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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
Uploads: 0
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Ladies and Gentleman,
I feel that some of this credit is due immediately, and some is long over due (since SCX) but, I just want to take time out to say THANK YOU ALL VERY MUCH for all that you have done and all that you are doing right now to keep such great games alive. Special thanks to ppl like Ramius, XabbaRus, Luftwolf, Amizaur, SubGuru, TLAM Strike and others I fail to mention. I really APPRECAITE your efforts – and for that, games like subcommand (on SCX) and as well as DW will shine in its own light and will always be one of the greatest most memorable games of them all. THANK YOU ALL VERY MUCH – your passion filled efforts have been really the ultimate christmas gift for me and fellow divers – I’m sure! I was testing your realism mod with a friend yesterday. It’s incredible Luftwolf – because of it .. I made maneuvers in a 688 to 1nm into akula sonar baffles with a traversal route of 25nm – in open sea – at 12 kts without getting fired upon. The enemy sub even went active and when I asked him after the dive about his sonar performances (both passive and active) he kept losing track and couldn’t get exact position, respectively. However, I had a slight problem, luftwolf – using LWAMI 3.00b for 1.03 beta - voice commands isn’t working in multiplayer but are working in single player. I wouldn’t think your mod has nothing to do with it – or maybe its 1.03 beta – I’m not sure at this point but it doesn’t make sense to me. Also I’d like to ask a small tiny favor – the sound of the active torpedo ping (current in 3.00b) Could you model the active torpedo ping to that from Hunt for Red October – there’s two good scenes of which you can get a good sample of it (due to low background noise) 1. When red october was forced to run off silent drive and was acquired and fired upon by the ASW plane. If you listen closely there’s a good sampling point in there (need track time off of DVD will post later) and I don’t have a DVD rom on the pc. 2. At the end when Dallas maneuvered to intercept and decoy the alfa’s torpedo – there’s a nice sampling point there. Again I’ll have to find track times at these points and will repost later – unless you can find them. Currently the torpedo active ping in your latest sound mod is a low muffled sound level.. but could you incorporate this change to normal sound levels – or better yet make two different files for torpedo sound levels at the users leisure Speaking of typhoons I saw your typhoon ramius – she’s beautiful and cannot wait for DWX – please take your time and make yet another perfect mod. Welp, its Christmas shopping time, I just wanted to say thanks to everyone – I really appreciate what you are all doing. Merry Christmas suBB |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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Thanks for your kind words.
![]() In terms of the Voice Commands, that wouldn't be an issue that caused by the mod. I don't use voice commands so I'm not sure if there is usually a difference between single and multiplayer. :hmm: Regarding the torpedo ping sound, I'd recommend trying Finiteless sound mods, you can get them at www.subguru.com . The LWAMI Mod so far is limited to Database and Doctrine files, and the sounds are located in the interface files. Finiteless did such a good job in my opinion, that I have never had any desire to mod the sounds further. Although now that 1.2 of the sound editor is out, and capable of modding the Kilo sounds as well, I wish finiteless would pop back up (he's been absent for some time now) and make some Kilo sound mods, as well as start working with me and Amizaur on our mod. I hope he comes back to the community, we could all be helped by his expertise and enthusiasm. Cheers, David
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#3 | |
Swabbie
![]() Join Date: Apr 2003
Posts: 5
Downloads: 8
Uploads: 0
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Voice commands did not work. I went to the options screen for sound and found voice commands enabled and always on. When I clicked the checkbox to turn voice commands off and then again to turn them back on, it worked fine. I've had this happen with every multiplayer (multistation) game I've played since installing 1.03 beta. |
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#4 |
Ensign
![]() Join Date: May 2004
Location: Ontario, Canada
Posts: 224
Downloads: 7
Uploads: 0
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Cheers to you guys and your realism mod, it certainly adds a thick layer to an already fine product.
I've fiddled with the voice commands a bit and found them to be a bit on the frustrating side. Prehaps I should dig up my old game commander 2 disk and see how she works? |
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