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Old 07-25-16, 07:45 AM   #886
CapnScurvy
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Quote:
Originally Posted by propbeanie
How are you adjusting those sounds for the Museum, CapnScurvy? Is there a "Museum Sound" controller?
No Museum sound controller. What you'll hear in the Museum is what you'll hear in the game. The Sh.sdl does it all.

What I've had to do is with some of the .wav files is adjust the volume within the file itself. The Sh.sdl has a volume control for each .wav, but if the .wav is too loud or too soft the volume control within the Sh.sdl won't make much of a change. As you've found out, if the .wav file doesn't have the right properties to start with, your just spinning your wheels trying to adjust things within the Sh.sdl.

If its alright with you, I'd like to work with the following files to put them as they should. Again, the Museum is a good testing ground for these assets:

7. Aircraft Carrier_hyd.wav
13. B-24 airplane damaged 2.wav
14. B6N2 airplane.wav
15. Cargo_hyd.wav
16. Catalina airplane damaged.wav
18. Corsair airplane.wav
19. Corvette.wav
20. Corvette_hyd.wav
21. Corvette_mix.wav
22. Destroyer_hyd.wav
23. ****ewulf190 airplane.wav
24. Ju52 airplane.wav
25. JU87Stuka airplane.wav
26. Liberty Ship Engine.wav
27. Liberty_hyd.wav
28. Liberty_mix.wav
29. NakajimaKi44 airplane.wav
30. NF_boat.wav
31. NF_boat_hyd.wav
32. NPT_hyd.wav
33. Old_Diesel_Engine.wav
47. Short Sunderland airplane damaged.wav
48. Short Sunderland airplane.wav
63. Swordfish Torpedo Bi-Plane.wav

I'm wondering, are you using the "periscope_UpDown.wav" that the 0.1Beta has, or the original FOTRS .wav? And, why did you pick it?

If it has to do with being longer in play time....that's expected. The length of the .wav file I use exactly relates to the amount of time the scope raises or lowers.
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Old 07-25-16, 08:02 AM   #887
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Originally Posted by CapnScurvy View Post
Yes, the F6.....how many more do you want for the keyboard???

If you want a Command Button along the bottom of the tray (You mean there isn't one?), I can do that. The only Command Button I added to the FOTRS Command Button group was a button for selecting a Radar Range Toggle......the rest is how FOTRS had them......EXCEPT for correcting the A-Scope Button going to the PPI screen / the PPI Button went to the A-Scope (thought no one would mind me FIXING things while I'm in there?).
Nope. In general if the keyboard command is available I don't look at the button bars. I really wonder why TMOKeys would make a button on the screen not work for the weapons/sensor screen. That needs to be fixed and I'll make that a side project of my own since it's my mod there. That's MOST curious!

In the meantime looks like you've thought of everything there. I wouldn't go adding buttons to an already byzantine button bar system unless something is totally inaccessible otherwise. When we're done I'll have to make an FOTRSUltimateKeys mod for players of other mods who would like to use it.



The Bearing Tool should read correct range, as well as Relative Bearing of the sub. I'm asking what guys use so I can add a Bearing Tool that reads correctly for whatever resolution is most used. I put a 1024x tool in the Optical Correction_Interior addition. The only ones who will use the tool as intended are those using the 1024x res. Since everyone uses different resolutions......yes a stand alone mod for correcting the range at 1500 yards is going to be needed for the various res. Why the 1500 yard size instead of the 3000 yard mods.......pure memory usage. The 1920x 3000 yard Bearing Tool uses 46Mb of memory to display, the 1920x 1500 yard Bearing Tool uses less than half that. Just trying to be economical with a mod that's already tipping the scales at 30% larger than the game itself.

As far as the sounds, I've got the stock phrase "Torpedo Impact" back into the nine different voices. I'd like to fix the voice Phrase for the "Ahead Slow" to "Ahead Two-Thirds" and that's it for the phrases. Some of the other sounds are getting a face lift for better playability.[/QUOTE]

Understood. Hogging all the memory with 3000 yard bearing plotters will hinder playability for people without the memory to burn. It would be a disaster to include them in the core mod. Good, no, very good thinking there. We can't afford to grow this mod much farther than it's already grown.

I have a special sound request for you and/or propbeanie: "Rudder amidships." "Rudder zero" is better than "rudder, rudder" but the proper command is "rudder amidships." If it's possible it would fix something that has bothered me for nine years!

