![]() |
Quote:
Amb submarine interior I decreased the volume on. Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release. If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them. |
Quote:
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare. I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds. |
Quote:
|
Quote:
|
Quote:
|
Quote:
|
Quote:
|
Hi RacerBoy, thanks for the reply.
I've located a couple of sources on the web for naval distress flares. The first was originally introduced in 1959, reaches approx. 350m and burns red for 40+ seconds: http://www.sailgb.com/p/parachute_rocket/ The second is more modern, burns orange (but same principle as red) and burns for approximately 20+ seconds: http://ofbindia.gov.in/products/data...tion/gr/15.htm Personally, I would reduce the current size of the flare itself by about a third, and leave a slight glow around it - too much and it won't look right in daytime. As for the reflection on the sea, at a height of over 350 metres there wouldn't be much surface reflection on a rolling sea. Perhaps a few flecks of dark red here and there as the light catches the swell. Cheers! Px3000 |
Id like to say " A great job...2 thumbs up"...love the sounds, flares all of it...
although I have found depending upon where you hit the boat say with the deck gun the flare may go into the water...depending upon the explosion on board...hope this helps :up: |
Quote:
|
Quote:
|
I confirmed that the damage files for the Mosquito, Beaufighter and Wildcat are missing. Alsoo the Dolphin sounds.
WildcatGr airplane Damaged.wav Mosquitos airplane damaged.wav Beaufight airplane damaged.wav Dolphin_mix.wav Dolphin_hyd.wav |
flares
How can I increase the time the flares stay lighted in the sky,, I love that effect
|
Quote:
|
Quote:
I have also no sounds for Wildcat/Martlet and Mosquito (havn`t seen an Beautfighter so far) in WAC.:doh: Kind regards |
I have a small question. Is it possible that the sound of the big fires does not stop as suddenly as it does at the moment? A burning ship sounds really great, however, as soon as the ship sinks below the waterline the sound stops very abruptly. It would be really great if the sound would 'fade out'.
Anyway, thanks for the really great work! Cheers, LGN1 |
Quote:
|
Quote:
|
Quote:
|
Hi RacerBoy, glad the info on the flares was helpful. Looking forward to seeing the result! :up:
One other thing, and apologies if this has already been asked, but do you know how to mod the speed of sounds reaching your sub? For example, right now you can fire a shell at a merchant, say at 2000m, you hear the hit immediately. In real-life there would be a 2-3 second pause before you heard it strike. I'm not sure if you have played Steelbeasts Pro PE, but this aspect is modelled in there very well. I no longer have SH4 installed on my system (much prefer SH3 GWX!), so can't recollect if it was implemented in that game. It's worth checking out a couple of Steelbeasts Pro videos on youtube and watch a battle taking place, the sound distancing is done very well. Anyway, thought I would just put that idea out there... Cheers! Px3000 |
All times are GMT -5. The time now is 12:00 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.