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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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I'm not sure which mod introduces the device-sound for the hydrophone...was it in stock SH5 as well? I never tried stock.
You know, when you rotate the device yourself, you can hear it making some noise untill it eventually stops, and becomes quiet. But even a tiny movement of the needle, triggers the entire sound-sequence, over and over again. It starts to annoy me a little, certainly when I move the needle bit by bit. I realize it's realistic, to hear that noise, since the hydrophone is build to hear as much as possible. :P But I would like to either make the sound-sequence shorter...or decrease it's volume (probably both). I've tried to locate the sound-file, but can't find it. Who can help me?
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#2 |
Ace of the deep .
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Is this with the electric engines turned off ?
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#3 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
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uhm yes....hanging dead silent in the water @ 20m or so.
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#4 |
The Old Man
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Is it the same sound that you hear when rotating Periscope or is it Ambient Hydrophone sound?
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#5 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
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No, it's neither the scope-rotating that I hear, nor the ambient hydrophone sound.
If I have the time later today, I'll record a short youtube-clip, and post it here.
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#6 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
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hmm, I'm sorry....just tried to capture a video, but the one clip that actually played-back on my PC, had no sound (I used Fraps, and enabled sound-recording).
Well, here's my mod-soup: Generic Mod Enabler - v2.6.0.157 [D:\program files\Silent Hunter 5\MODS] Magnum_Opus_v0_0_1 FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision NewUIs_TDC_6_8_0_jimimadrids_map_tools NewUIs_TDC_6_8_0_New_radio_messages_German NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke NewUIs_TDC_6_8_0_WWIIInterface_by_naights nVidia missing lights Trevally Harbour & Kiel Canal Pilot v2.8 NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith Accurate German Flags sobers 3D deck spray mod V7 R.E.M_by_Xrundel_TheBeast_1.2 Detailed Caustics 1.0 sobers & stoianm base fog mechanics V16 SH5 sobers real trees SteelViking's Sky Banding Mod IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_Aircraft_Spotting_At_Depth IRAI_0_0_30_No_hydrophone_on_surface OPEN HORIZONS II_full v1.5 OHII Higher Tonnage Objectives for v1.5 OH II Minefield map TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5) Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode Stormys DBSM SH5 v1.3 optional NavMap babelling VIIC41 - Start with in beginning of campaign for OHII stoianm upgrade available mod OHII v1.5 Patch1
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![]() Last edited by Paajtor; 11-21-11 at 05:29 PM. |
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#7 |
The Old Man
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I would either Post question in Stormy's DBSM Forum or PM Stormy about this issue.
Myself, I've been trying to figure out why there is no sound for Passing Thermal Layer. This is important sound that is missing. I am pretty sure that the Type-VII boats did have Thermograph unit. Regards! TheBeast |
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#8 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
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I have a Submarine_passing_thermal_layer_INT in my sound-files, I hear some ambient sound, and "Bootverschlüsse überprüfen" (2x).
Just found out that I'm confused, because that file I'm looking for, actually sounds like a periscope full up/down sound. I guess the sound-engine picks some other sound for the HOME and END keys (the ones that rotate the hydro). I found periscope_rotary_Down gives a weird playback, lasts only a split-sec..is it damaged? If I can't get this fixed, I guess best is to reinstall all mods from scratch..in a different order, maybe. I installed the new OHII 1.5 2 days ago...the old version was much higher up in the mod-order. If that won't work, I'll contact Stormy, thx ![]()
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![]() Last edited by Paajtor; 11-20-11 at 04:37 PM. |
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#9 |
The Old Man
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Have you looked in your data\CFG\Commands.cfg to check the Key Binfings for "End" "Home" Keys?
Sounds can also be set in there as well. Regards! TheBeast |
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#10 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
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Thx! I did a quick search in that file, and found the following entries:
[Cmd548] Name=Toggle_RiseLower_whole_periscope Contexts=1 Key0=0x23,,"End" Sound_0=ELO_Weapon,periscope_UpDown [Cmd549] Name=Toggle_RiseLower_whole_obs_periscope Contexts=1 Key0=0x24,,"Home" Sound_0=ELO_Weapon,periscope_UpDown ...which is odd, because according to my F1-key, I'm using somthing similar to Church's SHV 1.1 Key Commands and F1 Help Layout. Which (larger) mod has added this to my game? It reads "raise/lower camera", on the Home- and End-keys. But these 2 commands should be on the Num-equivalents instead. The main Home/End keys do operate the hydrophone-needle, just want to clearify that. My periscope_UpDown sound sounds a bit different from the one I'm hearing when operating the hydrophone, but that could be due to the sound-engine playing it differently for this event? Oh and also, my Rudder Amit key (/) doesn't work...rudder-port-5deg and rudder-starb-5deg are ok (, and .)
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#11 |
Serial Port Protector
Join Date: Sep 2002
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you could spare all your confusion by RTFM
![]() ...i know, many mods, many manuals... but my is one of those who are worth reading it ![]() ...but also the F1 help screen tell you that this keys have changed for toggeling rise/lower the periscopes while playing a sound which is hearable while in 3d space. ...but i know that the current SDBSM keys for operating the hydrophone are a bit "unlucky" ![]() another thing, dont try to move the hydro using the mouse wheel, it plays the periscope zoom motor sound. while using SDBSM the hydrophone is operated using SHIFT+HOME and SHIFT+END keys. the readme also explain how to change or customize your keyb. layout. ...hope that helps
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Stormy...... Last edited by Stormfly; 11-21-11 at 05:21 AM. |
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#12 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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Indeed!
![]() But I'll go through yours again, but for real this time. Thank you for showing up here...eventually, I would have ended up contacting you anyway, as TheBeast already suggested hahaha. ![]()
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#13 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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thx all for the help, I've sorted things out.
![]() I had to manually put the F1 menus in the correct place, but now my keys work als F1/shift says they should. No idea why things got mixed up, probably some conflicting mod-order.
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