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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Stowaway
Posts: n/a
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I applaud the effort
![]() As for ambient sound, some kind of low-volume background 'command center' sound of people mumbling, coughing, moving around, etc, might be cool. If anyone here has played Defcon on Steam, you know what I am talking about. How can I currently turn the voices off completely in the beta? I suppose I could delete the voice files? :p |
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#17 |
Engineer
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Great work on the latest patch.
However, I noticed that a few voices aren't triggered. These are the ones I found so far: - active sonar bearing... - torpedo in the water - torp is at xxx yards - contact breaking up - any fire control messages |
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#18 |
Ensign
![]() Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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#19 |
Loader
![]() Join Date: Jul 2003
Posts: 90
Downloads: 42
Uploads: 0
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the new voices are awesome. knowing they are community volunteer work only makes them better in my eyes. "torp in the water" and "we got em, shes breakin up!" would be nice tho.
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#20 |
Seaman
![]() Join Date: Nov 2015
Location: Cracow, Poland
Posts: 38
Downloads: 42
Uploads: 2
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as far as I know torp in the water will be hooked to the sound system soon
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#21 |
Watch
![]() Join Date: Jun 2017
Posts: 26
Downloads: 1
Uploads: 0
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When using time compression, my sub starts to sink even if I have planes and ballasts level. No damage or flooding.
Also, Hit a ship with a torpedo once then it tipped over and put 3 more torpedos into it and it wouldn't sink. ![]() |
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#22 |
Ensign
![]() Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Is it possible to do longer campaign?
I finished "1984" (1.05 beta) but it was only 7 missions. ![]() (I think the best way: more then 20..., it could be the same missions but in others areas or the good idea its the option key on the beginning: short campaign or long version). Regards! |
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#23 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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How can you get a TLAM mission with a Permit that doesn't have TLAM capability?
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#24 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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I know that I am not capable today, but it seems that if all stays organized, plenty of crafty people will make campaigns based on probable events and timeframes.
Attaching abilities for service awards, descriptions and maybe geographical areas for missions might be needed. It is a given that something magical has/is being created. I hope KF keeps enough control, though, to ensure missions within created campaigns are fairly adjudicated for difficulty and reward. Kind of keeping all captains on a level field for bragging rights. And keeping KF fairly in the rewards for their overseeing this gift. |
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#25 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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1st test of 105..TLAM work at 60FT or less.. LA class flight II & III work...Some voices needed like "we lost the wire on torp 1 etc ..I am still in training and managed to sink and Alpha at 18.5 meters or yards...Then went to 55 ft and fired off a TLAM & TASM both work..
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#26 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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Crew voice volume can be edited as per:
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices) Setting it between 0 and 1 will adjust the volume. A slider for voice volume will likely be added to the options page eventually. default/language_en/dictionary/dictionary_message_log.txt contains references to the voice audio files in the [VOICES] section. Any voices you want to disable, simply comment out or delete. Or you can add your own wav files to the audio folder and place their paths in this section to mod your own voice files however you wish.
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Visit Killerfish Games for more info and ongoing discussion. |
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#27 |
Loader
![]() Join Date: Jul 2003
Posts: 90
Downloads: 42
Uploads: 0
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Kicking ass and takin names! keep it up killerfish, y'all are rockin it!
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#28 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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If I use the X key to stabilize the sub I make the enemy subs fire a torpedo...NOT GOOD!!
__________________
Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#29 | |
Ensign
![]() Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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#30 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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Okay, I sat tonight and did the second to last single mission since it has air, surface, sub surface and they were protecting a boomer. A little bit of everything.
It was a busy time. As I clicked on my torpedoes as they were traveling, I got a view of the torpedo and I looked to see if a target was in sight yet. Then I would click on my 688I sub and, well, it would not move the camera to view it on the big screen. Since I could not get the to see the torps homing in, or the helos/aircraft overhead, I did a lot of wigging and wagging. I was hit by on trip and two exploded on my last-minute noise makers. All from EN air assets. Anyway, something of a bug there in my not being able to get the camera view after 10-15 of game play. With the heavy damage I had a lot of ballast issues. I switched to gauges. The camera isn't most realistic, I know and some would say eliminate it for purity, but then more sensor operators would need to provide better verbal input. If he can't bearing and range continuously for incoming torps, he will be... Oh, it is a higher-end PC. Please take a look at the camera issue. Thank you! |
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