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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#2 | ||
The Old Man
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Removing them will stop all sound for new depth charges in the water sound. After looking at files, it appears the problem may be in the Baza DSD file. The new sounds were added to existing particles Parent ID. Maybe adding complete new entry specifically for Depth Charges would fix. |
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#3 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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It is too much for me! ![]() I hope Stormfly or somebody that can manage that will solve this problem. I understood that maybe when a torpedo explode we will hear "wasserbomben". Not such a big deal. Until the problem will be solved we will play like that! ![]() Thanks! |
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#4 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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changing or creating a seperate trigger for TDW`s particel splashes seams to lead to a better solution (if that is possible), but on the other hand, even if the problem wouldnt exist, sonarguy`s "Wasserbomben" is also triggered if deptcharges are dropped far away on another contact, but if using enough random sounds for that would maybe compensate it.
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Stormy...... |
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#5 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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#6 |
Chief
![]() Join Date: Jul 2005
Posts: 320
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Thanks just downloaded it and under attack , it works fine and adds imersion
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#7 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#8 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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immersion means, that it adds to the feeling of being there in real live
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Stormy...... |
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#9 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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