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#1 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
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S! guys.
I'm working on a functional but very simple DC noise disturbance mod. The idea is not mine, but Albrecht Von Hesse's - he got his mod working for SH3 apart from the visuals, but then disappeared and left the thing unfinished ![]() But anyway, what I've decided to do is to junk the eye candy completely, so what you'll get is just the hydrophones disruption effect and nothing else. I'm pretty confident that I can pull this off - the trick seems to be to create an amun_bold controller and then use it in the DepthCharges.sim file as an under_explosion effect. The disruption strength is adjustable; I've decided to follow Albrecht's original ideas and leave it mildish (noise ~= 10). And as I said the idea is definitely not mine, so thank Albrecht if you bump into him somewheres ![]() I'll return to this sometime during next week - people to do and things to see first. S! again guys and keep the sunny side up ![]() |
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#2 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
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Sounds interesting:hmm: I like anything that adds to realism. Here is a sight you might find handy: http://www.hnsa.org/sound/index.htm#jp All actual sound recordings, including I believe, underwater depth charge sounds from various ranges.
Some of our modders have used some of these sounds in their mods to add realistic sound effects to the game. Last edited by Fish40; 06-18-08 at 11:12 AM. |
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#3 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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Ah, a wee clarification seems to be in order here BTW
![]() What I'm attempting to simulate is a hydrophones masking effect making it harder for the AI to track you immediately after a DC attack; or, in other words, what I'm trying to implement is a small time window you can use to your advantage when slipping away after a salvo. So far this seems to work in throwing the buggers off a bit - but be warned still that the effect is a subtle one, so what you CAN'T do with this mod is to wait for the first explosions and then just noisily dash away! Albrecht's original idea describes this pretty well BTW, so please read the following for some background info: http://www.subsim.com/radioroom/showthread.php?t=134264 Also mind that if he ever gets back to his I'll most likely stop my work on mine. I'll however get his permission in porting this to SH4 if you guys think it's desirable. S! all. |
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#4 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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And thanks Fish for the link too, BTW
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#5 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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we need the klackson sound and the torpedo luanch as well!!!
the panpito sounds is a great start for some real machinery sounds...the engine ones really interest me....
__________________
Member of the Subsim Zombie Army Last edited by gimpy117; 06-22-08 at 02:54 PM. |
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#6 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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--- PLEASE NOTE ---
I've decided not to develop this mod further unless I can reach AvH somehow, because doing it at this point would IMHO come awfully close to ripping his original idea off ![]() S! |
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