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 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-19-05, 11:46 PM   #1
Average Joe
Eternal Patrol
 
Join Date: Apr 2005
Location: U.S.
Posts: 202
Downloads: 0
Uploads: 0
Default Updated v1.2+'speed-of-sound' torpedo-deckgun sound delay

Edited 11.10.2005 (re: updated v1.2 info for "Avg.Joes Torpedo & Deck gun Speed-of-Sound Explosions Delay")

(Nothing new her, just placing proper information in the proper topic).

I'm (re)-posting to this original thread, with info about DL links, info, etc., and makes it easier to find the newest version from Subsim's mod-list, at: http://www.subsim.com/phpBB/viewtopic.php?t=30638


Info below now properly placed in this topic:
----snip-Newest version info listed below--
11.5.2005

Hello,

I've finished an update to my speed-of-sound torpedo-delay mod.

The file contains the original V1.0 mod, and now a new V1.2 mod. I put both versions in the file, so people may try both v1.0 and v1.2, and use what they like best.

Below is the differences between the v1.0 and v1.2

_____ V1.2 MOD CHANGE INFO: ________

~Added 'initial' explosion/rumbling sound, with minor/short sound-delay.~

[v1.2 change] This version contains a very short-delay (approx. .6 seconds) 'initial' explosion sound, when a torpedo hits a target. The explosion is a low, 'rumbling' sound, heard almost immediately after a torpedo explosion. Now you will to hear a 'submerged-like' explosion sound, which would naturally occur more quickly, compared to a surface-attack explosion. Although this changed rumbling sound is audible during surface-attacks too.

Version 1.0 does not contain this 'initial' rumbling/explosion sound change, nor the following new changes for Version 1.2:

a.) New type deck-gun firing sound.

b.) New sound when deck-gun shell hits a target (minor change).

c.) Changed torpedo explosion sound, (now a double-explosion, typically heard during a fuel or engine hit) when a target is destroyed immediately following a torpedo-hit, or if a ship explodes while sinking.

d.) Several minor changes to volume.
______

Here's a part of the readme file. Please check file readme's for more information.

Updated Mod: Avg.Joes v1.2+'speed-of-sound' torpedo-deckgun sound delay

I have enclosed both versions (V1.0 and V1.2), simply because I've used version 1.0 for a long time, and enjoy it.

Now I'm using V1.2 version, because..., now I like 'that' one better

Please feel free to test both mod versions enclosed (using JSGME mod-enabler), to see which version you prefer.

~ ~ ~ ~ ~ Enable only 1 mod, and test. Do not run both mods at the same time.~ ~ ~ ~ ~

For more information, please check both readme files.

V1.2 mod available at:

Available at: http://u-boot.realsimulation.com/
Silent Hunter 3 Mods (General Section)

File name:
Avg.Joes Torpedo & Deck gun Speed-of-Sound Explosions Delay v1.2+.rar
___

Or for those who can use Rapidshare:

Rapidshare link:
http://rapidshare.de/files/7239786/A...v1.2_.rar.html


Thanks, Average Joe

Edit-End: 11.10.2005



----snip- Older mod version info listed below-------

Below is information about previous versions of this mod:


Hello, Oct. 23. 05

Edit:

Update:
___________
I've uploaded a 'v1.1' version of this mod. There is only 1 change to this new version; there's now a much shorter 'initial' rumbling explosion-delay sound (.6 seconds). That should help with submerged attacks sounding a bit more realistic, as speed-of-sound travels so much faster under water.

There's a bit more info down-topic too.

The new v1.1 file DL link is:
http://rapidshare.de/files/6586807/A..._v1.1.rar.html

I've tested both and am still not sure which one I like best yet; v1.0 with no 'initial' explosion sounds, or v1.1 with the .6 second 'initial' rumbling explosion. Although the v1.1 file seems more realistic.

Avg. Joe

p.s. if someone has tested both versions, please post if you prefer the 1st or 2nd version of this mod. Thanks!
-----


Original v1.0 post:

I've made a mod (2.6mb .rar file) that creates a 'speed-of-sound' delay (about 2 seconds) before torpedo or deckgun explosions can be heard. It's best used on the surface, as the delay is then fairly realistic, but is still fun while submerged.

SH3 has no torpedo/deckgun sound delay for any explosions, surfaced or submerged, they are instantaneous, so this mod helps out a bit.

For such a fairly simplistic mod, it took time to figure out what I wanted, find all the correct sound files to delay, modify for a practical sound-delay time, retain original audio properties, and 'test-test-test'. Then tune-ups, and test again to make sure it worked right. I wanted to do even more modding but thought this was enough.

Pretty sure I didn't touch any sound files that didn't need to be modified, as it 'seems' SH3 may share certain sound-files with other sound-related events.

In short? I find it a lot of fun to use! It changes the whole torpedo/deckgun 'atmosphere', and watching a ship hit with a torpedo is just 'visually different'.

