SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-09-22, 02:04 PM | #16 | |
Ocean Warrior
|
Quote:
After I noticed the sinking sound node in a tanker dat file, I figured that is exactly what I'd do; add it to those ships that don't have it and make a mod out of it, though with the myriad of ships out there, each person would have to make their own. So I did add it to the C2, whipped up a mission, and tested it. Nothing. So I tried the C3 which does have the node. Nothing. Other ships do make the sound. Others do not even with the node. Also, after I noticed the lock being required (!?) to hear the sound even with a node equpped ship I experimented with that aspect (lock or not). Long story short, all that is needed is a quick lock; no id nor target data via the lock is required and you can even just do a quick lock/unlock and the sound/view works. But without that quick lock/unlock, no view, no sinking sound regardless of the ship. So it would appear something tied to the locking holds a key. I'm trying to mimic the AOD function that had ship sinking sounds when one was submerged and had sunk a ship. I've got it working with SH3 but because in SH3 unlike AOD, the sound incorrectly from a "reality" standpoint plays whether one is submerged or surfaced, one has to experiment with the Scufundare vapor.wav range a little so one doesn't hear the sound on the surface when possible. Also unlike AOD, the sound plays whether your boat sunk a ship or it sunk for some other reason. I.e, another boat sunk a ship, weather damage, etc. But adjusting the range helps with not hearing that if needed and I've got it working as well as it can in my installs.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper |
|
|
|