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Old 08-27-10, 07:32 PM   #1
tater
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Default [TEC] What controls ship alarms?

What is it that makes ships sound collision alarms when there is danger (like when a ship nearby is attacked)?
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Old 08-27-10, 08:54 PM   #2
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Have you looked at an existing destroyer's dat and/or EQP file for an object that looks like the alarm? My guess is theres an node/object with a sim and/or dsd file entry in the data/library/ShipParts directory.

I vaugley remember seeing one in passing when working on something else, but I could be wrong.
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Old 08-27-10, 09:12 PM   #3
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I looked at the aud_ nodes on ships. Merchants have horns, etc, too, under distress, not just DDs.

I thought if I could find it, I could use it to trigger rolling some DCs off the side. Many japanese merchant ships carried DCs, dunno why they thought rolling them off randomly would scare subs away (but they did think this).
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Old 10-12-10, 09:03 PM   #4
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You still working on this.
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Old 10-12-10, 11:09 PM   #5
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Quote:
Originally Posted by tater View Post
I looked at the aud_ nodes on ships. Merchants have horns, etc, too, under distress, not just DDs.

I thought if I could find it, I could use it to trigger rolling some DCs off the side. Many japanese merchant ships carried DCs, dunno why they thought rolling them off randomly would scare subs away (but they did think this).

That would be great if merchants could drop what was known in the war as "defensive depth charges" to my knowledge they never did anything more than minor damage BUT it messed a few attacks up.I remember reading in O Kane's books Wahoo and Clear the Bridge about loan merchants forcing them to go deeper when they turned towards them and dropped a couple ash cans nearby.Of course not every merchant should have this but a few here and there would be a "nice" surprise to anyone thinking a lone merchant is defenseless(which it is usually) against a submerged submarine.
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Old 10-12-10, 11:57 PM   #6
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Wouldn't mind hearing some of the other horn sounds myself. Don't recall hearing some of the foghorn sounds in the game, love that sound.

I did add the sound file that gives the click before the boom depth charge. If a charge is close, I get that sound and know it's a close pattern. If you take the time to listen to all the charge sounds, with cams off you get an idea of how far they're away while stuck in the sub. Really useful knowledge.
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Old 10-13-10, 12:03 AM   #7
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Originally Posted by Armistead View Post
Wouldn't mind hearing some of the other horn sounds myself. Don't recall hearing some of the foghorn sounds in the game, love that sound.

I did add the sound file that gives the click before the boom depth charge. If a charge is close, I get that sound and know it's a close pattern. If you take the time to listen to all the charge sounds, with cams off you get an idea of how far they're away while stuck in the sub. Really useful knowledge.

Yep I've noticed playing with cams off you can usually tell how close.I downloaded the click sound but didnt like it enough to install.How does it do in game? I like the depth charge sounds in TMO as it is.
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Old 10-13-10, 12:22 AM   #8
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Quote:
Originally Posted by Bubblehead1980 View Post
That would be great if merchants could drop what was known in the war as "defensive depth charges" to my knowledge they never did anything more than minor damage BUT it messed a few attacks up.I remember reading in O Kane's books Wahoo and Clear the Bridge about loan merchants forcing them to go deeper when they turned towards them and dropped a couple ash cans nearby.Of course not every merchant should have this but a few here and there would be a "nice" surprise to anyone thinking a lone merchant is defenseless(which it is usually) against a submerged submarine.
This is what I was going for specifically, actually.

My guess is that it is hard coded. Call a merchant an escort (unit type 0-4) and it will likely do it. Course then it will be a "warship" in contacts, as well as aiming the DCs.
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Old 10-13-10, 12:37 AM   #9
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Quote:
Originally Posted by tater View Post
This is what I was going for specifically, actually.

My guess is that it is hard coded. Call a merchant an escort (unit type 0-4) and it will likely do it. Course then it will be a "warship" in contacts, as well as aiming the DCs.
Actually I think Ducimus told me once that is hard coded when I asked him why his q ship didnt sound like a merchant, told me in the game its either a warship or a merchant, unfortunately.

Ah, I just got to thinking about something bc it would be useful in my next patrol in June 1944.Going to try and get into position to sink some ijn ship in battle of philippine sea.Will need to send a contact report if I find the big ships but risking a lot to coming up to 37 feet to do so.Do you know if there is anyway could create a radio antenna that raises or make it so you can transmit from periscope depth as in RL??? Always bugged me.
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