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Here's a Salmon https://disk.yandex.ru/d/DQdalM8EKVo5vw for you. I know that Italy did not have its own radar and TDC, which means that they are not on boats either.
Triton has exactly 10 torpedoes, Ammiragli has 38 torpedoes, I don't know about the other boats. If there are Italians then write down how many torpedoes were actually on the boats. So far, I've done as much as it says-16 torpedoes. |
WOW :o
Thank you so much mazzi! You just took a lot of work off my shoulders. The calvi class submarine is surely a valid addition, but the first sub I am planning to add is the "marcello" class. It has 8 tubes (4x bow/4x stern) and 12 reserve torpedoes (8xbow/ 4x stern) and two deck guns, just like the calvi. If you want to help me with the marcello, it is exactly the same as the calvi, the only diffrence is the number of spare torps. About the TDC...I think it would be best to keep them. I know the italian subs did not have them, but removing them will render the game very difficult or even unplayable I am afraid. Lets just say the TDC simulates the 1. officer, doing the math for the skipper :03: Grazie caro :Kaleun_Wink: |
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Armamento: Where did you get your data on Marcello's 20 torpedoes? And why not 10 (4+6) torpedoes in the stern and bow? Quote:
I'll make the boat in a week or two. |
Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.
-C |
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Simply, in port, install the upgrade called "idrofono" in the hydrophone slot :03: |
Very great mod. It's about time we got an Italian career in this game. Thank you for the hard work!
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SONARMAN: "Captain! I'm picking up...'calvination' on the sonar!??
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Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.
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This problem occurs because the "diving sequence" sound I added is longer than the stock version. Other mods have this problem too, for example the "soviet waterway" mod. But I never got into the soundloop as long as I used the above mentioned workaround :salute: |
How close to 15 seconds in length is your diving sequence SwissSubCommander? We did some judicious editing of the Crash_Dive sequence in FotRSU, which at the time of "The Sound" was 21 seconds long. We got rid of some "dead air" at either end of the file, and did some editing in the middle, which got us to 18 seconds, and then we used Reaper to alter the speed that the file plays at, and got it down to less that 15 seconds (14.92 if I remember correctly). We also had to edit the "Creaks" sounds similarly, since two of the four were too long. The "bell" sound in our old crash dive was the sound that got "stuck" in the que, and is what made the "ding" we would hear sound once every second. Strange stuff... We have since changed more of our sound files for quite a few bits, and are more closely in accordance with the "when in doubt, do it like Stock" missive from CapnScurvy... lol :arrgh!:
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Ahhh... that would be quite a bit of editing then... lol - The "creak" sounds (four files, "Creaks_LevelX.wav" with the "X" a number) were the actual culprits in FotRSU. Those caused the game to grab that last little bit of the too-long Crash_Dive audio. Those should also be under 15 seconds in length, such as 14.99 seconds or lower. I looked for my notes last night from when we went through the sound files several years ago, and cannot find them... But some sounds have to be less that 5 seconds (FX4??), others are 15 seconds, and the ambient sounds can be rather long. You also should match the sample rate (such as 22.05 or 44.1 kHz), mono or stereo, and the bit-depth (16 bits or lower) of Stock.
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Small patch with a few optical improvements. Read description:
https://www.subsim.com/radioroom/dow...o=file&id=6346 |
Thanks for doing this fantastic mod. I'm having a great time with it.
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Thanks igor, glad you are enjoying it :Kaleun_Salute:
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Is there a fix for the audio repeating yet after slowing down the time compression using the minus on the sim? I understand that using backspace is a manual workaround, but I use multiple mods and it's certainly hard for me to remember not to use the minus in the game. Anybody know what the cause of that bug is?
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the game was designed with certain output queues, like sound. so, events occur during the play and sound files queue up to be played but because the player accelerated TC sound will not play again until TC retreats to whatever the sound threshold TC is. so, you surface, give a course change, give a speed order, and then accelerate TC to 1024 in quick succession. not all of the sound files generated from your orders will have had sufficient time to play out, so they remain in the queue. when you drop out of warp-TC, the queue is then played out. at least that is how i think it works.:hmmm: it's not necessarily a bug...just an unintended feature. |
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trying to remember....i think i had to stop SH4, reboot, and relaunch SH4 to get it to stop. it has been a while..... |
Wanted to say it's a really awesome mod and I love the idea of having finally some subs that are of other nations then Germany or USA :D Never had Italy in an Subsim game playable. Thank you a lot!
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