but so far, I really like the uncoated hull sound!
lorka42
02-18-10, 04:19 PM
Is there any way you could just post the sounds themselves?
(want to know if they differ from my normal, bath time sounds)
It would be interesting to know if there are any real life recordings of sonar pings from subs being searched for by WW2 asdic. I spent about 4 years posted on a leander class frigate years back and the sound that you hear inside the hull of the vessel doing the pinging is nothing like you describe. Its kind of like a squealing sound that is worse than listening to fingernails on the blackboard sound. This is later technology and alot closer to the sorce however so my not even be relvant to this particular case.:doh:
BillCar
02-18-10, 04:27 PM
Maybe a difference in frequencies used? The accounts I've read from U-boat veterans who experienced ASDIC said it was like pebbles dropping on the hull, or the hull being hit with a hammer. Some said "wires being dragged on the hull" as well, which sounds a bit like what you describe? I know that active sonar was refined throughout the war and the frequencies kept increasing (if I remember correctly), so maybe the wires dragging sound is a late-war feature?
I'll probably wind up making multiple versions of this mod, so don't worry - if someone who can tell us definitively what's what shows up and says that that sound should be in, I will start making some recordings more like what you describe - then people can choose between the two. If it's a case of early-war ASDIC sounding one way and late-war ASDIC sounding another, then users can simply use JSGME to enable the pebble-hammer one for early war, and the screeching/scratching one for late war!
http://www.filefront.com/15620347/BillCar%27s%20Active%20Sonar%20Ping%20Mk.I.7z
There's the first version for people to try out. The Alberich sounds are pretty lame, I will work on them for later - they weren't really a personal priority, since I have never used a sub that had Alberich.
@ lorka: there is an MP3 file linked above your post that you can try out - doesn't have the Alberich files, just the uncoated hull sound.
Magic1111
02-19-10, 02:55 AM
Thanks, IŽll give the sound a try...
Best regards,
Magic
Ktl_KUrtz
02-19-10, 05:29 AM
I have atempted too reproduce the sound of an Asdic ping as heard by the U-Boats!
Click on the link in my siggy to download.
KUrtz
I have atempted too reproduce the sound of an Asdic ping as heard by the U-Boats!
Click on the link in my siggy to download.
KUrtz
Very interesting mods from both of you. I hope that some specialist will make a comment about it, because if it is more realistic I would gladly use it.
-----
Ktl_KUrtz, you are writting in readme:
"My thanks to Letum and Hitman for raising the issue of how the Asdic was heard by the U-Boats, they were the inspiration for this mod!"
Could you point me to such a post?
Check the last one "Sound of Sonar Ping" it is ping with an echo heard.http://www.uboataces.com/ref-sonar-sounds.shtml
This are modern Ping sonar sounds mate. :D
piri_reis
02-19-10, 09:33 AM
I have atempted too reproduce the sound of an Asdic ping as heard by the U-Boats!
Click on the link in my siggy to download.
KUrtz
Been using Kurtz's BritishAsdic sounds for a long while. Pretty realistic according to people I talked to..
Just checked BillCar's also, those are good too :up:
BillCar
02-19-10, 12:13 PM
http://www.subsim.com/radioroom/showthread.php?t=142163&highlight=sonar+ping&page=2
I did a search and found this thread in which the real ping sounds are discussed. From those in the know, it is said to sound like:
a) a hammer hitting a steel block
b) a click / squeak
c) pebbles dropping on the hull
d) wires dragging on the hull
I think that my mod is, so far, a good mix of the first three. I am going to maybe make it a little more "rattle-y" for the next version (which I am starting to work on already). I like Kurtz's mod too. In a perfect world, SH3 would have different ping volume settings for when the escort gets closer to you, and you could use both sound files at the same time.
Ktl_KUrtz
02-20-10, 05:49 AM
Been using Kurtz's BritishAsdic sounds for a long while. Pretty realistic according to people I talked to..
Just checked BillCar's also, those are good too :up:
I have attempted to reproduce the sound as heard by the U-boats!
As discussed above there are various sounds generated by a high frequency Asdic beam hitting the hull due to depth, water tempreture, salinity, currents and I should imagine a 101 other factors.
So any one will do.
KUrtz
Ps. Thanks for the positive comments!
BillCar
02-20-10, 11:17 AM
Has anyone tested out Mk I of the mod yet? I'd be curious as to what people think / what needs changing!
It's peculiar and rather different from others used before :hmmm:
I can't say wether it is realistic or not, but it does sound a bit "short" to me?
