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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Canadian Wolf
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#32 |
Stowaway
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Not heard from him in 3 days since he posted that comment.
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#33 | ||||
Stowaway
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26-09-08
Philip Thomson [quote] Each ship don't have different engine sounds. Each engine has different sounds. Each engine fits lot of different ships. So there's a whole bunch of different ships with same engine. One same engine has same sound. Lots of merchants, few engines. Few engines, few sounds.[quote] 26-09-08 Philip Thomson [quote]There were two explanations, I gave just one. The other one is that this is a game.[quote] [REL] Thomsen's Sound Pack V3.2 - May 20, 2008 - NEW VERSION 27-09-08 Quote:
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NO REPLY from PT RDP Quote:
You think so? |
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#34 |
Stowaway
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Credit goes to yamoto9 for providing this link:
LINK: http://www.hnsa.org/sound/ Personally i'm not so sure one i can think of deserves this info, but since it may be in the interests of the SH3 comunity. . .nuff said. |
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#35 | |
A-ganger
![]() Join Date: Sep 2005
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But for exactly speed you need identify ship type first. So you can know how much distance ship passed per turn. Basically fast ship using small high speed propeller and slow ship using big slow speed propeller. In that game computer automatically analysis sound spectrum and compare to recorded data to identify ship. (And I guess engine sound may be also used for analysis). And moden submarine using towed line array, it has some ability to determine target distance if target is not far. And if the submarine are in movement, by using Target Motion Analysis (TMA), it can also determine target solution not based on ship identify. Of course you can also do TMA on WW2 submarine by ploting on map. |
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#36 |
Eternal Patrol
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__________________
RIP Laufen zum Ziel |
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#37 |
Eternal Patrol
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__________________
RIP Laufen zum Ziel |
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#38 |
Stowaway
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Thanks laufen for the links, second one is new to me and any new realistic sounds are a bonus.
wdg i was gonna do a mod to enable the prop count but after looking through forums i discovered that a prop count already seems to be possible in SH3, apart from bugs with the count for damaged ships, like where one prop is out of action or the ship is crawling at just a few knots, which is usually due to attack damage anyway. Therefore it seems like theres no point me bothering to do something thats already been done. Shame really, because i was going to add new ship sound files to it, including things like a squeeky prop on some of the older ( WW1 era or badly maintained newer ones) ships, different rotation speeds for different prop numbers and sizes, plus an attempt at adding a 3 position cycle switch in the sonar room to isolate the different sounds, ( ie: wash/flow noise - engine - prop ) with an on/off toggle button so that in the off position the sounds were merged as normal atm. Since Thomson is adding new sound files to one of his mods ( apparently ), i've scrapped the idea and just modded some of my own sound files to my liking. Lets hope for every one elses sake he does a decent job of it. Thanks for your assistance wdg, much appreciated ![]() |
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#39 |
Stowaway
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Btw: for anyone that wants to mod their sound files.
You'll find the various ship sound files in the SH3/data/Sound folder. You can alter the sound files using something like Audacity, which is an audio editing program ( free - findable using web search bar). Or You can make certain alterations to the sound file from within SH3.sdl, like pitch, doppler effect, and some others, so you may not need Audacity, depending on how much you want to alter the file sound. You can play with the sound files, then once you've got a file to sound how you like, name it and place it back in the SH3/data/Sound folder. (Best to copy the original file in to somewhere else before playing with it, in case you mess it up first time ![]() Go to the SH3/data/Sea folder for the ship you want to alter and open the .dsd file with S3DEditor (free download available in the forums). Here you'll find the soundsource identifier files for the ship. Find the file type you've altered (typically _hyd, _engine, _mix etc) and rename it to your new file name. Next go to SH3/data/Sound folder and open SH3.sdl file with S3DEditor and do the same (rename it). Bob your uncle ![]() Might sound a bit involved but the chain of command goes: SH3/data/Sea/ship folder -ship model soundsource file (.dsd) SH3/data/Sound - SH3.sdl SH3/data/Sound (.wav) Happy sound modding ![]() Last edited by roadhogg; 10-08-08 at 11:38 AM. |
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