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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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so the next step on top of the SonarTargetFix will
be the SonarRealism mod. i thought of synchronize all ship's prop sounds to allow for real prop counting and speed estimation. i'm also adding more occasional sonar sounds of your own sub and maybe some marine life sounds so you really have to listen for a ship ![]() |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
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I suggest adding shrimp sounds in particular.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Stowaway
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#4 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
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My work so far on this...
Ship sim files: - The Ship Revs effects the frequency range of the prop count. (Webster reckons adjusting this will bugger up his acceleration physics mod - have a chat with him) - I've found a Rev value from 49-55 rpm gives the most discernable count range (it's a game engine problem!!). - You can play/compress with the propellor audio files to extend the range, but this is limited. - you'll might have to pull back the stock HYD files into the game as the RFB mod has replaced these with their own files. The RFB HYD sound files are the HIGH filter sonar range. The sonar had a LOW filter which sound close to the stock sound files. I'm not sure of the TM files though. PM for any stuff you might require, as it looks as if you'll do a better job than me. ![]() Edt: At least they look nice at Langtrees ![]() |
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#5 | |
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i thought about using stock sounds and/or some of these http://www.hnsa.org/sound/index.htm there's always the possibility to add new prop sounds to certain ships. but first i have to check if the prop rpm is in a realistic range with the ship maneuver fix. your work sounds awesome, but as you said it sadly screws up the maneuver fix ![]() |
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#6 |
Sea Lord
![]() Join Date: Jun 2006
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I've downloaded that whole website, and gone through every file that I care to remember.... Lot's of nice stuff
you have a PM ![]() Edt... Yayyy I'm a Captain - sh1t how did that happen, a post or two ago I was in a brothel. Dam.. how stupid of me!! |
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#7 | |
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so RFB sounds wouldn't be automatically wrong. since filters are not modelled in the game it doesn't really matter if low or hi sounds are taken ![]() |
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#8 |
Silent Hunter
![]() Join Date: Apr 2005
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All of the RFB hydrophone sounds are taken from the HSNA website, so the filter settings will vary a bit, but they should be all within the same general range.
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![]() ROW Sound Effects Contributor RFB Team Leader |
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#9 | |
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the goal of the sonar man was to use Hi-Filter sounds as much as possible, because on higher frequencies the target arc was narrower. also, the magic eye, the green light indicator, starts its work at higher filter settings. |
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#10 |
Sea Lord
![]() Join Date: Jun 2006
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Once you have all the sounds sorted out and you need some help putting a Rev/Speed chart together, give me a 'call'.
There's a sh1t load of ships to go through, to make a chart... I can help here. ![]() |
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#11 | |
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the .dsd shipsound controller.. |
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#12 |
Stowaway
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Vickers03 fyi the ONI manual have RPM at knots for most of the ships: eg. Nagara Maru with RPM 98 @ 15 knots and RPM 116 @ 18,6 knots
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#13 | |
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