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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Sep 2002
Location: Great Lakes Area - Ohio
Posts: 131
Downloads: 62
Uploads: 0
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![]() ![]() Release Date: June 3, 2010- only available between now, and when the internet is disconnected, nuked, or self-destructs. This file re-uploaded 1/1/2011 File Link: http://www.filefront.com/17735931/AL...und-Mod1.0.rar Size: 27.73 meg - use winrar to extract. Cpt-Maxim's "ALive-Action-Interior-Sound-Mod 1.0" for "Silent Hunter, Wolves of the Pacific, and U-boat Mission 1.5 version". Earlier versions of SH4 or SH3 may work, but not tested. This mod will give you a variety of sounds to make life in the submarine come Alive! The overall effect is being inside a submarine (basically a large steel tube) with others moving around operating equipment.. and also the flowing water pressing against the hull on the outside. In order to give the entire atmosphere of tense, spooky, uncertainty of life beneath the waves, the core sound effect is a "heavy heaving & breathing sound", which almost makes you feel as if the submarine is breathing, or alive by itself.. (not intended for the faint of heart, or die-hard realism fans!) This mod may give you nightmares, if you havent already spent too much time in your game before now, you will.. You will hear all these things listed below, if you sit still on the surface or underwater, (take no actions, just crank the volumn) for a full 7:30 minutes with minimal repeats. Dont try to pay attention to where the sound file starts and ends, just let it breathe & flow.. other sounds will be added automatically by the system under different circumstances, such as creaking when you have taken damage.. which adds to the overall scary effect really nice. The periscope sound file is here simply because I felt the original periscope was weak, and not "heavy" enough sounding to me. I especially like the part where the handles snap up/down into place, listen carefully, and make sure you fully extend the periscope to hear the entire sound file. To each his own. Some people have very specific preferences and all mods are not going to be universally accepted for personal taste reasons. Easy to remove if you arent absolutely thrilled, and you get all your money back, guaranteed. JSGME ready! Make sure you have the latest JSGME version (alternate manual install very simple, just copy my data folder to your C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific folder, but make sure you backup "your original folder" first.) This version of the mod contains two files: ALive-Action-Interior-Sound-Mod1.0\Data\Sound\amb_SubmarineInterior.wav ALive-Action-Interior-Sound-Mod1.0\Data\Sound\periscope_UpDown.wav Sounds: Sailors moving around, footsteps, hatches, doors, cabinets, and equipment panels opening and closing. Galley cook, chief bottle washer, delivering and pouring coffee for the XO and crew to sip. Nav Officer shuffling and rolling/ unrolling maps and papers, plotting course with pencil, and erasing changes. Helmsmen opening and closing valves, moving levers, releasing steam, controlling hydraulics pressure. Weapons officer rotating dials of the onboard targeting solver computer (analog) while it buzzes and makes spinning and whirring noises internally. Sailors ascending or descending the metal footrungs of the ladders to the conning tower and hydrophones control room. Cook banging pots and pans preparing the crew's meal. (first ever mod to include food services!). Handcranks adjusting the dive planes, raising or lowering of the radio, radar antennae. Nervous sailors cracking their knuckles, fingers tapping to relieve stress. Buttons being pushed on intercom systems, microphones giving announcement tones. Communication systems being dialed into various bandwidths and squealing with white noise between channels. Chief engineer performing system check on the electrical control panel while it hums with high voltage. Radio officer practicing his morse code or recieving a signal while on the surface.. If you try to decode this morse code message it will say something like this, likely in german, I interpreted it about 99% accurate, but I dont understand german, so if anyone wants to comment on it, here it is, reproduced in dots and dashes followed by alphabet: ..- -. - . .-. .-- .- ... ... . .-. .... --- .-. -.-. .... .- -. .-.. .- --. . -. ... -.-- ... - . -- -. ....- -- .--. --- -.. . -. - . -. -.. . ... ..-. ... UNTERWASSERHORCHANLAGENSYSTEMN4MPODENTENDESFS youtube video with sound mod included.
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![]() You may find me on one of these teamspeak servers: Subsim.com - subsim.teamspeak3.com WWII Battleground Europe, Allied, - ts.wwiionline.com:9988 Elite Dangerous, Gamers Cove - 82.21.87.49 Last edited by Cpt-Maxim; 01-01-11 at 03:55 PM. |
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#2 |
Pacific Aces Dev Team
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Wow very interesting
![]() Downloading now and will give it a try, excellent work ![]()
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One day I will return to sea ... |
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#3 |
Eternal Patrol
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Sounds pretty cool! Too bad there's no way to do an in-game on-the-fly swap with the one I'm using now. It's a mod done a long time ago for SH3. There are lots of sounds, but they are all quiet with whispers, because a lot of noise doesn't sound right when you're in combat, especially silent running. If we could make them switch for SR it would be awesome.
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“Never do anything you can't take back.” —Rocky Russo |
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#4 |
Frogman
![]() Join Date: Apr 2010
Posts: 288
Downloads: 162
Uploads: 0
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Cool....will give this a go tonight...Cheers Capn
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#5 |
Lucky Jack
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Very interested in trying it out.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 |
Canadian Wolf
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Nice
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#7 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Sounds interesting, will check this out.