It's setup to install with JSGME, or manual install if needed. It should work fine with other mods, as it is only .wav files modded in the 'sounds' folder.

***Btw I have a custom 'beefed-up' deckgun-sound in this mod (with sound-delay). I know there's a few really nice deckgun mods available already. The 'readme' is posted below. If using an existing/custom deckgun sound, it's best to -first- listen to the (modded/delayed) deckgun sound: (P09_$Gun_muzzle_flash.wav). If not preferred, delete this file, then install the rest of the mod.

I tried to do the best I could, within the sound limitations of SH3. It should work just fine but please post if you notice any problems, or something that could use correcting.

Btw, my ~Hats Off!~ to any/all modders! I can't believe how long it took to make this tiny mod (oyy!!)

Avg. Joe

p.s. It's a long filename but I wanted to describe what it does.


Readme and DL link below:
______

Download Link: http://rapidshare.de/files/6507608/A...delay.rar.html

Readme:
----------------------------------------------------------------------------------------------
Avg.Joe's Torpedo and Deckgun Speed-of-Sound Explosions delay (v1)

Made for SH3 version 1.4

October 15, 2005


This is a Silent Hunter III (v1.4) sound-delay mod, which changes 5 things:

1. After a torpedo has hit a target, there is an approximate 2-second delay, before any explosion sound(s) will be heard.

2. After a target has been hit with 88mm/105mm deckgun, there is an approximate 1.75 second delay, before any shell-strike sound is heard.

3. The main torpedo explosion .wav file (P11_@ref_torp_great_explosion.wav), has been modified & mixed a bit, to cause a bit more dramatic explosion sound.

***4. The default deckgun .wav file (P09_$Gun_muzzle_flash.wav) has been changed, to make the gun-sound more dramatic.

5. Several other explosions are a bit louder, and also mixed with other minor explosion files, to create (hopefully) more dramatic explosion sounds.

(*** WARNING: there are several deckgun sound-mods already available. If you are already using a deckgun-mod, please listen to the modified deckgun sound enclosed, to see if you prefer it.
If you do not prefer this deckgun sound, simply delete the file:

'P09_$Gun_muzzle_flash.wav' contained in this mod, then install as usual.***)

If you remove the deckgun file above, there will be no (modified) sound-delay when using the deckgun.

____________________
____________________
Installation:

If using JSGME mod-enabler, unzip the contents of this file into your SH3 'MODS' folder, and enable the mod using JSGME.

If installing manually, all files must be copied to your SH3\data\sounds folder. Be sure to *Backup* your original/default files or this mod will overwrite default sounds, if installed manually.
___________________
___________________
This mod is best used (most realistically) with surface-attacks, as the speed of sound is approx. 345mps traveling through air. Btw, submerged sound-delays aren't very realistic using this mod, yet, SH3's 'stock-file' submerged explosions are not realistic either.

After tinkering with this mod for quite a while, a submerged torpedo-attack (with sound-delay) also 'looks' dramatic. Visually it looks quite different, compared to stock torpedo explosions.

Since SH3 was not made with separate sound-files, for submerged -&- surfaced torpedo attacks, this mod is a 'compromise' of how a torpedo explosion would sound, while surfaced.

Sh3 also does not calculate distance-to-target, regarding explosions. Default Sh3 torpedo and deckgun sounds are 'instantaneous', no matter what distance. Also, Sh3's torpedo explosions (while submerged) always sound as if the sub was actually surfaced, which is a limit of the game.

Sound delay length?:

Because SH3 will accept only 1 value for each explosion file, I had to figure out generic 'average-default' sound delays.

After reading many SH3 war-stories, and testing lots of different length sound-delays, I finally went with speed-of-sound delays of approx. 2 seconds. This is fairly accurate of a torpedo hitting a target at a distance of approx. 7/800 meters, while surfaced.

So, if a torpedo hits a target at 4000-meters, the explosion sound-delay will still be approx. 2 seconds. There's no practical way to set different sound delays, for different target distances.

Using this delay value (2 seconds) I found no real need to modify sound-files for Hydrophone explosion sounds, as speed-of-sound in water is so much faster, compared to air.

I hope you enjoy this mod. Sound-wise I think it adds some 'drama' to any torpedo/deckgun explosions. 'Visually' speaking, it is quite different (kind of an eerie look!) compared to SH3's stock explosion files.

p.s. Why not mod the explosion delay to 3 or 4, 5+ seconds, instead of approx. 2 seconds? I tested longer-delay explosions. Anything above 2 seconds seemed to last far too long, for how an SH3 torpedo hits its target, and typical close-range/submerged attacks. The delay is a compromise for any/all ranges of attack.

THIS MOD IS FREEWARE

THIS MOD MUST NOT BE SOLD!

Average Joe


--------------------------------------------------------------------------------------------------
__________________
Avg. Joe
Average Joe is offline   Reply With Quote
 

Thread Tools
Display Modes

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 03:37 AM.


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.