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#1 |
Engineer
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![]() well actually, it's just a regular game with sound edited in the video. I was just curious how the game would sound with internal crew sounds for tactical map view and crew voices. Sounds way better in my opinion. BTW, sounds used for this edit are from Fast Attack (most vioces), Dangerous Waters (some voices and reactor hum) and Children of a dead Earth (crew talking in the background). PS. I apologise for some sounds getting out of sync near the end, but I don't have any professional video editing software so I did all sound editing in Audacity. |
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#2 | |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
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Yes the crew voices make it tons better. I wonder if there's a quick way to mod them or if KF has made the game amenable to mod them in.
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#3 |
Stowaway
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#4 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
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Well, rearming at port were scripted into the campaign if I remember right.
After so many missions you'd get a rearm, but if you count the number of targets you were responsible for between refits, it turned out to be more targets than weapons before the refits.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#5 | |
Stowaway
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However, that doesn't render the scenarios bad, just the rearming cycle, that's what surprised me. In my opinion, they are the most immersive and authentic from all subsims, by a large margin. |
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#6 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
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Neat mock-up video.
![]() I think the necessary "hooks" to insert voiceover sets aren't quite there... yet. I figure once the official voiceovers are implemented, we'll be able to modify them as we please.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#7 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
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By the way PL. I like your torpedo evasion strategy of going high and then practically halting above the searching torpedoes.
At first I thought you were crazy and they would reacquire, but you could tell by the active pinging that you were out of there search cone. At this point my own torpedo evasion has been to cheat, turn on 3rd person torpedo view and cheat my turns to evade. ![]()
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#8 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
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I'm not sure if that's actually cheaty. While actual subs don't have disembodied third-person cameras, I figure sonars can tell how close a torpedo is and whether it's above, below or at the same depth as the submarine, so you could still plan maneuvers relative to the fish's current position. Unless there's screens constructing a graphical representation from said data (which I don't find unlikely), perhaps not visually, but it'd be functionally the same thing.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#9 |
Ensign
![]() Join Date: Aug 2005
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Nice video but Killerfish Games work on it.
Maybe not very soon but in 1.06, 1.07, 1.08.... who knows !? ![]() |
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#10 | |
Planesman
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