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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#466 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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what about the farts... are they to loud ?
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Stormy...... |
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#467 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#468 |
Seasoned Skipper
![]() Join Date: Mar 2008
Posts: 698
Downloads: 262
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Ha! Yeah I thought I heard that a few times. Not too loud but maybe too often. My C02 level was increasing
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#469 |
Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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Oh yes!!! They keep farts...
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#470 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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maybe we also need an additional automation script for special boat areating procedures
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Stormy...... |
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#471 |
Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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I just started a campaign ... At a time when the torpedo hit the target, the screen freezes but sounds continus...Ctrl / Alt / Del to get out of the game...
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#472 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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shortened engine sounds a bit which also could lead to animation interrupts...
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Stormy...... |
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#473 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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ok, here we go for beta 3...
README Stormys DBSM SH5 v1.3 HOTFIX 4 BETA 3 additional crew sounds (includes hotfix 1-3) 1. added crew chat and torp reloading sound sequeces for the bow torpedo room. (you have to be in or near to the bow torpedo room before you start reloading a torpedo, to do so just command silent running before you fire a torp or use manual reloading by unchecking the option box in torp reloading screen, after entering the torpedo room start the reloaod process. If you move to far away from it the sounds for reloading are gone, but function again for the next torp reload. 2. added crew chat and noise for the bow, aft torpedo room, crew quaters, diesel engine room, bowling pot for the cook (the bowling and **** chat should be stopped if crew is in hunted damage or panic mode, if you want to stop the chat, just click on the bosum or leave the room far enough away) 3. sdl file revised regarding explosion sound ranges. 4. some damage, chiefengineer, executive and watchofficer sounds revised. 5. engine sounds shortened a bit 6. revised bowling pot sounds and script entrys 7. lowered volume of fart samples a bit 8. added optional louder engines samples (+3db), enable last. ...note, there are long crew chats in the crew quaters next to the cook and aft torpedo room, to hear them its maybe needed to stay there longer. known problems: It may be that some animations are interrupted for a second on some systems, if that is the case the sound stop to play. you have to load a new torp to get a new sound then. It could also be that CTD´s are more often on some systems, we have to test it more. DL: ...removed because of new beta version
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Stormy...... Last edited by Stormfly; 04-19-11 at 09:57 AM. |
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#474 |
Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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#475 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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there is another little problem...
the torpedo loading samples are syncronised with 0 crew torp officer abilitys and battlestations off at current (also relaistic torpedo reload set to on in options), that means they are in sync if using MP or single missions or unskilled torpdo petty officer now using battlestations off. as soon as you give ability points to your torpedo officer, or command battlestations via XO they get out of sync, seams i have to create optional shorter samples regarding different skill points. iam not shure if it would be possible to ask for skill points or battlestations enabled via script to play fitting syncronised samples then, seams i will sync the samples by default with battlestations effect on and no torpedo drill skill points by default for the next version if no query is possible via script shortly. if someone have an idea how to ask for different skill points or battlestations enabled via pyton, he is very welcome to help ![]()
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Stormy...... Last edited by Stormfly; 04-15-11 at 09:54 PM. |
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#476 |
Helmsman
![]() Join Date: Sep 2009
Location: Melbourne, Australia
Posts: 107
Downloads: 213
Uploads: 0
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Hey guys is there any other links to download this mod? Ive tried about 6 times to download it and it always gets stuck about halfway through..
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#477 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I just downloaded to make a test... the link is ok... must to be the internet conection on your side.... did you tryed to download the mod from the post #1 or you tryed to download the beta version?
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#478 |
Helmsman
![]() Join Date: Sep 2009
Location: Melbourne, Australia
Posts: 107
Downloads: 213
Uploads: 0
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Thankjs stoianm yeah ive been using the same link on post #1 about to try it again now, and tried saving to different locations on the PC aswell. Been on the phone to my ISP nearly all day because the internet keeps dropping out halfway through the download. But done some testing on the phone line/ADSL and its working fine now, just cuts out when i download this link to your mod. I fit works ill let you know, but at this point it gets about 55% done and stops.
Cheers, Ren |
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#479 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#480 |
Soundman
![]() Join Date: Aug 2010
Location: Istanbul,Turkey
Posts: 144
Downloads: 65
Uploads: 0
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hello
do we have to install "beta 3" after hotfix 3 or before it?
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