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

Reply
 
Thread Tools Display Modes
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
Old 10-19-05, 11:57 PM   #2
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,992
Downloads: 124
Uploads: 0


Default

This sounds (no pun intended) pretty cool!!! Original mod idea too!

DL'ing now.

Salute! Joe
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 10-20-05, 12:58 AM   #3
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

I've been hoping for something like this ever since the issue was first raised back in March or April. Can we use this mod in RUb?
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
Beery is offline   Reply With Quote
Old 10-20-05, 01:11 AM   #4
Marhkimov
Admiral
 
Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
Default

I am definately going to DL this... Good job!
__________________
It takes two to tango
Marhkimov is offline   Reply With Quote
Old 10-20-05, 01:25 AM   #5
caspofungin
Commander
 
Join Date: Apr 2005
Posts: 459
Downloads: 41
Uploads: 0
Default

maybe you could consider doing 2 sounds in each file -- the first almost immediately after impact and suitably distorted to represent the sound travelling thru water, then a delay with your modded sounds following, the thru-air sound. something to think about.
caspofungin is offline   Reply With Quote
Old 10-20-05, 01:32 AM   #6
Marhkimov
Admiral
 
Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
Default

I listened to your sounds...

And I think you should be a sound modder! I am a very picky person when it comes to installing sounds, and these sound great!!!



oOooooh man... my ears are ringing from all of those explosives...
__________________
It takes two to tango
Marhkimov is offline   Reply With Quote
Old 10-20-05, 06:58 AM   #7
Schultzy
Commander
 
Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
Default

Certainly worth a download! This is great stuff!!

Thank you!
Schultzy is offline   Reply With Quote
Old 10-20-05, 08:18 AM   #8
jumpy
Admiral
 
Join Date: May 2003
Location: Midlands, UK
Posts: 2,139
Downloads: 22
Uploads: 0
Default

Sounds groovy, will have to check it out when I get home from work
one question: does the modded sound file affect the deck gun shell impact when you are 'camera centred' on your target ship (for those nice cinematic moments)?
__________________

when you’ve been so long in the desert, any water, no matter how brackish, looks like life


jumpy is offline   Reply With Quote
Old 10-20-05, 08:23 AM   #9
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by jumpy
Sounds groovy, will have to check it out when I get home from work
one question: does the modded sound file affect the deck gun shell impact when you are 'camera centred' on your target ship (for those nice cinematic moments)?
It's just a sound file with a built-in delay, so whether you're up close or far away you'll still hear a pause before the explosion.
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
Beery is offline   Reply With Quote
Old 10-20-05, 09:22 AM   #10
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Many thanks for the job and effort.....

just as constructive feed back :

I understand the delays are fixed values, is not posible to vary its value according distance, then you had take a determined value.

But, i think so the delay for torp explosion must to be smaller than the delay for shell explosion, for two reasons.

a]
Normally you use your deck gun at longer ranges than the torps.

b]
The sound speed is higher in water than in air.
You will hear the torps explosions submerged and the shell explosions at surface.

just a sugestion.....

Any way, lot of thanks for your job and effort, downloading now......best regards, Red.
Redwine is offline   Reply With Quote
Old 10-20-05, 01:07 PM   #11
Sailor Steve
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Cool stuff! Thanks!
  Reply With Quote
Old 10-20-05, 07:24 PM   #12
Flybywire
Soundman
 
Join Date: Mar 2001
Posts: 148
Downloads: 83
Uploads: 0
Default

A great mod! The sound of a torp hit is fantastic...thanks.
Flybywire is offline   Reply With Quote
Old 10-20-05, 09:09 PM   #13
Average Joe
Eternal Patrol
 
Join Date: Apr 2005
Location: U.S.
Posts: 202
Downloads: 0
Uploads: 0
Default

Hello,

I'm glad people are enjoying the sound-delay mod. It takes a bit of 'guts' to send-up a new mod. Usually people either like them, or might just say it 'sucks'

Beery,

No problem you can use this mod with the RUb mod.
---
caspofungin,

One of the modded/delayed sound-files includes a sort of a deep and vague 'rumbling' sound. It's fairly quiet, but easily heard. First I wanted to get a complete silence before any sounds were heard.

The last file changed (delayed) was this 'rumbling' sound-file. Partly because it took so -long- to merely 'find' the correct file.. Still, after a few patrols, all other sound-delay files worked well, even with no delay on this last file. I think you're right thought; 'some' explosion sound should be heard almost immediately after a torpedo explodes. As you say that'd help a lot for submerged attacks, as sound travels so much faster in water.

What I may do is add a very 'slight' delay to this rumbling sound (somewhere between .2 and .6 seconds), then perhaps change the volume up/down a bit, mix it, or leave as is, whatever sounds best.