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#8 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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Good soundmods are always welcome
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#9 |
Silent Hunter
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That is truly an amazing mix; I can't wait to try it! This could be to SH4 what the Pacific Aces interior sound files were to SH2. When that mod came out, for the first time I felt like there were people on my boat, even though SH2 of course didn't have crew models.
Anyway, enough reminiscing. It seems like these sounds could be used on a World War I sub as well, so may I use it in my mod if/when I finish it? Thanks. |
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#10 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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So what happens when running silent? That damn cook going to be banging pans around while the enemy is above us?
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#11 |
Electrician's Mate
![]() Join Date: Sep 2002
Location: Great Lakes Area - Ohio
Posts: 131
Downloads: 62
Uploads: 0
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Glad you all seem somewhat approving so far. The sound of the enemy above will usually drown out the ambient sounds within the sub.. they were not recorded so loud as to be overbearing. Just assume that after the enemy passes you, and the cook makes a mistake within too short a time, well accidents happen and so you need to make like a seagull, and get the flock outta there!
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![]() You may find me on one of these teamspeak servers: Subsim.com - subsim.teamspeak3.com WWII Battleground Europe, Allied, - ts.wwiionline.com:9988 Elite Dangerous, Gamers Cove - 82.21.87.49 |
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#12 |
Gunner
![]() Join Date: Jun 2007
Posts: 92
Downloads: 1209
Uploads: 0
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I installed using jcsme but cant hear the periscope sounds. I guess I did something wrong..
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#13 |
Electrician's Mate
![]() Join Date: Sep 2002
Location: Great Lakes Area - Ohio
Posts: 131
Downloads: 62
Uploads: 0
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There are some basic rules you need to follow for any mod. Assuming you have basic knowledge of running your computer, making folders, copying files and using windows to look around.. you should:
0. (all programmers know to start counting at zero) Have a clean working installation of the game, patched to the latest version you can afford. 1. Read instructions for both the JSGME and the mod. Read any and all instructions before beginning any actions anywhere in the entire instruction sequence so you know whats coming before you screw it up. 2. Analyse your collection of mods descriptions and know if you are using two sound or two graphic mods together, which will cause your first set of troubles and conflicts. One mod might be erased by the next mod being installed if they reference the same sound or graphic file - and JSGME will alert you to this mistake, and will also give you an "undo" feature which is nice. Best testing procedure is to unload all mods and test only the new mod by itself. Adding a few mods at a time afterwards as long as you can take notes on the conflict alerts JSGME is giving you. 3. Proceed to the forums to ask any and all questions before taking any actions anywhere in the sequence of instructions so you dont screw it up without reading all the previous support suggestions of others who can help you screw it up faster. Then send messages to the original modder and get it straight from the old salt himself. Try not to clog up the thread with needless "I need help!" messages, because a private message keeps your specific needs sorted in the PM message box without everyone else laughing at your mistakes knowingly. ![]() 4. Make backups while game is shut down. (the wisest thing I've seen written in these forums is to copy your entire stock "data" folder to a safe place, once you install gold or uboat missions, which means you are at a perfect 1.5 version starting point for mods. The reason to copy it entirely, is, so you can revert back just as if you did a clean reinstall of the game, but it is much faster than a full install in the event your hard drive starts listing, or worse, sinks beneath the waves. 5. Install the files with JGSME. Wait. Dont. First, get the latest version of JSGME and then recursively start again at the beginning of this instruction. If you already have the latest version, jump to next line. 6. Start the game and load your previous position/save game which places you in the naval office, not out to sea on patrol. 7. Then click mission map on the wall, to start mission and go to the sub on the water (which loads additional files unkown to some people). If this doesnt work, you can shut down the game completely, undo with JSGME, then redo with JSGME, and restart game. 8. For a sound mod, carefully check all your volumn controls on your headset, wires, speakers, windows control panel, etc.. this is important. Set volumn to mid-low and increase slowly to save your ears if the modder made a volumn mistake ![]() 9. Did you read the part about reading all instructions before taking any action? Did you take note of the part where I said take notes? If JSGME gives you any clues or error messages, tell the modder (take a screenshot, or cut 'n paste the notes) before taking any further action. These will greatly speed up the process of getting you back into "the action" you really are interested in. PM me if you have done your homework, read every similar problem and solution you could find, and you know for a fact your virus definitions are up to date. You never know.. a gremlin might be causing your trouble.
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![]() You may find me on one of these teamspeak servers: Subsim.com - subsim.teamspeak3.com WWII Battleground Europe, Allied, - ts.wwiionline.com:9988 Elite Dangerous, Gamers Cove - 82.21.87.49 |
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#14 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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This sounds cool, going to download this later tonight
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#15 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
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This sounds really good, very atmospheric.
But it could be a bit more generic perhaps. Because when you hear somebody sipping tea during silent running when being persued, it might be a bit irritating. But nice work overall. |
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Tags |
sh4 sound alive interior |
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