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Old 11-17-08, 12:54 AM   #1
vanjast
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Default Adding to the RFB Mod - The other topic!!

As suggested by the RFB people - Maybe we can make this the sideline topic to RFB, where people can suggest solutions and discuss perceived problems with RFB.

Fire away ye swabs.
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Old 11-17-08, 04:44 AM   #2
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rofl, fair enough

Something i've always wondered but never came round to asking:
Which is the preferred soundmod?

in my current fresh install with only RFB, rsrd and a killflag skin, I get these slight sound 'issues':

-crash dive command is absent, apart from the 'yes sir, dive, dive'
-creaking at shallow depths seems 'cut off': short creak which breaks off before it seemed to end
-is there any way at all to change the shouting in the 'YES SIR! AHEAD FLANK!' when simply in visual range of the enemy? that guy makes me jumpy

i am currently lost in my many mod folders and i wondered if anyone had a good soundmod suggestion, cheers
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Old 11-17-08, 09:55 AM   #3
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Great job, vanjast!

Coming soon to a cinema near you!
Subnuclear Cutie! The movie.

Subnuclear Cutie the Mod comes later. First, some parameters: the subnuclear cutie has a speed of 30 knots. It is more maneuverable than the standard cutie to partially compensate for the higher speed, with the result that turning radius is slightly larger than stock. Explosive impulse is the same as the Subnuclear Mark 14, 5,000 to 50,000 hitpoints. This means it will skeletenize an aircraft carrier. Unfortunately it bounces some smaller merchies right out of the water. Tough toenails!

First watch the movie and you'll want it. Now, the reason the mod isn't out yet. All the torpedo data is in the same file. If you're already using the Subnuclear Mark 14 and load up the Subnuclear Cutie you lose the Mark 14. I can do one or the other or both. My inclination right now is to release the Mark 14 and Cutie as a package. If you want stock torpedoes on board, you can load up Mark 23s or 18s.

If you want the subnuclear cutie separately, I could issue that also. So I'm looking for info. How would you like this thing packaged? Then I'll release it tonight. The subnuclear cutie, like the rest of the line, is a blast! Literally.

Last edited by Rockin Robbins; 11-17-08 at 09:57 AM.
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Old 11-17-08, 10:18 AM   #4
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Quote:
Originally Posted by Bosje
rofl, fair enough

Something i've always wondered but never came round to asking:
Which is the preferred soundmod?

in my current fresh install with only RFB, rsrd and a killflag skin, I get these slight sound 'issues':

-crash dive command is absent, apart from the 'yes sir, dive, dive'
-creaking at shallow depths seems 'cut off': short creak which breaks off before it seemed to end
-is there any way at all to change the shouting in the 'YES SIR! AHEAD FLANK!' when simply in visual range of the enemy? that guy makes me jumpy

i am currently lost in my many mod folders and i wondered if anyone had a good soundmod suggestion, cheers
Just a note on shallow depth creaking. The subs did not creak at shallow depth. They did not start creaking until about 250 t0 300 feet deep. This information gotten from two who served on these subs. You will note, there is one creak noise at PS depth just for effect. Also, the sound files are strange in SH4. You only have so long for a sound to play before it cuts off. If you create a file longer than what is given, the sound will not play at all. RFB used to have that stupid U571 crashdive sequence. Dreadfully awful. I would prefer silence then listen to that bad actor.
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Old 11-17-08, 10:38 AM   #5
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oh i agree on the u571 soundbite, it's horrible

but I had an old installation of 1.5 which has seen many mods come and go, for messing around purposes. i cleaned that up and put rfb on it yesterday with RUIM stupidly on top. some or other sound mod has been part of that install at some point and i presume the copy is soiled with remnants or somthing

but i liked it, lol. the orders were speaken more slowly than on RFB and when i ordered a crash dive they guy simply said: Yes sir, crash dive! -dive, dive! (and the horn)

my best guess is that it's from some ROW soundmod or maybe even stock. anyone know?
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Old 11-17-08, 11:05 AM   #6
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I will tell you I searched the internet for other sounds and it is awfully tough to find some decent sounds concerning subs. I did find a 2 minute run of interior noises from a ferry. I liked it alot and changed the sound file name to make it work in SH4. Dropped it in and it played nicely. Just a suggestion, search the internet for sounds and play around with them. You might suprise yourself! Memo: save the original file in case your new files screws up the game.
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Old 11-17-08, 11:07 AM   #7
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that vid was very entertaining, Rockin Robbins

is that still the old TMOplot V1.0?
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Last edited by Bosje; 11-17-08 at 11:07 AM.
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Old 11-17-08, 01:19 PM   #8
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Well, I do not think some nuclear torpedoes are that solution we need to overcome RFB sinking model flaws. I think the good idea is to change a bit Webster's mod because it is too simplistic. I mean all torps have the same hit points value which isn't realistic. We should increase their power by identical value (+25% for example) but taken into account stock damage values by each torpedo type. It would be easy do accomplish using S3D editor.