The main problem I see, is that the fact that an escort is pinging around doesn't mean the beam is trained at you and giving him a return :hmmm: And your sound is just the one from the return, not from the emission. The PING heard in movies is more or less representative of what you hear if a ship is pinging near you. But if that ping hits you, then you would also "hear-feel" the actual sound wave impact, and that is what your own PINg reflects.
I wonder if the best idea would be to swap the soundman voice for "The enemy has us in his beam" (Or whatever is said when voices are in english, I just play with german ones) for your ping return, and leave the original ASDIC emission as it is. That way, you would clearly hear when the enemy is hitting you, not just when he is emitting.
BillCar
02-20-10, 12:08 PM
Interesting! Does anyone know how I could implement what Hitman suggests?
Is there actually a way to make the game differentiate from the destroyer pinging NEAR you and the destroyer actually getting a return? If so, that'd be great, and I could blend the two sounds...
I do understand that my file only represents the ping actually hitting the ship and giving a return. I have always wondered how the pinging works in the game (I understand how it works in real life, but in the game, it seems like if you are hearing the pings, then that means that the enemy is hitting you already – if this ISN'T true, then there is hopefully some way to set it up so the game uses one sound file for pinging and another for pinging+return!).
Sailor Steve
02-20-10, 03:10 PM
Deja vu! I can't find the thread, but some time ago someone did something exactly like this. If I could get to my computer I'm sure I could share it.
Doesn't matter, since more is better, but I sure wish I could let you see this, just for comparison purposes.
BillCar
02-20-10, 07:44 PM
Pretty sure it was Ktl_Kurtz - he posted in this thread earlier, and his mod is a good one.
Would it be possible for you to try my sound out too, Steve? I am trying to get as many people to weigh in as possible so that I can tweak it in accordance with the general opinion of the community!
Please let me know what you think if you can!
brett25
02-20-10, 08:51 PM
Hi billcar,
i like your sound, the only question at this point is what does the sound actually sound like? ive heard the ping rattles through the hull. i like the pebble sound alot, maybe the other sound could have more rattle and an scraping echo/reverb to make it sound like the hull is voluminous/cavernous. Reverb/echo would give a nice 3d feeling to the sound as well
BillCar
02-20-10, 11:42 PM
I'm going to try and make a rattling sound - I've been playing around with dropping a few smaller pebbles or BBs on the steel plating. I hope that I can make a new version for next weekend that uses this sound.
BillCar
02-23-10, 04:42 PM
Okay, I've been playing around, and I have noticed that once the sonar operator says "Enemy is pinging us, sir!" the sound of the pinging gets steadily louder. So there is definitely some sort of switch in the game where the volume of the ping goes up when the enemy is actually detecting you.
I don't know much about modding, but it seems to me that there should be some way to edit the game files to either
a) have no sound until the enemy is actually pinging you, or
b) have one sound for when the enemy is pinging without getting a solid return on you, and another for when you are actually being hit by the ping
Does this make sense to anyone else? If this is possible, would anyone be able to explain to me how I might go about doing this?
Sailor Steve
02-23-10, 06:33 PM
Would it be possible for you to try my sound out too, Steve?
Not possible at all right now, as I have absolutely no access to my computer. I'm posting from the library.:cry:
divingbluefrog
02-24-10, 04:38 AM
Hi,
Actually there are two "ping" sound in the /sound directory : Echolot_ping.wav and Sonar.wav. They are very similar, the second more high-pitched.
They could be the two different sounds you're looking after. I can't do self-testing at this time, but I hope this can help.
BillCar
02-24-10, 04:18 PM
Hi,
Actually there are two "ping" sound in the /sound directory : Echolot_ping.wav and Sonar.wav. They are very similar, the second more high-pitched.
They could be the two different sounds you're looking after. I can't do self-testing at this time, but I hope this can help.
Unless I'm mistaken, the Echolot file is just for the U-boat's depth-sounding.
BillCar
03-02-10, 05:59 PM
Think I just found something great!
http://www.hnsa.org/sound/soundinthesea/track32.mp3
This is a recording, taken inside a submarine, of active sonar striking it. This is from a recording that was declassified by the USN in the 1950s and released by a sonar development company in 1960, and so would perhaps date from the 1940s.
What we hear is the squeak and, a second later, a sound pretty close to the one I made for this mod: a short, metallic impact sound.
