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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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Racerboy,
FYI. I found that when I use your mod I lost some sounds and a few have become almost inaudible. The inaudible ones are : amb_submarineInterior.wav Torpedo Tube opening.wav The missing sounds are: Beaufight.airplane.wav Mosquitos.airplane.wav WildcatGr.airplane.wav Also the Marlet sound is gone. (I think it used the WildcatGr.wav) Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.
__________________
![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#2 |
Seaman
![]() Join Date: Aug 2005
Location: Czech republic
Posts: 38
Downloads: 1
Uploads: 0
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Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework
![]() And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ? |
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#3 |
Loader
![]() Join Date: Oct 2007
Location: Dallas Texas
Posts: 81
Downloads: 0
Uploads: 0
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It just keeps getting better RB....
Oh... yes on the flailing arms and legs!!! ![]() |
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#4 |
XO
![]() Join Date: Oct 2006
Posts: 425
Downloads: 52
Uploads: 0
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How can I increase the time the flares stay lighted in the sky,, I love that effect
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#5 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
Uploads: 0
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#6 | ||
Black Magic
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#7 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
Uploads: 0
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Hi RacerBoy, glad the info on the flares was helpful. Looking forward to seeing the result!
![]() One other thing, and apologies if this has already been asked, but do you know how to mod the speed of sounds reaching your sub? For example, right now you can fire a shell at a merchant, say at 2000m, you hear the hit immediately. In real-life there would be a 2-3 second pause before you heard it strike. I'm not sure if you have played Steelbeasts Pro PE, but this aspect is modelled in there very well. I no longer have SH4 installed on my system (much prefer SH3 GWX!), so can't recollect if it was implemented in that game. It's worth checking out a couple of Steelbeasts Pro videos on youtube and watch a battle taking place, the sound distancing is done very well. Anyway, thought I would just put that idea out there... Cheers! Px3000 Last edited by Phoenix3000; 11-01-07 at 06:51 AM. |
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#8 | |
Black Magic
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The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare. I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds. |
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#9 | |
Seaman
![]() Join Date: Aug 2005
Location: Czech republic
Posts: 38
Downloads: 1
Uploads: 0
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#10 | ||
Black Magic
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#11 | |
Seaman
![]() Join Date: Aug 2005
Location: Czech republic
Posts: 38
Downloads: 1
Uploads: 0
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#12 | |
Black Magic
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Amb submarine interior I decreased the volume on. Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release. If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them. |
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#13 | ||
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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__________________
![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#14 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
Uploads: 0
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Hi RacerBoy, thanks for the reply.
I've located a couple of sources on the web for naval distress flares. The first was originally introduced in 1959, reaches approx. 350m and burns red for 40+ seconds: http://www.sailgb.com/p/parachute_rocket/ The second is more modern, burns orange (but same principle as red) and burns for approximately 20+ seconds: http://ofbindia.gov.in/products/data...tion/gr/15.htm Personally, I would reduce the current size of the flare itself by about a third, and leave a slight glow around it - too much and it won't look right in daytime. As for the reflection on the sea, at a height of over 350 metres there wouldn't be much surface reflection on a rolling sea. Perhaps a few flecks of dark red here and there as the light catches the swell. Cheers! Px3000 Last edited by Phoenix3000; 11-01-07 at 06:21 AM. |
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#15 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
Uploads: 0
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Id like to say " A great job...2 thumbs up"...love the sounds, flares all of it...
although I have found depending upon where you hit the boat say with the deck gun the flare may go into the water...depending upon the explosion on board...hope this helps ![]() |
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