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01-09-22, 11:39 AM | #16 | |
Ocean Warrior
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To answer your questions, yes and yes.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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01-09-22, 01:47 PM | #17 | |||
CTD - it's not just a job
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01-09-22, 02:04 PM | #18 | |
Ocean Warrior
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After I noticed the sinking sound node in a tanker dat file, I figured that is exactly what I'd do; add it to those ships that don't have it and make a mod out of it, though with the myriad of ships out there, each person would have to make their own. So I did add it to the C2, whipped up a mission, and tested it. Nothing. So I tried the C3 which does have the node. Nothing. Other ships do make the sound. Others do not even with the node. Also, after I noticed the lock being required (!?) to hear the sound even with a node equpped ship I experimented with that aspect (lock or not). Long story short, all that is needed is a quick lock; no id nor target data via the lock is required and you can even just do a quick lock/unlock and the sound/view works. But without that quick lock/unlock, no view, no sinking sound regardless of the ship. So it would appear something tied to the locking holds a key. I'm trying to mimic the AOD function that had ship sinking sounds when one was submerged and had sunk a ship. I've got it working with SH3 but because in SH3 unlike AOD, the sound incorrectly from a "reality" standpoint plays whether one is submerged or surfaced, one has to experiment with the Scufundare vapor.wav range a little so one doesn't hear the sound on the surface when possible. Also unlike AOD, the sound plays whether your boat sunk a ship or it sunk for some other reason. I.e, another boat sunk a ship, weather damage, etc. But adjusting the range helps with not hearing that if needed and I've got it working as well as it can in my installs.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
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01-09-22, 04:57 PM | #19 |
Grey Wolf
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01-09-22, 05:03 PM | #20 | |
Ocean Warrior
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Both no sound. In fact, in my tests anyway, if you can hear it in external/free-camera view you'll hear it in the boat as long as the boat is within range. All or nothing if you will.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
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01-09-22, 05:26 PM | #21 |
Grey Wolf
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That's strange, I've never noticed that some ships didn't play the sinking sound, in more than 10 years...
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01-09-22, 06:09 PM | #22 | |
Ocean Warrior
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Well it's only a very few and if your boat isn't in range you won't hear it anyway, so there's a lot of variables there to make something easy to miss.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
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01-09-22, 06:48 PM | #23 |
Village Idiot
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Check the Zones settings.
[ShipBubbles] Multiplier=1.000000 Flotability=0.000000 Critic Flotation=0.300000 Armor Level=-1 HitPoints=1 Destructible=No Critical=No Effect1=#sink_bubbles, 1 FloodingTime=59.999996 CargoType=None Crash Depth=3 EXACT Ships you have a problem with would help track issues. Would think you knew better then to say 'Some Ships'
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I don't do Stupid. So don't ask. |
01-09-22, 07:02 PM | #24 | |
Ocean Warrior
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Well I haven't tested all the ships, hence "some ships" but for starters the C-2 and C-3 in a stock non-modded install don't.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
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01-09-22, 10:59 PM | #25 |
CTD - it's not just a job
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What is the "AISShipBubbles" in that zones.cfg file, Jeff? slightly different, but not by much other than HitPoints and CrashDepth.
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