The squeak can be heard throughout the recording, and the metallic impact is audible twice: listen for the ping 3 seconds into the recording and the impact at 4 seconds, and then again with the ping at 13 seconds and the impact at about 15 seconds.
This is not recorded over hydrophones, it sounds like it is recorded on an open microphone inside the submarine.
This will be the basis for the new sound I make. I will take the old recording, lower it slightly, and preface it with the squeak.
BillCar
03-02-10, 07:33 PM
http://tindeck.com/image/mrou/stats.png (http://tindeck.com/listen/mrou)
This is the second version, based on the link in the post above.
The squeak is close, but the impact sounds different from the one from hnsa.
BillCar
03-03-10, 08:24 AM
There's a good reason for that, actually the recording quality on the HNSA is rather poor, and so I figured that leaving more echo on impact would make it sound more lively.
If people want, I can make one that is more of a dead-sounding "thunk" like you hear on the recording. However, I am pretty sure that that is just the sound as heard through their low-quality microphone, cutting off the actual fullness of the sound.
I will try and make a dead-sounding mod for later tonight, and will put both links in the OP.
BillCar
03-03-10, 05:52 PM
The squeak is close, but the impact sounds different from the one from hnsa.
Try version IIB, I just uploaded it and it mimics the sound on the recording very closely (they have an almost identical sonic profile in the sound editing program I use).
Also remember to use the sounds in game and not just test them as wav files on their own, as they are calibrated to be heard with background noise as well (the sound will be more subtle in the game than if you just listen to the sound file with no background noise).
brett25
03-03-10, 09:30 PM
its really coming along billcar, this last version sounds very cool. the big question: what did it really sound like? heres some stuff i found you might like:
http://soundbible.com/1184-Sonar-Ping.html
http://www.freesound.org/tagsViewSingle.php?id=2792
http://www.soundsnap.com/tags/sonar
BillCar
03-04-10, 12:31 AM
Hi Brett,
You can actually hear a recording of the ping hitting a submarine as recorded from the inside! The recording appears to have been made in the 40s or early 50s (it was declassified by the USN in the early 60s and released by a sonar development company, apparently). I found it yesterday, and that is what I based the new sounds on.
You can listen to it here: http://www.hnsa.org/sound/soundinthesea/track32.mp3
I think I got it pretty dead-on with Mk IIB, but I may need to make it a bit louder. My plan is to keep the impact sound at the same volume (or maybe *slightly* louder), and then make the squeak sound of the ping a fair bit louder.
This way, when you are hearing the ping without the enemy getting a return, you will hear the squeak and not really hear the impact very much. Then, when the enemy is getting a return (and your SO says "Enemy is pinging us, sir!"), the game turns the volume up on the ping sound, and that should make the impact audible. I'll probably release Mk IIC tomorrow.
I've got it so that it works pretty well on my own sound set-up (I play with headphones on mostly), but it will produce different results on everyone's rig. This is a limitation of the game - ideally, I would be able to have two sound files (ping with no return, and ping with return) and the game would alternate between them based on whether or not you were in the sonar cone. Haven't yet discovered if this is even possible, but I suspect it is not. What I have done with these files is the best possible compromise I can think of, so far.
Thanks for the links you provided, by the way! Neat stuff. I was actually going through the freesound website's pings yesterday, but they were all modern ping sounds. :(
It seems that the squeak is shorter in hnsa and the hit has an echo
Guys,
Let me Tell you something, and please don't take me wroung...it is just
Explaining something to you that you are forgeting...:salute:
You have to be able to see the difference between A modern sonar
sound and a 40's sonar sound!
So far what I see here posted by you, is sound of Modern Sonars
and not the sound back on the 40's Submarines and Warships...
You have info here:
http://en.wikipedia.org/wiki/Echosounder
I think you are going in the wrong direction and mixing Modern with
old sounds!:03:
Quinsen
03-04-10, 10:53 AM
I'm currently reading 'Das Boot' by L.-G. Buchheim and he describes the sound of an ASDIC bouncing on a uboat like throwing a hand of pebbles against the hull. I think the sound BillCar has generated is very close to this description.
BillCar
03-04-10, 11:17 AM
Guys,
You have to be able to see the difference between A modern sonar
sound and a 40's sonar sound!
So far what I see here posted by you, is sound of Modern Sonars
and not the sound back on the 40's Submarines and Warships...
The recording I posted is presumably from the 40s or early 50s, and it is this recording that I have based my new sound on (which I will continue to update)! So far, it is the only recording I (or, apparently, anyone else) has been able to find depicting the sound of a submarine being hit by a ping from 60-ish years ago, and I do have to say that that recording does sound an awful lot like some of the descriptions (click/squeak + pebble sound hitting the hull).