Holy cow, we're putting out fires and not adding features any more. That means we're on the home stretch for the core mod. Thanks for a modding team better than any I could have imagined! I'm privileged to serve with you guys.
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Old 07-25-16, 08:16 AM   #888
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I have a special sound request for you and/or propbeanie: "Rudder amidships." "Rudder zero" is better than "rudder, rudder" but the proper command is "rudder amidships." If it's possible it would fix something that has bothered me for nine years!
Ok, I'll look into it.

Seems to me the stock game used to say "Rudder Amidships"??......I'll have to check.

As far as I'm concerned, if there's things that need to be fixed/changed, this is the time to do it. In my opinion, the less additional mods to fix things, the better. This is the time to put the core mod right.

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Quote:
Originally Posted by propbeanie
I do find it difficult at times to get a resolution that works correctly in the game, so that all parts of the game display correctly, especially the Recognition Manual...
So, what kind of difficulty have you seen with the RM. Might as well look at that too.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"

Last edited by CapnScurvy; 07-25-16 at 08:28 AM.
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Old 07-25-16, 09:12 AM   #889
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Originally Posted by propbeanie View Post
I just finished - or should I say: "They just finished me... off" in cdsubron7's "Appari Bound" Single Mission... I got one transport, and damaged a second, that limped-off doing about 2-3 knots last I saw them. The next forty-two (!!!?!???!!??) minutes were spent listening to straight-dropped and side-thrown depth charges from the 2 DD escorts. Either they have super ears, or they are "Elite"... - An S boat can't go as deep as they sent me, and survive... My mistake was in coming back up to do a second attack on the cripple... Sneaky devils, sitting there watching and waiting. The one DD I saw, or should I say "saw the side of - up CLOSE" blocking my view, was definitely weather-beaten and rusty. I got a good look through the periscope at the skinning done on that dude S-boats don't move fast enough forward, nor up-to-down to get away from that... I was ~maybe~ at 115 when a can from the 2nd DD landed on the deck and exploded. No lifeboats needed for me and my crew. We went down, and fast! Total playtime: about an hour and a half. Quality of playtime: priceless.

Thanks for the feedback, pb. I always leave the crew experience at the default setting which is veteran.

The first time I played the scenario I got one of the troopships and the tail escort wandered into the path of the second pair of torpedoes meant for the second troopship.
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Old 07-25-16, 09:40 AM   #890
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Originally Posted by cdrsubron7 View Post
Thanks for the feedback, pb. I always leave the crew experience at the default setting which is veteran.

The first time I played the scenario I got one of the troopships and the tail escort wandered into the path of the second pair of torpedoes meant for the second troopship.
You're more than welcome on the feedback. I'm noodling with audio at the moment, and then I'll experiment some more with your missions. Having one of the escorts "accidentally" wander into the torp path would have been beneficial to me earlier... You can't shoot 'em when they're less than a hundred foot from you, and there's no rear torp on the sugar wagon...
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Old 07-25-16, 09:49 AM   #891
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Originally Posted by CapnScurvy View Post
This is the time to put the core mod right.
Absolutely my thinking as well. Our quest for a Maddy Monument mod can't be allowed to keep us from correcting things that are just plain wrong. The reason the original FOTRS mods never were as popular as RFB or TMO is that they were beautiful but full of deal breaking errors, like the rocking Asashios I posted earlier. And stop watches that couldn't be accessed........etc.

If FOTRS Ultimate is going to be the go-to mod of SH4, then simple matters of opinion have to be the only issues. And we'll have plugins to deal with personal opinions.
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Old 07-25-16, 09:55 AM   #892
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Originally Posted by CapnScurvy View Post
Ok, I'll look into it.

Seems to me the stock game used to say "Rudder Amidships"??......I'll have to check.
You know, I think you're right. Seems like before 1.3 it said "rudder amidships." After that it was "rudder....rudder."
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Old 07-25-16, 10:13 AM   #893
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Originally Posted by CapnScurvy View Post
... If its alright with you, I'd like to work with the following files to put them as they should. Again, the Museum is a good testing ground for these assets:

