SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

CapnScurvy 03-14-17 07:54 AM

That's an odd sound propbeanie, and s7rikeback....almost like compressed air escaping.

However, I've never encountered it. I've started many new Campaign "starts" to confirm equipment/upgrades lately, for all of the possible years.....never heard that before.

I've also got my recent Single Mission with the Yubari for checking hydrophone use, its not in it either. But I'll admit, I've not tried the other Single Missions as you did in the video. I'll download the latest FOTRSU when RR puts it up with the Asashio Skin Fix, but that sound isn't on my computer, that I can tell for now?!? I'll have to do more looking to see if I can get it. :o

I'm on my "Day of Duty" (babysitting the grandkids), so I'll not be able to run a complete check until later this evening. But, its odd I've not run into it before?

s7rikeback 03-14-17 08:00 AM

Quote:

Originally Posted by Rockin Robbins (Post 2472752)
It's uploaded to the Subsim FTP site and s7rikeback came out with the Asashio Skin Fix after I did it. Taking it down, adding in the skin fix and putting it back up!:D:D:D

Sorry about that RR. :oops:

propbeanie 03-14-17 08:45 AM

Quote:

Originally Posted by CapnScurvy (Post 2472754)
That's an odd sound propbeanie, and s7rikeback....almost like compressed air escaping.

However, I've never encountered it. I've started many new Campaign "starts" to confirm equipment/upgrades lately, for all of the possible years.....never heard that before.

I've also got my recent Single Mission with the Yubari for checking hydrophone use, its not in it either. But I'll admit, I've not tried the other Single Missions as you did in the video. I'll download the latest FOTRSU when RR puts it up with the Asashio Skin Fix, but that sound isn't on my computer, that I can tell for now?!? I'll have to do more looking to see if I can get it. :o

I'm on my "Day of Duty" (babysitting the grandkids), so I'll not be able to run a complete check until later this evening. But, its odd I've not run into it before?

Oooohhh, "Call of Duty: Day of DooDee"... that can be a tough one if they're younger, but if able to Throne themselves, and hopefully wipe, nuttin too it... Spoil 'em for a while, teach 'em some new sailor talk, like "Emergency DIVE! EMERGENCY ~DIVE~!!!" and other things like that, send 'em home... :har:

I made that Single Mission just to put myself close enough to Truk. That's where "The New Sound" is found... I've got another vid I'm trying to edit for brevity and illustration. If I put my boat outside the 10' mark East of the whole degree just East of Truk (my brain is bubbling up, trying to fahrt, and I can't remember the number), whether surfaced or submerged, I don't get the sound. If I put the boat just West of that 10' mark, I get the sound, whether surfaced or submerged. If I travel West from that mark East of the 10' mark, I can get the sound to "sound-off", but I haven't figured out the circumstances yet. I tried the old-reliable "Crash Dive!", but that's apparently not it this time. I got it to do it with a regular dive the first time through, but it wouldn't do that the 2nd time, so I'm "studying the film", trying to see what I did differently... Hopefully by noon, I'll have the video up, and let everybody else see if they can see what I can't... The date for this single mission Capn is April 27, 1943, but others have gotten the sound on other dates too, and they all seem to have something to do with the proximity to Truk. What's going on in the area, don't know yet. I've eliminated traffic in the area, changed mods, etc., but the only move that seems to make a difference is the distance from Truk - thus far, that is. Thing is, it doesn't always do the sound...

Rockin Robbins 03-14-17 10:04 AM

S7rikeback, NEVER apologize for an inconvenient addition. My goal is to be up to date, regardless and texture fixes are important.

Attention Everybody!

Fall of the Rising Sun v0.56 PublicBeta EN
is now up in the Subsim download area as a public beta, available to everybody! This includes s7rikeback's Asashio fix. Yeeeee Hawwww!
http://i196.photobucket.com/albums/a...eys/Partay.gif

CapnScurvy 03-14-17 11:35 AM

So, this sound is in that one particular mission you made? Which is near the Truk Island. Have you made another to see if you still get it?

AND, this sound is heard by others when playing the Campaign game around Truk? Especially if you've been saving your game? Guess I need to make a trip that way.

The one thing I might suggest, lets fix that bottleneck of too many ships hanging around Truk. Get the layers to cut back on their spawning on top of each other; get rid of most of the ones that don't exit the game on last way point. Just do a general overhaul of the Truk area, then see what you've got? It couldn't hurt...we need to do it anyway. This just might clear up the "roar" when things get better with easier route flow and stopping the double spawns on top of each other.

propbeanie 03-14-17 01:04 PM

Yes, you can get the sound in any of several missions / scenarios / campaign, but it's not consistent... That's the problem. I think it's something to do with the spawning, but I dunno... We've have five people report it thus far, some of us multiple times each...

Besides eliminating the "Stop-and-Go" use in the Truk Lagoon, and cutting back on the spawn rates, I'm also attempting to re-route the traffic somewhat into "lanes", if you will, so there is as little path-crossing as possible in there. I'm into the 42b layer today, so in a couple days, we'll have something to test. I have not tried to find how many uses of the "Stop-and-Go" technique there are in the whole campaign yet though, if someone wants to search on speeds less than 1.0, especially those "0.000001" settings... If anybody wants a RegEx for NP++ or 010, let me know, or wait a couple days and I'll get to it... :salute:

DicheBach 03-14-17 01:56 PM

Just want to chime in and say: this mod is SO good! :Kaleun_Applaud:

I get some strange sound glitches (I'm still using 0.53) and I also get this strange thing where . . . when I reload an old save after dying(?) my dials are covered by white squares? Maybe that is a feature?