@ verte:
The squeak is shorter in the HNSA recording, and the impact sound remains slightly different. The reason for this, however, is that the recording is of very poor quality. Listening to it myself and looking at its audio profile, it would appear that the sound lacks much of its mid-high range, and almost all of its low end.
This means that high-pitched sounds will be unnaturally truncated, and extreme low-pitches will be gone completely. Making this problem worse is the fact that the microphone itself appears to have been used at a very low volume and is of very poor quality. The voice you hear in the recording is a good example of this (the voice in the middle; the voice at the beginning is an audio introduction recorded years after the original recording was made, and on very different equipment, obviously). What I have tried to do is guess at how it should sound based on what we can hear in the recording, as well as some of my own tests replicating the sound naturally.
That said, I can still shorten it and change it as you might like, if you let me know precisely how you would like it done. I will say that I am not certain that that would be more realistic, for the reasons I mentioned - the recording is of too poor quality to sound exactly as it would in reality, and this definitely causes the "squeak" to be shortened in the high range. Despite these problems with the recording, I will continue to use it as a basis for the sounds I make, since it is the only recording I know of that has the actual sound of a sub from 50 or 60+ years ago being hit by a sonar ping.
But, I do not mind changing this for you, if you like (it should not take me too much time). I might not get it done today necessarily, but it can be done if you want. I just wanted to explain the reason that I have extended the sound over how it is heard on the recording. I plan on continuing to update and alter the sound as new information comes to light, or as I notice small things about it that do not seem right, but that may lead me in another direction than what you suggest. I can make a custom version for you, though, if you need it! :yeah:
@ Quinsen: Thanks! Glad you like it. It's still being refined, but I believe we've got a decent release here to tide us over here in the meanwhile.
brett25
03-04-10, 01:36 PM
hi billcar, one suggestion would be to add an echo/reverb to the plunk sound perhaps. Or in some way indicate that its an extremely large metal drum thats being impacted. you know that sound thats in some of the "creak.wavs" its a metalic reverberation, makes you feel like your in something large
BillCar
03-04-10, 01:38 PM
Hi Brett,
So you mean somewhere between the Mk II and Mk IIB mods, right? That's not a bad suggestion.
I'll put it on the list! :salute:
frau kaleun
03-04-10, 02:11 PM
b) have one sound for when the enemy is pinging without getting a solid return on you, and another for when you are actually being hit by the ping
This? Would be awesome.
BillCar
03-04-10, 02:25 PM
This? Would be awesome.
I would absolutely love for this to be possible, but so far, it does not seem to be. :(
Hopefully someone who knows better than I can come along and prove me wrong, because that would really be fantastic and would work WONDERS to up the realism.
Thank you for earlier explanation :salute: Don't waste your time to make a special version for me - I don't have time to play sh3 anyway because of work :( I'm just interested in all mods that makes the game more realistic, so I read this forum in free time.
BillCar
03-04-10, 02:37 PM
Thank you for earlier explanation :salute: Don't waste your time to make a special version for me - I don't have time to play sh3 anyway because of work :( I'm just interested in all mods that makes the game more realistic, so I read this forum in free time.
No problem! And if you change your mind, let me know - it's really no trouble.
I, too, am really into the realism side of SH3. Since I work from home (and am also working on a thesis) I have a lot of time to have SH3 open while working, so I guess I'm lucky that way! Put that together with my obsession with sound and recording, and I'm surprised it actually took me this long to start making the mod!
frau kaleun
03-04-10, 02:50 PM
I would absolutely love for this to be possible, but so far, it does not seem to be. :(
:wah:
Hopefully someone who knows better than I can come along and prove me wrong, because that would really be fantastic and would work WONDERS to up the realism.
Yeah, I agree. It would be cool if a ping actually finding the boat you're in sounded more ominous than the standard, "oh yeah they're pinging the area" sound.
brett25
03-04-10, 03:06 PM
the standard, "oh yeah they're pinging the area" sound.