Last edited by Gorshkov; 11-17-08 at 01:20 PM.
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Old 11-17-08, 02:40 PM   #9
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avgwarhawk: thanks

so 2 questions:
-in the sound folder there's Submarine_crashdive_Int and Submarine_crashdive_Int3
are those played in sequence and can I simply stick another sound file in there with the name Submarine_crashdive_Int2? or is that just asking for trouble?

-can anyone please help me to get the obstructions back in the binocular view?
that was the first feature of RFB I ever noticed when I switched over from TMO and I instantly loved it, even if it's only a small eyecandy thing. I miss it dearly
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Old 11-17-08, 02:45 PM   #10
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Quote:
Originally Posted by Bosje
rofl, fair enough

Something i've always wondered but never came round to asking:
Which is the preferred soundmod?

The sound in ROW, which comes with Kriller2's PE are just fine.....Has that not been ported to RFB along with PE?
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Old 11-17-08, 02:50 PM   #11
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Quote:
Originally Posted by gAiNiAc
Quote:
Originally Posted by Bosje
rofl, fair enough

Something i've always wondered but never came round to asking:
Which is the preferred soundmod?

The sound in ROW, which comes with Kriller2's PE are just fine.....Has that not been ported to RFB along with PE?
LukeFF was a contributor of the original ROW sound mod if I'm not mistaken. So, some of ROW original came along for the ride in RFB.
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Old 11-17-08, 02:56 PM   #12
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Quote:
Originally Posted by Bosje
avgwarhawk: thanks

so 2 questions:
-in the sound folder there's Submarine_crashdive_Int and Submarine_crashdive_Int3
are those played in sequence and can I simply stick another sound file in there with the name Submarine_crashdive_Int2? or is that just asking for trouble?

-can anyone please help me to get the obstructions back in the binocular view?
that was the first feature of RFB I ever noticed when I switched over from TMO and I instantly loved it, even if it's only a small eyecandy thing. I miss it dearly

You need .OGG or .wav files. This are the ones I hunted down. I just change the name of my new found files to the exact name of the file I wanted to replace in the game. So, I found some klaxon, interior and even some boom sounds from under the water that I liked better then the DC sound in game. I then changed these to the exact name found inside the games sound file. I saved a copy of the original in case it got buggered. Drop in your new sound file inside the sound file folder, it will prompt to overwrite. Click yes. All set. I did one file at a time so in case it screwed up, retracing my steps would be easy and just drop the original back in.

Binoc view. Been asking for that view back as well. I got no clout I guess
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Old 11-17-08, 04:08 PM   #13
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Quote:
Originally Posted by AVGWarhawk

Binoc view. Been asking for that view back as well. I got no clout I guess
To get the objects back in the binocular view, edit the clipping distance in the cameras.dat file for the binocular. (its under the cameraparams for the binocular node.)

Mine currently says 5.0, so entire progressively smaller numbers until you find one you like.
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Old 11-17-08, 04:27 PM   #14
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Quote:
Originally Posted by Orion2012
Quote:
Originally Posted by AVGWarhawk

Binoc view. Been asking for that view back as well. I got no clout I guess
To get the objects back in the binocular view, edit the clipping distance in the cameras.dat file for the binocular. (its under the cameraparams for the binocular node.)

Mine currently says 5.0, so entire progressively smaller numbers until you find one you like.

Cool, I will check it out. I loved that camera because you had to run to the side to see around the sail apparatus.
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Old 11-17-08, 04:46 PM   #15
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Quote:
Originally Posted by Bosje
that vid was very entertaining, Rockin Robbins

is that still the old TMOplot V1.0?
Yes, that's the state of the art so far. Orion2012 is working on getting it fully TMO compliant. I noticed I had no sonar spikes there either and I don't know why. It didn't matter for the demo movie.

I liked how the skeleton of the ship kept moving under power. That was hilarious and self-limiting comedy.

The subnuclear cutie is a lot of fun to use because you don't have to be perfectly accurate in firing it. If you miss by too far it can and will blast right on by because of its higher speed than a regular cutie. When it connects, its a lot of fun to see the destruction.

I don't make my subnuclear line for normal career play. They're just to have fun with when you take a break.
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