I have some 'boating' to do tonight(!), and will change that rumbling sound-file and test it. If it sounds decent I'll upload a v1.1 version of this mod.
---
marhkimov,

I basically 'lucked-out' on a couple sound-mixes, and had some sound files from a couple very old tank sims. I am no > Meatwater <
---
Redwine,

I agree with what you say, torpedo explosion delays should generally be much shorter than deckgun exposion-delays.

I tested many delay values for torpedo and deckgun. After almost 3 weeks of moding and test-patrols. What I slowly started to notice; the sound delays started to become not only a sound-mod, but also a 'visual' display, or visual type mod.

For instance I had the deckgun up to 6 seconds of sound-delay at first (about 2000m from a target) , but to me it 'looked' strange, even at an accurate distance. The longer delay was just confusing, just not sure why...

A -really- short torpedo-explosion delay (as it should be, when submerged) didn't seem to make any noticeable difference, comparing to the stock 'no-delay' SH3 explosions. The 'visual-delay' effect was lost. That plus accounting for surface attacks, and with only 1 value to enter, I ended with an approximate 2-second torpedo explosions delay.

Changing delay values isn't that hard, it's only the testing (in different battle situations) that takes time. If others seem to think the deckgun delay is too short, it can be upped to a longer delay.

As you mention, it's a real shame multiple delay-values can't be used for differing distances.
---

Thanks for the kind words!
__________________
Avg. Joe
Average Joe is offline   Reply With Quote
Old 10-21-05, 12:17 AM   #14
The Avon Lady
Über Mom
 
Join Date: May 2005
Location: Jerusalem, Israel
Posts: 6,147
Downloads: 5
Uploads: 0
Default

Tested this out last night. Two thumbs up!

Sorry, they're 2 left thumbs.

Blame SubSim.

__________________


"Victory will come to us from the wombs of our women."
- Houari Boumedienne, President of Algeria, Speech before the UN, 1974
The Avon Lady is offline   Reply With Quote
Old 10-21-05, 07:21 PM   #15
Average Joe
Eternal Patrol
 
Join Date: Apr 2005
Location: U.S.
Posts: 202
Downloads: 0
Uploads: 0
Default

Hello,

caspofungin,

Regards to hearing an almost immediate explosion, when hitting a target:

I did some patrolling last night, with a modded 'initial' delay-explosion (low, rumbling explosion noise). I set to play about .6 seconds after the torpedo hits. It takes about 1000-meters to travel through water, so that's about right (at least hitting a ship at 1000 meters... ).

All the sound-delays are set to about 7/800+ meters. Testing the .6 second delay at 1000m from a target, the rumbling sound kind of 'blocks-out' the sound of the later/main torpedo explosions, but seems to make things more realistic for submerged attacks.
___
Redwine,

I tried delaying the deckgun explosion, easy enough to do.

Hitting the hull of a ship works fine (the explosion sound delay is greater). But, hitting other objects on a ship is made by a separate explosion file (or 'files', depending on a lucky -big- explosion while using the deckgun).

The problem; if the deckgun-shell hits masts, metal cargo containers, and other misc items on a ship, these explosion-sounds occur about 2 seconds later, while the actual deckgun explosion occurs after 6 seconds. They don't match, and it is very strange hearing different sound-delays for the same explosion. It looks weird too.

A torpedo 'hit' usually plays more misc. explosion sounds, but they're timed (delayed) very close to each other.

I can't think of a way to extend the sound-delay of the deckgun only (greater than all other delayed files), without changing all modified explosion files to the same length. It's all a compromise of sound-delay, because there's so few files to work with, and the game wasn't made to do this.

Another thing about this mod. The names of the modified sound-files describe (I think) basically what they do, and it sure seems at least a couple modified sounds are 'shared' with other parts/sounds of the game.

For instance, one sound-delay file for ship-explosion is named: 'Depth charges exploding from submarine.wav'. This file-description sure looks like it's shared with depth-charge sounds, but it's also used with torpedo-explosions. So, I just don't dare go too far with the sound-delays, because it looks like they're shared with other sounds in the game.
___

Anyway, I uploaded a 'v1.1' version of this mod. There is only 1 change to this new version; there's a much shorter 'initial' rumbling explosion-delay sound (.6 seconds) as described above. That should help with submerged attacks sounding a bit more realistic.

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


p.s. The only other mod I really wanted to change, but didn't, was the actual deckgun shell explosion 'sound', as it hits a ship. To me it's kind of 'quiet' and bland. I tried lots of different sounds and mixes, but couldn't come up with anything better than the original.

Edit: Btw, I started this post along with the topic-description. Since I uploaded a new version of this sound file, can I 'edit/change' the topic-description, to mention this? I was going to try it but thought it might create a brand new topic.
__________________
Avg. Joe
Average Joe is offline   Reply With Quote
Reply


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 06:34 PM.


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.