I noticed Robbins had some slightly different sound settings that I've used so let me adjust there before I try to make a "bug" report about the sound glitches I experience (which are not exactly the same as the roar).

propbeanie 03-14-17 03:53 PM

Make use of the MultiSH there DicheBach, if you're doing more than one mod, and be sure your save folder is cleared before you play a new version of the mod. Use RR's SH4CMS, and read CapnScurvy's write-up on the LAA app

propbeanie 03-14-17 04:00 PM

According to the ToobYu thingie CapnScurvy, my next little video should be up within the hour at:

https://youtu.be/Rxa9ECJb4O8

I've tried all sorts of ways to get the sound, or to NOT get the sound, and so far, the only slightly common variable when I'm on the East side of Truk is that I do not get the sound if I'm East of 152°10'E Longitude. If I'm West of that line, I am able to get the sound much easier. However, being on the surface, and driving West toward that line, it didn't kick in the one time until I went to periscope depth. However, I could NOT get it to do that again... I even tried crash diving, TC all the way up, etc... If I'm submerged and start West of 152°10'E, then I will get The New Sound almost every time at the very start of a mission. My next set of tries, if I don't give up before long, is to try using all the different subs... For now though, I'm back to editing the different layer files, and then we'll pass those out for review...

Rockin Robbins 03-14-17 06:08 PM

Video is marked private!

CapnScurvy 03-14-17 06:40 PM

Quote:

Originally Posted by propbeanie (Post 2472806)
I'm into the 42b layer today,.........if someone wants to search on speeds less than 1.0, especially those "0.000001" settings...

I'll do it......on the 42b layer, right? What do you want to set them to? And why is a ship travelling at 1kt anyway?

Berserker 03-14-17 09:19 PM

Flag placement
 
Running fortes .56..Aren't the flags for American subs placed behind the conning tower when at sea??:hmmm: Should be fixed...

propbeanie 03-14-17 09:42 PM

Quote:

Originally Posted by Rockin Robbins (Post 2472844)
Video is marked private!

Naw, the shtinking power went off at our backwoods cabin again... shtinking "power" company... anyway, we're back "Live!" now, and it finished uploading now... 24° outside, and the ppwer goes off... couldn't have happened a couple days ago when it was 60°?? Oh, wait - it DID!!!... :lol:

Quote:

Originally Posted by CapnScurvy (Post 2472851)
I'll do it......on the 42b layer, right? What do you want to set them to? And why is a ship travelling at 1kt anyway?

I'm just curious how many there are in each of the files. Usually speaking, no matter the "cruising" speed of a group, you'll see a 3, then 2 then 1 (sometimes, they skip some intermediate speeds) then two waypoints in close together, and one will be 0.001 and the other like 0.0001 or 0.00001, with some going all the way to 0.000001, but I got rid of most of those when I did a "replace" back when, and got rid of a zero out of each of those speeds. The idea behind that "Stop-and-Go" technique is to simulate a harbor stop for loading / unloading. However, if you've got 20 vessels in single file, and they're strung through a harbor like that... traffic jam! What we'd set them to, kind of depends upon where they are, but inside the Truk Lagoon, I'm not going below 3 knots. We'll see what they look like when they go through later. From my first run-through with them set up higher, the groups still slow way down in some areas, and I'm thinking it's because of the collision detection, like what happens at Pearl Harbor, where they "avoid" a perceived collision that doesn't exist, and then start to backing up, right into their nearest neighbor, of course...

Quote:

Originally Posted by Rabid Wolverine (Post 2472864)
Running fortes .56..Aren't the flags for American subs placed behind the conning tower when at sea??:hmmm: Should be fixed...

Fall of the Rising Sun has always had the flags at the rear, anatomically correct or not. Maybe at some point someone might want to do a mod for that...

CapnScurvy 03-15-17 07:44 AM

Propbeanie, I've watched your latest video.

Before I go into PM mode with you guys, what is your depth under keel? Anyway of taking a look at your Keel Depth just as you hear the sound?

==========

For now I'll set the lowest speed to 3kts

propbeanie 03-15-17 08:02 AM

Thousands, Capn. I'm in the "deep" deep area. Notice the Longitude markings. That 152°10'E seems to be key. If I'm East of that mark, no sound. If I'm West of that mark, I can get The New Sound. I just haven't figured out what the trigger is, nor what the sound is, other than it's something in the Sound folder... My ejju-mah-kate-idd guess is that it's an explosion sound's "tail", like a reverb tail, like we're hearing just the last second or two of the sound, but I dunno. The original "The Sound" was part of the original "Crash Dive" sound that got "stuck" (descriptive, scientific term) in the audio engine, and could only escape when the sound system was re-set with a TC change. As you see in that video, I went up to 16x at the most in TC, but for whatever the reason, upon reaching periscope depth, it triggered the sound. Startled me so much that I hit the keyboard to get that Captain's report... Do you want me to send you the mission file?


All times are GMT -5. The time now is 12:12 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.