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Old 08-26-07, 02:38 PM   #1
tomoose
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Default rubber raft sounds

I tried searching for this but I probably didn't use the right combination of words.
Is there a setting or tweak that will get rid of that incredibly stupid and unrealistic grating noise when the rubber raft touches the sub? It sounds like the sub is being rammed by another ship!! How that got past the developers is beyond me.

Perhaps one of these talented modders is working on the issue?

Thanks in any case to all the modders out there, you've helped make SHIV the game it should be. I hope at least someone at the original dev team/ubi is suitably embarassed with what's been accomplished by the modding community.

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Old 08-26-07, 02:58 PM   #2
Von Manteuffel
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There's not a separate sound file for the sub impacting a liferaft, or lifeboat, so the game plays out either collision.wavor collision_ship.wav.The only way to remove the sound is to delete the .wav file, which would also delete it for when ( if ever ) you actually collide with something sizeable.
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Old 08-26-07, 05:58 PM   #3
tycho102
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Another solution is to shove about 5 knots into reverse, then cut the engines and launch the raft. There will be very little grating against the raft because your sub will still still be gliding backwards, away from the raft.
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Old 08-27-07, 02:33 AM   #4
Fincuan
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I'm all for having a new sound for this too. I vividly remember the first time I came across this, since it almost made me fall out of my chair

It was the first mission of my first(and current) SH4 career. The objective was to insert a spy SW of Tokyo. It was a pitch black night, and under the cover of darkness we easily made it within less than a kilometer from the coast. Although tensions on the boat were high all the time, the entire approach had so far been uneventful. I ordered "All stop", and soon it was all quiet. I turned the volume up a bit(I play with headphones), and then ordered the crew to launch the damn raft...
WHAMMM!!!! SCREEETTCCHH!!! SCRRAAATTTCCCHHH!!
DID WE HIT THE BOTTOM? A MINE? ! BACK EMERGENCY! FULL LEFT RUDDER!
After I had recoverd from the initial shock, I scanned the horizon. Nothing. Then the raft emerged from under my boat, and it was quiet again.

Needless to say, we left the spies to do the paddling on their own and headed for the deep water, flank speed!
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Old 08-27-07, 08:05 AM   #5
C DuDe
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scared the hell out of me the first time I heard it... thought I hit bottum or a very big rock.
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Old 08-27-07, 06:05 PM   #6
tomoose
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Default It's just incredible to me....

....that the developers did not come across this. It would imply that they NEVER tested the spy/marine landing missions. I have yet to drop off any character and not have that damn noise occur when I stop engines and cast off the raft. There is no way they should have missed that one. My suspicion is that they knew about it but because they would have to change the program to accept a 'new' raft sound they didn't bother, too much work. Still inexcusable in my book.

Tycho's suggestion is a good method but you gotta admit we shouldn't have to do that. Not much choice though I guess.

It just seems like SUCH a lame bug!

Thanks for the feedback.
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Old 08-27-07, 08:13 PM   #7
ReallyDedPoet
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Quote:
Originally Posted by tycho102
Another solution is to shove about 5 knots into reverse, then cut the engines and launch the raft. There will be very little grating against the raft because your sub will still still be gliding backwards, away from the raft.
Nice tip I had this last night, almost knocked me off my chair.


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Old 08-27-07, 11:01 PM   #8
tomoose
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Default Hmmm

I wonder if 'collision.wav' is supposed to have another sound (i.e. a raft/lifeboat bump sound). When I play 'collision.wav' and 'collision_ship.wav' they sound identical. If 'collision_ship.wav' is intended for actual ship collisions then perhaps an alternate sound could be used in 'collision.wav' if that is the sound that is called up by the program for rafts/lifeboats etc?

Can anyone shed some light on this?
:hmm:
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Old 08-28-07, 02:25 PM   #9
Von Manteuffel
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Worth finding a sound ( anyone will do so long as it's distinctive ) and dropping it in there, then running a "deliver spy" mission and see what happens.
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