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Sound delay mod - nice touch :)
I thought I had seen a thread about this a while back but couldn't find it. I just experimented with this mod last night, as I was able to find a lone small freighter during some calm weather and wanted to save my torps for bigger game.
The slight delay between the impact/explosion of my shells and the sound of the explosion worked very well - Kudos to the modder :up: This mod seems to work/be compatible with RUB1.44, at least based on my brief testing so far. If you're interested, you can find this one over here (in the SH3 downloads section - it's called "Avg. Joe's Torpedo and Deck Gun Speed of Sound..."): http://u-boot.realsimulation.com/ Good luck and good hunting! |
Been using it since the day it came out. Highly recommended.
There's a thread for it on the SH3 Mods forum section. |
Thanks guys (uhh, girls too! :) ) for the kind words about the torpedo-delay mod.
Been working on a updated version of this mod, and it's finally finished. The new version is already available at Terrapin's site, in the General Downloads section. I'm going to post a new another topic in the SH3 General forum. The file should be on Rapidshare pretty quick too. |
Agree, it is very nice. :up:
What changes in new version ? |
its a must have, now if we could only fix the way the water comes up around the tower we would be golden.
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http://www.subsim.com/phpBB/viewtopic.php?t=44999 Here's the main changes to the update. a.) New type deck-gun sound. v1.0 version had a -big- deck gun cannon sound. v1.2 version is powerful too, just different, and a bit shorter length, at least for the initial moment the cannon is fired. ___ b.) New sound when deck-gun shell hits a target (minor change). v1.0 has a delayed (but still stock) sound. v1.2 adds additional explosion sounds when a deck-gun shell hits a ship. This is fairly minor, it was hard to figure out a 'decent' sounding shell-explosion. ___ c.) Changed torpedo explosion sound, (now a double-explosion, typically heard during a fuel or engine hit) when a target is destroyed immediately following a torpedo-hit, or if a ship explodes while sinking. v1.0 has a delayed (but still stock) single torpedo explosion, after the target is hit. v1.2 adds a double-explosion within the same sound-file. It's as if a ship compartment explodes, then a few seconds later, a second compartment blows-up. ___ There's still 1 more (available) explosion sound to change, but still not sure it's possible yet. The file-name is: (edit: oops! typed in wrong name, the correct one is) 'P05_@Depthcharge_explosion.wav'. The file name almost 'implies' it's tied-in to depth-charge sounds; if so, it can't be changed. |
Hey Average Joe,
I'm guessing you use a real sound editing program. If so, what do you use? I'd sure like to get my hands on such a program. ;) Think you can help me out? |
Hi marhkimov,
No I just use the built-in sound-recorder (XP's). It's pretty simple but does the job. I did download a nice sound editor (Audacity, recommended in this forum a while back), but haven't used it yet. Looks like a -lot- more features though. from: http://audacity.sourceforge.net/ p.s. If I could just figure out what .wav file the stop-watch 'ticking' sound was, I'd turn the volume down a bit. It's always too loud, or maybe waiting..., I just 'think' it is :) |
Thanks for the link! :up:
I believe it is 'periscope_chrono_tick.wav' EDIT: Audacity is a very nice program. Wow, lots of options... |
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I listened to many sound files, sorted by file size, figuring it would be a rather small file (under 20/30KB). It's 70KB, which seems pretty big for a 'ticking' noise :hmm: Oh well it's found and fixed. |
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