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Old 03-04-10, 03:18 PM   #46
BillCar
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Quote:
Originally Posted by brett25 View Post

one way to do it could be to somehow connect the ping sound up to the stealth meter. so when its green you have one pinging sound, when its turns red the contact pinging sound....hmmm
Hi Brett,

I don't have the meter on when I play SH3, but yes, that's the same basic idea: when your SO says "Enemy is pinging us, sir!" the pinging is louder than before, intended to reflect you being hit by the ping. If there was some way to isolate that volume trigger and make it trigger a different sound file, that'd be ideal. I just don't know how to do that, or if it is even possible...
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Old 03-04-10, 03:28 PM   #47
frau kaleun
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But IIRC from other threads, the stealth meter is not necessarily an indicator of whether or not you have been "hit" by an enemy ping. It can go from green to various shades of... er... not green, lol, just because you increase speed or drop out of silent running whether an enemy ship has zeroed in on your position or not.
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Old 03-04-10, 03:32 PM   #48
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Quote:
Originally Posted by frau kaleun View Post
But IIRC from other threads, the stealth meter is not necessarily an indicator of whether or not you have been "hit" by an enemy ping. It can go from green to various shades of... er... not green, lol, just because you increase speed or drop out of silent running whether an enemy ship has zeroed in on your position or not.
I just looked that up, and you are right. So if it is going to happen at all, it definitely will need to be linked to whatever triggers the "Enemy is pinging us, sir!" message.

I have absolutely no idea how to do that.
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Old 03-04-10, 03:56 PM   #49
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Yes that can change if you add the echolot effect...

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Old 03-04-10, 04:35 PM   #50
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Quote:
Originally Posted by JCWolf View Post
Yes that can change if you add the echolot effect...

How does using the depth sounding effect change this? Can you tell me how to do it?
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Old 03-05-10, 06:03 AM   #51
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It begs the question if the Fahren in the U-Boats could heard the high frequency beam passing through the water or just the echo of the beam bouncing off the hull?
My mod has the ribration and echo of the beam hittihg the hull thats all.
I'll look to see if I can find a suitable sound for the beam1
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Old 03-05-10, 09:12 AM   #52
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Yes, that is something I am wondering about myself. In the recording of the submarine being hit by a ping, you hear a high-pitched sound and then a separate impact shortly after, but the high-pitched sound doesn't sound quite like the echo the enemy sonar operator would hear, either.
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Old 03-09-10, 04:44 PM   #53
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Version IIC released.

http://www.filefront.com/15787155/Bi...%20Mk%20IIC.7z

Version IIC increases the squeak volume somewhat and leaves the impact volume as-is. The squeak is audible while enemy is pinging, impact sound is generally too quiet to hear until the game increases the sound file volume to let you know that the enemy is getting a return ("Enemy is pinging us, sir!").

This effect may depend on your personal speaker set-up, but as it is now, when I am playing, I find that I can't notice the impact sound until the enemy is getting a return on me - which would make sense from a realistic standpoint. This file continues to use the recording of the 40s/50s ping being recorded inside an old sub by the US Navy. These recordings were declassified and released in the 1960s by a sonar development company. The recordings themselves were presumably made in the 1940s or early 1950s.
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Old 03-09-10, 05:11 PM   #54
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Quote:
Originally Posted by BillCar View Post
The squeak is audible while enemy is pinging, impact sound is generally too quiet to hear until the game increases the sound file volume to let you know that the enemy is getting a return ("Enemy is pinging us, sir!").
Good idea! I will try it in game
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Old 03-10-10, 01:17 AM   #55
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Quote:
Originally Posted by verte View Post
Good idea! I will try it in game
Thanks. Hopefully it will work for your speaker set-up as well as it does for mine.

The holy grail will be figuring out a way to make the game trigger two separate sound files. I will start looking into this when I have the time... if it's even possible, it'll be much more complicated than just making a new sound.
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Old 03-18-12, 09:05 AM   #56
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Sorry to dig up this old thread. The file-front links no longer work. Would anyone happen to have the samples of this sound mod?

I've tried a couple other ping mods, but they seem too loud, like hitting a trashcan over my head.
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Old 03-18-12, 10:30 AM   #57
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It is available at this SH3 community archive -

ftp://hartmuthaas.no-ip.org/public/S...YMODS/BILLCAR/

Username: admin
Password: Woelfe

Some perseverance is often needed to connect to the ftp server, but I usually manage to get through eventually using Firefox. Other forum users have recommended a free ftp program called FileZilla
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Old 03-18-12, 02:48 PM   #58
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Thank you!
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Old 09-13-12, 09:29 PM   #59
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You meantioned your Grandfather was a member of the Haida crew. My Grandfather was as well. I never knew my grandfather and am looking for anyone who might have stories/ memories of him. Can you ask your GF if he remembers a crew member by the name of Aquilla Northeast? I would really like to hear anything and everything I can.

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Old 10-07-12, 03:45 AM   #60
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Downloading.
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