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Old 10-31-07, 08:11 AM   #1
Samwolf
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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.
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Old 10-31-07, 08:22 AM   #2
Kar
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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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Old 10-31-07, 10:11 AM   #3
Cap'n Spanky
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It just keeps getting better RB....
Oh... yes on the flailing arms and legs!!!
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Old 10-31-07, 12:02 PM   #4
USS Sea Tiger
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Default flares

How can I increase the time the flares stay lighted in the sky,, I love that effect
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Old 10-31-07, 12:42 PM   #5
Koondawg
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Quote:
you're using v2.021 and this happened?
Im using the one from the link you sent me....if that isn't the latest then U owe me an update...LOL
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Old 10-31-07, 04:27 PM   #6
TheDarkWraith
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Quote:
Originally Posted by Koondawg
Quote:
you're using v2.021 and this happened?
Im using the one from the link you sent me....if that isn't the latest then U owe me an update...LOL
in your mods folder does it say Racerboy_SH4_effects_for_SH3_2_02 or 2_021? If not 2_021 then go to post #1 of this thread for an update
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Old 11-01-07, 06:28 AM   #7
Phoenix3000
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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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Old 10-31-07, 10:20 AM   #8
TheDarkWraith
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Quote:
Originally Posted by Kar
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 ?
Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
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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Old 10-31-07, 10:34 AM   #9
Kar
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Quote:
Originally Posted by Racerboy

Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
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.
I think it was Big Split Merchant converted from SH4 or stock GWX large or medium tanker, I cant remember (but its absolutely one of these)
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Old 10-31-07, 10:35 AM   #10
TheDarkWraith
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Quote:
Originally Posted by Kar
Quote:
Originally Posted by Racerboy

Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
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.
I think it was Big Split Merchant converted from SH4 or stock GWX large or medium tanker, I cant remember (but its absolutely one of these)
by chance can you send me the files for this ship?
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Old 10-31-07, 02:24 PM   #11
Kar
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Quote:
Originally Posted by Racerboy
by chance can you send me the files for this ship?
Its in this pack http://www.subsim.com/radioroom/show...split+merchant
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Old 10-31-07, 10:16 AM   #12
TheDarkWraith
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Quote:
Originally Posted by Samwolf
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.
Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
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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Old 10-31-07, 10:43 AM   #13
Samwolf
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Samwolf
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.
Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
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.
Yep, running GWX. (Isn't everyone?) Thanks for looking into this.
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Old 10-31-07, 11:13 AM   #14
Phoenix3000
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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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Old 10-31-07, 11:36 AM   #15
Koondawg
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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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