:haha:
Since I work from home (and am also working on a thesis) I have a lot of time to have SH3 open while working
now you can set the camera up in the new captains lounge while on patrol and work on your thesis!
one way to do it could be to somehow connect the ping sound up to the stealth meter. so when its green you have one pinging sound, when its turns red the contact pinging sound....hmmm:hmmm:
BillCar
03-04-10, 03:18 PM
:haha:
one way to do it could be to somehow connect the ping sound up to the stealth meter. so when its green you have one pinging sound, when its turns red the contact pinging sound....hmmm:hmmm:
Hi Brett,
I don't have the meter on when I play SH3, but yes, that's the same basic idea: when your SO says "Enemy is pinging us, sir!" the pinging is louder than before, intended to reflect you being hit by the ping. If there was some way to isolate that volume trigger and make it trigger a different sound file, that'd be ideal. I just don't know how to do that, or if it is even possible... :(
frau kaleun
03-04-10, 03:28 PM
But IIRC from other threads, the stealth meter is not necessarily an indicator of whether or not you have been "hit" by an enemy ping. It can go from green to various shades of... er... not green, lol, just because you increase speed or drop out of silent running whether an enemy ship has zeroed in on your position or not.
BillCar
03-04-10, 03:32 PM
But IIRC from other threads, the stealth meter is not necessarily an indicator of whether or not you have been "hit" by an enemy ping. It can go from green to various shades of... er... not green, lol, just because you increase speed or drop out of silent running whether an enemy ship has zeroed in on your position or not.
I just looked that up, and you are right. So if it is going to happen at all, it definitely will need to be linked to whatever triggers the "Enemy is pinging us, sir!" message.
I have absolutely no idea how to do that. :(
Yes that can change if you add the echolot effect...
:salute:
BillCar
03-04-10, 04:35 PM
Yes that can change if you add the echolot effect...
:salute:
How does using the depth sounding effect change this? Can you tell me how to do it?
Ktl_KUrtz
03-05-10, 06:03 AM
It begs the question if the Fahren in the U-Boats could heard the high frequency beam passing through the water or just the echo of the beam bouncing off the hull?
My mod has the ribration and echo of the beam hittihg the hull thats all.
I'll look to see if I can find a suitable sound for the beam1
KUrtz
BillCar
03-05-10, 09:12 AM
Yes, that is something I am wondering about myself. In the recording of the submarine being hit by a ping, you hear a high-pitched sound and then a separate impact shortly after, but the high-pitched sound doesn't sound quite like the echo the enemy sonar operator would hear, either.
BillCar
03-09-10, 04:44 PM
Version IIC released.
http://www.filefront.com/15787155/BillCar%20Active%20Sonar%20Ping%20Mk%20IIC.7z
Version IIC increases the squeak volume somewhat and leaves the impact volume as-is. The squeak is audible while enemy is pinging, impact sound is generally too quiet to hear until the game increases the sound file volume to let you know that the enemy is getting a return ("Enemy is pinging us, sir!").
This effect may depend on your personal speaker set-up, but as it is now, when I am playing, I find that I can't notice the impact sound until the enemy is getting a return on me - which would make sense from a realistic standpoint. This file continues to use the recording of the 40s/50s ping being recorded inside an old sub by the US Navy. These recordings were declassified and released in the 1960s by a sonar development company. The recordings themselves were presumably made in the 1940s or early 1950s.
The squeak is audible while enemy is pinging, impact sound is generally too quiet to hear until the game increases the sound file volume to let you know that the enemy is getting a return ("Enemy is pinging us, sir!").
Good idea! I will try it in game :up:
BillCar
03-10-10, 01:17 AM
Good idea! I will try it in game :up:
Thanks. Hopefully it will work for your speaker set-up as well as it does for mine.
The holy grail will be figuring out a way to make the game trigger two separate sound files. I will start looking into this when I have the time... if it's even possible, it'll be much more complicated than just making a new sound. :(
Sorry to dig up this old thread. The file-front links no longer work. Would anyone happen to have the samples of this sound mod?
I've tried a couple other ping mods, but they seem too loud, like hitting a trashcan over my head.
Trefoil
03-18-12, 10:30 AM
It is available at this SH3 community archive -
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/BILLCAR/
Username: admin
Password: Woelfe
Some perseverance is often needed to connect to the ftp server, but I usually manage to get through eventually using Firefox. Other forum users have recommended a free ftp program called FileZilla
lnortheast
09-13-12, 09:29 PM
You meantioned your Grandfather was a member of the Haida crew. My Grandfather was as well. I never knew my grandfather and am looking for anyone who might have stories/ memories of him. Can you ask your GF if he remembers a crew member by the name of Aquilla Northeast? I would really like to hear anything and everything I can.
Thankyou
Laurie Northeast
lnortheast@yahoo.ca
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