7. Aircraft Carrier_hyd.wav - in "stereo", should be "mono"
13. B-24 airplane damaged 2.wav - is about 24.86 seconds long...
14. B6N2 airplane.wav - is about 29.56 secs long
15. Cargo_hyd.wav - is about 17.74 secs long
16. Catalina airplane damaged.wav - is about 24.86 secs long
18. Corsair airplane.wav - is about 16.53 secs long
19. Corvette.wav - is about 22.18 secs long & 22.05 kHz
20. Corvette_hyd.wav - is about 21.56 secs long & 22.05 kHz
21. Corvette_mix.wav - is about 22.18 secs long & @ 22.05 kHz
22. Destroyer_hyd.wav - is about 18.82 secs long
23. ****ewulf190 airplane.wav - is about 18.31 secs
24. Ju52 airplane.wav - is about 28.73 secs
25. JU87Stuka airplane.wav - is about 16.97 secs long
26. Liberty Ship Engine.wav - is at 26.61 secs & @ 22.05 kHz
27. Liberty_hyd.wav - is at 26.03 secs & @ 22.05 kHz
28. Liberty_mix.wav - is at 26.61 secs & @ 22.05 kHz
29. NakajimaKi44 airplane.wav - is at 28.76 secs
30. NF_boat.wav - is at 20.86 secs & 8k instead of 44.1 probably an issue
31. NF_boat_hyd.wav - at 22.05 kHz
32. NPT_hyd.wav - at 22.05 kHz
33. Old_Diesel_Engine.wav - at one minute, six seconds long
47. Short Sunderland airplane damaged.wav - at 24.86 secs
48. Short Sunderland airplane.wav - at 24.95 secs
63. Swordfish Torpedo Bi-Plane.wav - is at 29.37 secs

I'm wondering, are you using the "periscope_UpDown.wav" that the 0.1Beta has, or the original FOTRS .wav? And, why did you pick it?

If it has to do with being longer in play time....that's expected. The length of the .wav file I use exactly relates to the amount of time the scope raises or lowers.
My comments are inserted above. Those in RED definitely need to be fixed. Comments in ORANGE for the most part, seem to play OK, since most of those are set to "Loop" in the Sh.sdl file. (I have found no evidence yet of issues with long "Loop" files, so long as they do NOT exceed the time of the event. ie: an airplane flying over will last a while, usually.) If they are NOT set to "Loop", then they need to be trimmed to less than 15 seconds. Now, if you wanna do all that, fantastic. I'll concentrate on all of the others. If all you want to do is set the levels, then that is also fantastic, but I'd need a copy of what you did when you're finished, so that I can change the sample rates and/or channels. Either way is fine by me. I very much trust your judgement on setting the levels, and setting them to where the rest of the game is not adversely affected. I cannot say the same for me... tic

As for the periscope_UpDown file, if you listen closely to what I included in the "fix" (which was not intended), you'll hear a mix of what you gave me, what FotRS v2 had, and stock, all mixed together. It matters little to me what is used for the mod. I'm thinking that we'd just leave Maddy's in there, since it seems to comply to length also. I'll double-check that "compliance". I do know that your file fit *exactly* to spec for I believe it is 3 cycles of the "stock" sound looped... (maybe four? however long it takes the scope to up or down)... but you are down to THE sample level on that. What I'm saying, is that your precision on that was to one little bit representing 44,100 samples per SECOND, and you nailed the length exactly to that.

Let me know how you're going to work those files please, Capn. I'll pick-up the rest. Do you have a copy of that excel spreadsheet I did? Do you have Excel, and which version? I'll put a copy up on the shared directory.
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Last edited by propbeanie; 07-25-16 at 02:45 PM. Reason: Boo-boos on the Corvette & Liberty!...
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Old 07-25-16, 10:27 AM   #894
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... So, what kind of difficulty have you seen with the RM. Might as well look at that too.
What it is, I believe Capn, is just that this (these) are just old (and unusual) LCD monitors that can go no higher than 1280x1024, and do NOT like anything other than that (NEC LCD1850E). Also, I have a "dual monitor" setup for my audio / video computer (I do a lot of audio and video editing), and it doesn't seem to matter what I'm running the game at on the "main" monitor, I will see the 2nd monitor change it's resolution and the screen distort to a 1024x768 size, with Windows blue background showing to fill the rest of the 256x256 of the resolution, so I'm thinking it's just the monitors themselves, or the ancient ATI HD4450 vid card... Since your Optical Correction has been put in, I'm fine. I'm just jealous of some of the guys running on 23" and larger monitors - maybe I'll have to go get the brother-in-laws old 27" Dell analog monitor...

btw, I *really* like your Recognition Manual, especially with the page turning arrows up higher than stock or any of the other mods.
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Old 07-25-16, 11:40 AM   #895
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Propbeanie, I'll work on those files that I listed. As I looked over your list, I can see the things that can be fixed......mainly cutting the play time down to a respectable level. 10 or so seconds is plenty of time for a loop .wav file to run as long as the two "ends" match in tone and volume. I'll get the others to play in the right kHz.

My copy of Excel is 2002 SP3. Not the newest by any means. I may not be able to open newer versions.

One thing about the RM that I think FOTRS doesn't do (I'll have to look at my 1920x resolution) is the measuring scale bar along the bottom of the RM page get's out of wack with the larger resolutions. Least it did with the stock game. The scale would be right 4 to 6 inches off the RM page, hanging in mid air! Since the scale doesn't relate to actual measured distance anyway, my fix in the past has been to eliminate the scale bar all together. Maybe this was fixed in FOTRS (or may not).

