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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
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Hi folks, anyone interested in this? As an experiment I took all the destroyer_hyd sound files away, vapor and destroyer, and also propeller_5_hyd, then renamed my whale recording (.wav) to destroyer_hyd put that in the sound folder and hey presto a virtual whale.
The origional hyd sounds are 0nly 4 secs long and looped. My .wav file is 16 minutes, so it proves any .wav sound file should work. I tried it on a single mission, Narvik, I was submerged at periscope depth and when I pressed F12 and "flew" over to the destroyers, all sounds were normal, even when I dipped under to look at the screws. When I went to the hydrophone I turned the dial towards the destroyers and heard..........the beautiful sound of humpbacks, there were at least three destroyers in the mission guarding a battleship. The battleship sound was normal on the hydrophone, surrounded by three whales. Imagine if this could be implimented to work with something else? such as a torpedo? somehow slowed down to 5mph, unarmed, able to change depths automatically and with the torp sound changed to a whale. A torp or several together (schools) or different schools even at different times/routes that goes on round a set course forever during the game so there is some chance in some mission/patrol that you could come across it just as in real life? It'll be constantly on the move so it'll come onto and move off the hydrophone as it moves. Maybe have it so the s"sound contact" can be reported so you can investigate? MAybe skin the torps so they at least look a bit like whales from a distance should you want to go 'look' at them. The dolphins in HT 1.46 could be enlarged and the dorsal removed, fins elongated. This could maybe be implemented into HT 1.46 for the dolphins too? Are these the ravings of a madman or have I got something? Try it and see for yourselves. ![]() |
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#2 |
Chief
![]() Join Date: Oct 2005
Posts: 312
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sounds good. Infact that is what most sims today lack off: Atmosphere , and so implenting whale sounds and maybe later even Whale modells is a good step in the right direction for this sim.
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#3 |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
Uploads: 0
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Hi Chris911, encouraging , I hope others agree too. Cheers
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#4 |
Grey Wolf
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interesting idea, if we can get a whale model (I made one, but it is an orca
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#5 | |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
Uploads: 0
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![]() Quote:
And then you can listen to it on the hydro. ![]() |
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#6 |
Grey Wolf
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I don't know about finding orcas in atlantic, maybe someone her has more knowledge about it, but it would be nice to have some whales around me during patrols, hopw thy don't hit me while I'm submerged!
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#7 |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
Uploads: 0
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Come on you modders, please, please, please
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#8 | |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
Uploads: 0
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#9 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Hi nelson,
Sorry for the delay in post a reply to you. I'm very busy these last days. I think that this could be a good idea. I will suggest that we clone one little ship and them associate the whale sound file to it then we can add this "new" ship on the SCR or on the RND layer. I already asked Sergei about the possibility to make a 3D whale from dolphins but he said me that this is not possible for him. Perhaps the guys who are working with really new 3D objects. I don't have any other idea now. But it's a good idea! :hmm: Rubini. |
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#10 |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
Uploads: 0
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Hi Rubini, thanks, brilliant!! I guess we don't need whales that jump out the water, just come up for air and maybe float along for a while then submerge again?, so the model wouldn't have to be too perfect as long as it looks the part?
And as soon as you "spot" a surfaced Humpback/blue/grey/wright/mink ( or whatever ![]() ![]() |
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#11 |
Weps
![]() Join Date: Apr 2005
Location: Australia
Posts: 366
Downloads: 17
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A few points I've thought of are collideing with the whales, if they are made as an actual physical object perhaps they could be given 'enemy merchant AI' to make them 'run away' from your boat.
Also what about your hydrophone operator? Will he call it out as a merchant contact, and send you on a wild goose chase after this invisable merchant? Or will it be unreported and you have to find it yourself? Just trying to point out some things that might need to be thought out before starting ![]() It sounds like a promising project, I'm always up for things that add atmosphere ![]() |
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#12 |
Medic
![]() Join Date: Nov 2005
Location: Suffolk UK
Posts: 160
Downloads: 65
Uploads: 0
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Hi Kalach, thanks for the input, that's a good point. I would think the enemy AI is a good idea so we don't collide with them.
Could the operator call out "unknown contact"? Or the watch officer could shout " Whale off the port bow sir!!" or such-like. I wonder what happened in real life? It must have happened sometimes? Although a good operator would know the difference between a ship's motors and a whale?:hmm: |
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