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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#736 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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i did many tests expanding the range of the sinking ship 3d sound, but the current setting is the maximum what is possible with this sound, some sounds seams to have some kind of hardcoded maximum range barrier. ...the splinter explosions for example have a maximum radius of 6000 meters set atm (in SH.sdl), but it seams to have also some kind of hardcoded barrier like the sinking ship sound which seams to be arround 1000 meters, the splinter explosion should have a effective hearable range of about 3000 meters (it is set to 6000 in SH.sdl). If its still not powerfull enough (over the distance), you can experiment with it (ithink i did that allready), maybe also rising the minimum radius from 600 to 1500 meters, the maximum up to 9000 meters maybe... ![]()
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Stormy...... Last edited by Stormfly; 12-08-11 at 09:27 AM. |
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#737 |
The Old Man
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Maybe Sound.act and SHSound.act need to be fixed...
![]() Also, when I was tooling around trying to figure out some stuff I found a script error in data\Scripts\AI\Crew\snorkel_depth.aix Line: Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\N ormal\Boot_durchpendeln", 17.0); Should be: Wp:PlayAttenuatedSoundWithLipsync("SDBSMC\Boot_dur chpendeln", 17.0); I also added sound sample and this line in two places for giving Snorkle Depth order. Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\N ormal\ChE_K_Snorkel_depth", 2.0); Code:
strategy snorkd_CHIEF(wp) { action { if Wp:IsSurfaced() then { ##VAR_DIVE_ORDER = 0 no order ##VAR_DIVE_ORDER = 1 dive ##VAR_DIVE_ORDER = 2 crash dive Wp:SetGlobalVariable(VAR_SURFACE_ORDER, 0); # override any surface orders Wp:ExecuteCommand( "Snorkel_depth" ); Wp:SetGlobalVariable(VAR_DIVE_ORDER, 1); Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 1.0); Wp:PlayAttenuatedSoundWithLipsync("SDBSMC\Boot_durchpendeln", 17.0); } else # assume an ascent { Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\Normal\ChE_K_Snorkel_depth", 1.0); } endif; Wp:PlayAnimationAndWait( "CR_CHIEF_worry_idle01" ); Wp:PlayAnimationAndWait( "CR_CHIEF_worry_idle02" ); Wp:ScriptCompleted(); } } strategy snorkd_VALVE(wp) { action { if Wp:IsSurfaced() then { Wp:PlaySoundWithLipsync("MFCM\Submarine_tanks_flooding", 8.0); Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle02" ); Wp:PlayAnimationAndWait( "CR_VALVE_RotateValve01" ); Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle03" ); Wp:PlayAnimationAndWait( "CR_VALVE_RotateValve01" ); Wp:ScriptCompleted(); } else { Wp:PlayAnimationAndWait( "CR_VALVE_worried_idle02" ); } endif; } } strategy snorkd_HELM(wp) { action { ## Just using this guy to play sounds if Wp:IsSurfaced() then { # Wp:PlaySoundWithLipsync("MFCM\Submarine_Bell", 0.0); # Wp:PlayAttenuatedSoundWithLipsync("GenericCrew\TTM_QRF_WATCH_D04_M5", 4.0); } endif; Wp:ScriptCompleted(); } } strategy snorkd_SO(wp) { action { ## Just using this guy to play sounds # if Wp:IsSurfaced() then # { # Wp:PlaySoundWithLipsync("MFCM\Dive_sequence", 4.0); # } # endif; Wp:ScriptCompleted(); } } Last edited by TheBeast; 12-10-11 at 12:13 AM. Reason: Added more information |
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#738 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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hi,
that is no error, maybe a variation in comparison to the other`s, have to check. ...the lines you added are not nessesary because the sounds for them are (like many other sounds) played via "commands.cfg". if you play them via script, and exclude them in "commands.cfg", you loose the special variations for silent running and stress situations of it.
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Stormy...... |
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#739 |
Swabbie
![]() Join Date: Mar 2010
Posts: 14
Downloads: 30
Uploads: 0
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This mod not work for me !! All time crash ...
