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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2731 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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I would like a mod that has sea life, such as whales, seals, and porpoises, rays, flying fish, billfish, sharks, an occasional giant squid, and on very rare ocassion, sea snakes. After all, we are in the south Pacific, where they are prolific. The modders can throw in a mermaid or two if they have a sense of humor, and if they are whacked out, toss in a polar bear. How hard could it be?
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#2732 | |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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Having read my post though, i can see how it would come across how you've interpreted it, so i apologize. Edit: Having thought about it a bit anyway, i can see why it wouldn't have been attempted. Multiple charges = Audio Spam Last edited by Mescator; 11-30-10 at 02:56 AM. |
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#2733 | |
Rear Admiral
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I'd poke at that, I may have tried it in the past, i may not have, i hacked at the problem endlessly, but i don't even have SH4 installed at the moment. ![]() |
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#2734 |
Soundman
![]() Join Date: Mar 2001
Posts: 148
Downloads: 83
Uploads: 0
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Where can I find TMO_20_Beta_update. I have been away for a long time but am now getting ready to take to the sea.
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#2735 | |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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Something i was thinking about today; Would you actually hear the charges hit the water without the Hydrophones in real life? If not (And assuming your idea to assign a unique audio file works out) You could probably play a sound with the sonar man informing you charges are on the way down, followed by 10 seconds of blank audio to prevent spam. Of course, if you were listening on the Hydrophones that would be weird, unless there's a second separate file for the Hydrophones which could have the normal charge noise in it? My time, unfortunately, is limited this week (12 Hour days suck), but I'll have a fiddle with what meagre skills i have with SH files this weekend. At the least I'll mix up a few different Depth Charge sounds with the sonar man in them, so if something does work out the files exist. Don't feel obliged to reinstall either mate, i know your feeling burnt out at the moment so I'll tinker away at it for the time being ![]() |
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#2736 |
Nub
![]() Join Date: Nov 2010
Posts: 3
Downloads: 32
Uploads: 0
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Does TMO 2.0 use a version of NSM or a modified damage system like RFB 2.0 or just stock?
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#2737 | |
Navy Seal
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Much better than stock but doesnt use NSM.Although I admire the work, I didnt care for the way ships go down in RFB.I had to put 6 torpedos into a small taihosan maru.One torpedo in RL and the small fry would basically vaporize, esp if explosive cargo aboard.I think the NSM for large warships and very large merchants would be great.But read countless stories about ships going down very quick, less than a minute. |
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#2738 |
Argentinian Skipper
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I have a couple of questions about time compression and the Poul Sound in TMO 2.0 (without RSRDC):
What is the recommended time compression limit for TMO? I have some CTDs in high compression rates. I have some CTD when I run in surface (high speed) from an enemy base, after an attack. It seems some sound produces the CTD. I use Poul Sounds, I want to know if this sound mod is totally compatible with TMO 2.0 plus the beta patch. Many thanks and regards! Fitzcarraldo ![]()
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#2739 |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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When i was fiddling around with poul sound i was creating CTDs with alarming regularity. I never fixed it, but certain sounds in certain camera views would cause a crash, which was weird because my version of the sound would crash the game, but Pouls would not, despite his being longer and larger.
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#2740 | |
The Old Man
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If you can edit the sounds and trim them down to 15 seconds or less and save with propper format and quality you will not get as many CTD's or Sounds sticking in loop. |
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#2741 | |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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#2742 | |
Argentinian Skipper
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![]() Many thanks and regards. Fitzcarraldo ![]()
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#2743 |
The Old Man
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The sample rates (Sound Quality) are not correct. Look at the sample rates of the stock sounds. That is the sample rate that should be used when making new sound samples. If you try to get high quality sample rates it causes problems.
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#2744 | |
Seasoned Skipper
![]() Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
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I'm having the exact same problem. See my posting about it here I just made http://www.subsim.com/radioroom/showthread.php?t=177685 Beast, you say it's the "sample rates" how do we tweak this or make sure it's the same as stock? |
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#2745 | |
The Old Man
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If you try saving at a higher quality sample rate you will have problems. if you are using 44100 mono and still having problems, it may what Jan point out, faulty hardware or drivers. |
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