SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-24-13, 11:10 PM   #1
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,087
Downloads: 465
Uploads: 0


Default Coastal vessels and other small boats

Hi,

Now, with latest patcher we can get hydro contacts of small fishing boats and coastal vessels, maybe time to get propellers sounds for them?
Currently showing "unknown" on hydro notepad, but no sounds at all
(BTW, would be nice to get as well new entry for notepad as "coastal vessel")

If not too complicated, maybe someone could explain how to add those sounds?
Fifi is offline   Reply With Quote
Old 07-25-13, 04:08 AM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Fifi View Post
Hi,

Now, with latest patcher we can get hydro contacts of small fishing boats and coastal vessels, maybe time to get propellers sounds for them?
Currently showing "unknown" on hydro notepad, but no sounds at all
(BTW, would be nice to get as well new entry for notepad as "coastal vessel")

If not too complicated, maybe someone could explain how to add those sounds?
I had a look into OH's coastal vessels, and most of them are already set to be heard on hydrophone. Which boat(s) were you tracking?
gap is offline   Reply With Quote
Old 07-25-13, 05:26 AM   #3
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,087
Downloads: 465
Uploads: 0


Default

The 2 ones at the exit of Memel strait...no sounds
Fifi is offline   Reply With Quote
Old 07-25-13, 05:31 AM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Fifi View Post
The 2 ones at the exit of Memel strait...no sounds
can you give me their names, or post a screenshot of them so that I can look into the exact unit?
gap is offline   Reply With Quote
Old 07-25-13, 03:38 PM   #5
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,087
Downloads: 465
Uploads: 0


Default

I will in few minutes
Fifi is offline   Reply With Quote
Old 07-25-13, 03:59 PM   #6
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,087
Downloads: 465
Uploads: 0


Default

Ok:


They are 2 at the exit of Memel strait. I get an hydro contact line, but no sounds...
Note that i'm using RPM hydro mod (but shouldn't be related)
Fifi is offline   Reply With Quote
Old 07-25-13, 04:18 PM   #7
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Fifi View Post
Ok:


They are 2 at the exit of Memel strait. I get an hydro contact line, but no sounds...
Note that i'm using RPM hydro mod (but shouldn't be related)
Okay, this looks like the unfinished stock Coastal Boat, revamped by OHII. I will look into it right away
gap is offline   Reply With Quote
Old 07-25-13, 05:01 PM   #8
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Okay, just had a look into the coastal vessel; I can confirm that it is the boat depicted in your screenie.

Her hydrophone soundsource controllers are in order. She uses NF_boat_hyd.wav as engine sound, and Propeller_4_hyd.wav as propeller sound. Just in case, I have also checked the above wav files, and they are played correctly. So the problem must be somewhere else.

The boat has a max speed of 9 kts, max engine power of 500 bhp @ 90 rpm. Maybe they are too low, or maybe the boats had too a low speed compared to their maximum speed (the game cuts ship sounds when they are sailing at too a low aengine ratio), for them being audible on hydrophone. You can try setting a custom mission with the boats sailing at their maximum speed.

PS: wish Macardigan was around
gap is offline   Reply With Quote
Old 07-25-13, 05:15 PM   #9
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
PS: wish Macardigan was around
He wrote the same in a few posts.. that's what I was able to find right now -

Quote:
Originally Posted by Macardigan View Post
Unfortunately, the problem with the sound of the hydrophone is because inside xxxxx.sim files > unit_ship > propulsion > eng_power= "if<1100~" hyd sounds dissapear.
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 07-25-13, 05:19 PM   #10
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,087
Downloads: 465
Uploads: 0


Default

Ok, so seems normal then...
That's right they are patroling at very low speed, here.

Hum...never used the mission editor yet ...have to try it one day! lol
Fifi is offline   Reply With Quote
Old 07-25-13, 05:27 PM   #11
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by volodya61 View Post
He wrote the same in a few posts.. that's what I was able to find right now -
So the mistery is no longer a mistery: engine/propeller sound volume is proportional to engine power, and for some reason the game cuts down too low sounds.

P.S: this makes me to remember another SH5 flaw: have you ever noticed that planes get audible/inaudible suddenly, no matter how far their sond's max radius is set in sh.sdl? Ideally their sound should decrease gradally in volume until, until it get faintly audible, and viceversa
gap is offline   Reply With Quote
Old 07-25-13, 06:50 PM   #12
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,087
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
P.S: this makes me to remember another SH5 flaw: have you ever noticed that planes get audible/inaudible suddenly, no matter how far their sond's max radius is set in sh.sdl? Ideally their sound should decrease gradally in volume until, until it get faintly audible, and viceversa
Didn't noticed. Maybe because 99% of time, that's with TC dropping to 1, and plane is close enough...but it seems to me plane sound is increasing/decreasing not that bad

Talking about ingame sounds, there are others little annoying issues:

- Even with TDW patch activated (hydro background sounds) i still hear some stuff...i.e jump to the station right away after starting a single mission...plenty sounds still playing
Or order something, sound will be playing, but taking the hydro seat, the sound/speach is still playing...with patch, should be shut off!

- Each game load (mainly starting in bunker), plenty of sounds are playing, like if game was kind of checking them all...and plenty orders are also visible on message box related to these sounds, even not doing anything
That's from day one here.
Note: with Magui UI, only very few are playing. Might be UI related, so.

Last edited by Fifi; 07-25-13 at 07:43 PM.
Fifi is offline   Reply With Quote
Old 07-25-13, 06:56 PM   #13
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Fifi View Post
Didn't noticed. Maybe because 99% of time, that's with TC dropping to 1, and plane is close enough...but it seems to me plane sound is increasing/decreasing not that bad
I have made a lot of tests with a custom mission where an Hurricane was attacking us, and the problem was quite clear. Volodya has used that mission a lot too. He might have noticed the same problem, or maybe it just a problem on my part
gap is offline   Reply With Quote
Old 07-25-13, 07:37 PM   #14
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
I have made a lot of tests with a custom mission where an Hurricane was attacking us, and the problem was quite clear. Volodya has used that mission a lot too. He might have noticed the same problem, or maybe it just a problem on my part
To be honest I turned off the headphones during these hundreds of tests.. so I can say nothing ..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 08-05-13, 07:29 AM   #15
wamphyri
Lieutenant
 
wamphyri's Avatar
 
Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
I have made a lot of tests with a custom mission where an Hurricane was attacking us, and the problem was quite clear. Volodya has used that mission a lot too. He might have noticed the same problem, or maybe it just a problem on my part

I encountered the same issue when I was doing testing for my torpedo mod. That was a few years back but I recall it would sometimes happen in campaigns also, so not just a custom mission issue.
wamphyri is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:02 PM.


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.