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#740 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Try this load order;
German U-Boat Crew Language Pack Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional louder engine sounds Stormys DBSM SH5 v1.3 optional scary creaks Merry Christmas ![]() |
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#741 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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did you read the readme?, make shure that you have installed at least the required other mods infront of it.
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Stormy...... |
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#742 | |
Swabbie
![]() Join Date: Mar 2010
Posts: 14
Downloads: 30
Uploads: 0
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Quote:
Not work uninstal !! Try other mod Last edited by SubHunt; 12-24-11 at 03:10 AM. |
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#743 |
Watch
![]() Join Date: Jan 2010
Location: New Orleans
Posts: 21
Downloads: 60
Uploads: 0
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OK, maybe I'm missing something here. I was looking for the DBSM music 1_0_4 file. I have searched the mod forum, but I cannot seem to locate it.
![]() And yes Stormfly, I see you have indicated you have nothing to do with it. |
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#744 |
Helmsman
![]() Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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__________________
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#745 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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how are u mate?
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#746 |
Helmsman
![]() Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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Hello I am glad to see Stoianm
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#747 |
Watch
![]() Join Date: Jan 2010
Location: New Orleans
Posts: 21
Downloads: 60
Uploads: 0
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Thx Chun, much appreciated.
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#748 |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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Stormy!
Love the sounds! Question, Did you ever find a definite reason why the crew doesn't come off the bridge when ordering periscope depth. I read this: Sometimes, after a diving command is initiated, the crew wont climb down fast enough, or the sub wont dive at all, this happens often by giving the "goto snorcel or periscope dept" command from surface and/or after using time compression. In this case and for example periscope dept, i give commands twice ("D","D " followed by "P","P") in one sequence, pressing the keys not to short. I am getting this problem more often now and I'm experimenting taking out various option DSBM optione files following the basemod. Sometimes I have to press the command 3 or 4 times and this doesn't always work, most times it works but in a sticky situation, I'm hopeful for a better fix for this. Anyway, tell me what you have. Again, love the sounds D40
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Dogfish40 |
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#749 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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try to use MFCM`s crash dive workarround, as i learned in a dangerous situation, this works for shure ! ...at least for crash dive from surface using a leveling (A-Key) or dept change command then. This crash dive command works from all stations including the bridge or sub`s outside surface structures. Make shure you`re fast enough reaching the cunning tower, climbing the ladder down then, because if its to late you wont be able to open the cunning hatch, or give surface the sub commands ![]() ![]()
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Stormy...... |
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#750 |
Chief
![]() Join Date: Oct 2010
Location: Highlands UK
Posts: 323
Downloads: 36
Uploads: 0
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Guy's, im trying to start a new campaign after updating all my mods (well those that have been updated since i was last out to sea!), but i've yet to leave Keil bunker.....
...Problem is, my watch crew are below deck and stood still with their arms outstreched??? After much testing, i've worked out its DSBM 1.3 basemod and extras that are causing the problem! Any thoughts as to why this is happening and a potensial cure for the prob? as i used to use this mod before with no probs and really like it. Here is my current loadout (without DSBM added) : Accurate German Flags German U-Boat Crew Language Pack Speech fixes and additions (german version) Grossdeutscher Rundfunk NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision NewUIs_TDC_6_9_0_New_radio_messages_German MRP 8x5 ratio FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Sub_Exhaust_1_0_5_byTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 OH II Minefield map for TDWs Ui Shadow Improvement Mod SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch nVidia missing lights KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith Enhanced FunelSmoke1.2_by HanSolo78 Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 Waves (realistic version) V2.1 Dynamic Environment SH5 Sounds V2.1 sobers smaller water drops V4 Old Style Explosions V1.1 OPEN HORIZONS II_full v1.6 TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6) OHII Higher Tonnage Objectives for v1.6 It seems regardless of where i put the mod and optional extras i get the same effect!...the only difference to my mod loadout versus when it was working, is i've got shot of MagnusOpus, other wise its the same. Thanks |
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