I'm happy to say that getting the TBT to scale properly when compared to the periscope view is one of the things I recently accomplished. It's in FOTRS Ultimate Beta now......meaning I won't have to make a specific resolution mod for the different resolutions a person may choose to use. I had described in this past post, the differences between the TBT/UZO views and the periscope scaling that OTC corrected. With putting in the corrected parameters into the menu_1024_768.ini file for the TBT/UZO, the thing will scale properly for the different resolutions one will use, without an additional mod.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 07-25-16, 11:55 AM   #896
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OK, I just *had* to post these, and I'm sorry up front for any sizing issues of the pix... but:









I left the URL link on the last one there, but if you go there, it's photobucket, and they've got more junk on their pages than even MediaFire, so be careful what you click on...

These are from where I just came from, and still are, for that matter. I saved and exited, with 3 hunters still dogging my tail when I left. This is like two minutes after the first torpedo impacts in cdsubron7's "Bungo Suido" Single Mission in FotRSUbeta. All I wanna know is: Do I get credit for the DD's sinking, if he can't get off that bow? If they BOTH go down, do I get credit for that? I mean, after all, I am the reason for the confusion here...

I've turned to the North now, and my intention is to try to follow these two, since they are going a bit slower than the rest of the Task Force, and I'm expecting the destroyer to swamp shortly. However, them other three DD devils above me may complicate matters... I did get two of the flat-tops though cdsubron7. Three hits on both. I'll have to go look at my log later to see which two I got, but like #1 in the middle, #2 on the east line. There didn't appear to be any screenie escorts on my side, but they were there in the haze of the day... Took two shots at the one, and he was definitely fleet-footed (yes, that is supposed to be a joke... tic) and just sash-shayed around them both... I went deep, and there I are still, listening to depth charges. At least there aren't any side-throwers. Yet...

In my opinion, I do believe that from the three recent Single Missions the cdsubron7 has created that I've played, that we'll have another rush to get to downloading and playing them. You have an excellent sense of suspense there cdsubron7. Sneaky, nasty little devils, them DD escorts. It's difficult to quit playing this, but I gotta get back to audio editing...

btw, it's kind of tough to pay attention to how things are working, when you're worried about your "life" and that of your "crew"... shtinking destroyers - I have no idea, until I go back and review the replay, as to sinking times or "jack-rabbit" escorts...
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Old 07-25-16, 11:59 AM   #897
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Originally Posted by Rockin Robbins View Post
Holy cow, we're putting out fires and not adding features any more. That means we're on the home stretch for the core mod. Thanks for a modding team better than any I could have imagined! I'm privileged to serve with you guys.
The pleasure's all mine boss!!
Nothing of this would have happened without your brilliant brain farts!

Cheers!!
Billy.
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Old 07-25-16, 12:01 PM   #898
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Propbeanie, I'll work on those files that I listed...

... My copy of Excel is 2002 SP3. Not the newest by any means. I may not be able to open newer versions...

... With putting in the corrected parameters into the menu_1024_768.ini file for the TBT/UZO, the thing will scale properly for the different resolutions one will use, without an additional mod.
Cool beans on the files you're working on, and I'll be a bit Capn, but I'll post that excel sheet. I think I can convert it back to the "plain" xls format, unless you want the "x" xml version for some reason, but I'm at the wrong computer for that anyway, so I'll be a bit getting it up there. Your corrections there in the ini file CapnScurvy are probably why I don't have issues with my display now in the beta. We are getting closer to that RC stage, aren't we?

oh man, my avatar changed again... I'd better get me some money to our Onkel, so I don't have to look at some of those goofy faces... Just put my own up there, and let everyone laugh at that...


Edit: I didn't have to do any converting CapnScurvy, so look in the "root" of the shared folder for XLSsheet.7z for a notes text file and the 26 page spreadsheet. Like I mention in the text file, there are some mistakes, so tread carefully, and double-check my work... |;^)

.
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Old 07-25-16, 01:13 PM   #899
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Ok, I now have 15 single missions ready to upload to our super secret storage area.
Good work mate
I'll give them a go
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Old 07-25-16, 01:15 PM   #900
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For now, I'm finishing the "Ship Acceleration Model". I'm in the final stage, it will be released for team evaluation in the next few days. That will give a great deal of realism in the mod since the ships will not any longer have Ferrari acceleration characteristics, their tonnage matters now.
Fantastic news
Looking forward to it Billy
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