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Old 01-26-11, 11:04 AM   #16
Stormfly
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Originally Posted by stoianm View Post
Hi mate,

I tested. A DD started to drop charges in water and i heard few times:,,Wasserbomben,, After few seconds i heard the explosion of dept charges. No CTD - all is ok. So in my opinion it is working. Congratulation again for this mod mate!
can confirm and i like it

btw... this is expandable with more random reports and or scared crew mumbelings and so on
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Old 01-26-11, 11:18 AM   #17
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hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
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Old 01-26-11, 12:01 PM   #18
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Originally Posted by Stormfly View Post
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
What is the exact name of the particle impact? If I will remove them from sdl file i will solve this problem?
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Old 01-26-11, 12:16 PM   #19
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Originally Posted by Stormfly View Post
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
This may not be a bad thing but it can be fixed.
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Originally Posted by stoianm View Post
What is the exact name of the particle impact? If I will remove them from sdl file i will solve this problem?
it is the last entries in SH.SDL file.
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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Old 01-26-11, 12:24 PM   #20
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This may not be a bad thing but it can be fixed.

it is the last entries in SH.SDL file.
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.
Hi TheBeast,

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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Old 01-26-11, 02:36 PM   #21
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Originally Posted by stoianm View Post
Done!
In fact your sh.sdl file is based on TDW's FX Update and has only 3 extra lines at the end. So i copied all the lines missing in sh.sdl based on Stormys DBSM SH5 v1.2 MFCM Basemod. I deleted the sh.sdl from your mod and i enabled after the Stormys DBSM SH5 v1.2 MFCM Basemod mod.

Now i have all the 3 mods compatible: TDW's FX Update , Stormys DBSM SH5 v1.2 MFCM Basemod and your mod.

You think it is ok that way?
Wow, great! Stoianm, PLEASE, can you send me the mod you adapted? I use these two mods (DBSM SH5 v1.2 MFCM and FX Update) too.
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Old 01-26-11, 02:46 PM   #22
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Wow, great! Stoianm, PLEASE, can you send me the mod you adapted? I use these two mods (DBSM SH5 v1.2 MFCM and FX Update) too.
Hi Josef von Posorschitz,

You have here the mod that i adapted to be compatible with DBSM SH5 v1.2 MFCM and FX Update:

http://www.filefront.com/17853796/Wa...undFix_1.0.rar

I changed also the chance to have reported dept charges in water. Now it will be reported 100%.

Have fun!
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Old 01-26-11, 03:01 PM   #23
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Maybe adding complete new entry specifically for Depth Charges would fix.
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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Old 01-26-11, 03:03 PM   #24
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stoianm: Thank you VERY much! You are very helpful!

I have before activation to change some files or I can simply activate the mod?
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Old 01-26-11, 03:04 PM   #25
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Originally Posted by Josef von Posorschitz View Post
stoianm: Thank you VERY much! You are very helpful!

I have before activation to change some files or I can simply activate the mod?
Just activate this mod (at the end of the oders 2)
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Old 01-26-11, 03:05 PM   #26
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Originally Posted by Stormfly View Post
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.
So, do you think you can fix that?
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Old 01-26-11, 03:43 PM   #27
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Thanks just downloaded it and under attack , it works fine and adds imersion
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Old 01-26-11, 03:52 PM   #28
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Thanks just downloaded it and under attack , it works fine and adds imersion
What means ''adds imersion''?
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Old 01-26-11, 04:00 PM   #29
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What means ''adds imersion''?
immersion means, that it adds to the feeling of being there in real live
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Old 01-26-11, 04:05 PM   #30
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immersion means, that it adds to the feeling of being there in real live
Understood! Thanks!
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