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-   -   [WIP] Ghostlier Cyclops (https://www.subsim.com/radioroom/showthread.php?t=194066)

Missing Name 04-06-12 11:59 AM

[WIP] Ghostlier Cyclops
 
I've decided to make the ghostly "Cyclops" even spookier. Mainly:
- Ghost ships shouldn't have reflections.
- They shouldn't make wakes or have cavitation either.
- Shouldn't a ghost ship sound... spooky? I mean, right now, it sounds like it's breaking up and sending out an SOS. Kinda spooky, yes, but I think I can do better!

So far I've eliminated the wakes and started piecing together the sound. Cavitation is controlled... somewhere. And reflections should be simple to eliminate. Right?

Will keep y'all posted on progress. At this rate it should be done very soon.

postalbyke 04-06-12 12:20 PM

... we have a ghost ship!??

bigboywooly 04-06-12 12:42 PM

Quote:

Originally Posted by postalbyke (Post 1866018)
... we have a ghost ship!??

Indeed we do

http://i60.photobucket.com/albums/h2...Hunter_265.jpg

http://i60.photobucket.com/albums/h2...nter_260-1.jpg

http://i60.photobucket.com/albums/h2...Hunter_266.jpg

TorpLos 04-06-12 01:32 PM

:arrgh!:Can i sink it again!?

bigboywooly 04-06-12 01:35 PM

Quote:

Originally Posted by TorpLos (Post 1866060)
:arrgh!:Can i sink it again!?

Find it and try :yeah:

In the Bermuda triangle

Jimbuna 04-06-12 02:46 PM

LOL....this one as well from SH4 (easily ported over to SH3).

http://img707.imageshack.us/img707/5...gdutchman2.jpg

postalbyke 04-07-12 11:59 PM

SoWheeeet!

VONHARRIS 04-08-12 06:07 AM

Quote:

Originally Posted by jimbuna (Post 1866109)
LOL....this one as well from SH4 (easily ported over to SH3).

1. The Flying Dutch!
Nice.

2. Where can I find the Ghost Cyclops? Thank you.

Jimbuna 04-08-12 09:17 AM

Quote:

Originally Posted by VONHARRIS (Post 1866750)
1. The Flying Dutch!
Nice.

2. Where can I find the Ghost Cyclops? Thank you.

That's as much as I'm prepared to share :DL

http://img839.imageshack.us/img839/5351/14149855.jpg

VONHARRIS 04-08-12 12:39 PM

Quote:

Originally Posted by jimbuna (Post 1866821)
That's as much as I'm prepared to share :DL

Oh, I didn't mean that but the infomation is more than welcome. Thanks.
Is the ghost ship already in gwx?
I thought it was a mod to GWX.

Jimbuna 04-08-12 12:49 PM

Quote:

Originally Posted by VONHARRIS (Post 1866911)
Oh, I didn't mean that but the infomation is more than welcome. Thanks.
Is the ghost ship already in gwx?
I thought it was a mod to GWX.

Oh she be there alright....tis the Flying Dutchman that requires the mod.

Missing Name 04-08-12 07:38 PM

The sound I've made seems quite hellish indeed. The dammed crew scream and moan, while the ship itself screams as the metal is strained as if in a heavy, heavy storm...

The only thing left to do is to eliminate cavitation.

Madox58 04-13-12 02:07 PM

You probably don't know the history behind the original AC sound file.
:03:

A recording of the Titanic's distress message blended with several breaking up ships as they went down.

I find it erie enuff as is but always look forward to different stuff.
:up:

Missing Name 04-13-12 07:50 PM

Quote:

Originally Posted by privateer (Post 1869519)
You probably don't know the history behind the original AC sound file.
:03:

A recording of the Titanic's distress message blended with several breaking up ships as they went down.

I find it erie enuff as is but always look forward to different stuff.
:up:

I did not know that!


The mod is almost done. I just need to eliminate that damned cavitation... ghost propellers don't actually move water around! They just give the illusion of doing something.

Kpt. Lehmann 04-14-12 01:52 PM

Quote:

Originally Posted by Missing Name (Post 1869664)
I did not know that!


The mod is almost done. I just need to eliminate that damned cavitation... ghost propellers don't actually move water around! They just give the illusion of doing something.

Just a thought... but the best way to find the Cyclops is to listen for the propellor noise. It would seem that removing the propellor noise would make it much harder to find. ;)


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