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Old 03-02-10, 08:45 AM   #1
skwasjer
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Quote:
Originally Posted by DivingDuck
The sound was a "little" problematic indeed. Adding soundsources to the engine room just makes the sound appear at the same level all over the boat. Therefore I had to add the doppler effect settings. At forward speed the engine should become louder when approaching via the galley. The noise should reach it´s peak behind the engine, at the far end of the compartment. It´s the other way round when moving backwards. I´m trying to find a better solution. But I´m not certain there is one. Anyone with an idea ... step forward!
Check the manual for a detailed technical explanation!
Try a linear dial controller instead (telegraph dial). RFB includes a fading radio using this trick (as the boot dives the radio fades away - in this case it's a depth-dial). It does not require a SMC controller whatsoever and is very simply technique (just a couple of chunks). Just have the aud-node with the dial attached to it, and move the node up/down. You'd still want an SMC to toggle the sound off when a dive-order is given though (StartEffect/StopEffect I think?). SMC seems a little overly complex in your implementation.

Still, good job
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Old 03-02-10, 09:29 AM   #2
Aces
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Reece, sorry to hear that it didn't work for you buddy, I feel your pain. I will post here if I find anything that might help.

Cheers

Aces

Edit: just as a matter of interest what sound card do you have?
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Old 03-02-10, 09:32 AM   #3
DivingDuck
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Moin Skwasjer,
Quote:
Originally Posted by skwasjer View Post
Try a linear dial controller instead (telegraph dial). RFB includes a fading radio using this trick (as the boot dives the radio fades away - in this case it's a depth-dial). It does not require a SMC controller whatsoever and is very simply technique (just a couple of chunks). Just have the aud-node with the dial attached to it, and move the node up/down. You'd still want an SMC to toggle the sound off when a dive-order is given though (StartEffect/StopEffect I think?). SMC seems a little overly complex in your implementation.

Still, good job
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didn´t appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me.

@ALL:
a patch will follow, taking care of the sound issue.


Regards,
DD
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Old 03-02-10, 09:43 AM   #4
Aces
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Hello DD and another big thanks to you and FM for your fantastic mods.

When you say the sound issue are you meaning the new sounds or is there an issue with the sh3.sdl file?.

Many thanks and best regards

Aces
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Old 03-02-10, 10:15 AM   #5
skwasjer
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Quote:
Originally Posted by DivingDuck View Post
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didn´t appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me.
Ah ok, didn't know you knew about this trick. I understand how you can get carried away with SMC, I could too. After I debugged it, and implemented it in S3D, I saw so many new possibilities (and I have tried many for proof of concept and for ie. Tomi's engine), but it can make one forget there's sometimes also easier ways
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Old 03-02-10, 10:25 AM   #6
DivingDuck
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Moin,

@Aces:
as Skwasjer suggested I´ll skip the SMC approach for the engine´s sound and use a dial controller instead. Thus there won´t be no need to completely rework the SMC for the "sound animation" in order to get rid of the jet like sound when changing speeds.

Besides I´ll fine tune the sound settings and considering to reduce the number of soundsources used, because I´m starting to suspect the CTD may be sound driver/card related. But that´s just fishing in muddy waters as I´m usually not much into sound issues.


Regards,
DD
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Old 03-02-10, 10:43 AM   #7
Captain Nemo
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Quote:
Originally Posted by DivingDuck View Post
Besides I´ll fine tune the sound settings and considering to reduce the number of soundsources used, because I´m starting to suspect the CTD may be sound driver/card related. But that´s just fishing in muddy waters as I´m usually not much into sound issues.
Not so sure all CTD are sound related. I deleted the sound folder from the mod so I could revert back to the original GWX diesel engine sounds. I'm currently running the mod OK and am out on patrol but if I add an additional mod (in port not mid-patrol) such as Raptors Uniforms (lots of hi-res graphics maybe?) I get a CTD. I haven't had to disable any mods though.

I have read that others get CTD out of St Nazaire and Kiel but I haven't tested these ports yet and I'm not sure if those affected use the new animated sub pens mod, which I don't. Out of interest, I will create a test career and see what happens in these ports.

Nemo
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Old 06-01-10, 03:28 AM   #8
Von -E
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Quote:
Originally Posted by DivingDuck View Post
Moin Skwasjer,

well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didn´t appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me.

@ALL:
a patch will follow, taking care of the sound issue.


Regards,
DD
Did I miss this patch?
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Old 06-01-10, 07:03 AM   #9
rsslcs
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I remember seeing a comparison video of SH3 vs SH5 and the SH3 interior was as complete as the SH5 one. Can anyone tell me where the mods for other parts of the interior are?

Cheers!
(or does this mod include more than the diesel engine room?)
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Old 06-04-10, 05:57 PM   #10
Von -E
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Quote:
Originally Posted by DivingDuck View Post
Moin Skwasjer,

well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didn´t appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me.

@ALL:
a patch will follow, taking care of the sound issue.


Regards,
DD
Has this patch been released?
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Old 06-18-10, 09:32 PM   #11
Von -E
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Since it appears this isn't going to happen... (I'm not complaining, I'm aware that modders' real lives sometime intrude upon these important issues! *grin*)

Quote:
Originally Posted by DivingDuck View Post
Moin Skwasjer,

well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didn´t appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me.

@ALL:
a patch will follow, taking care of the sound issue.


Regards,
DD
...can anyone send me the following file already "fixed?" (several reasons that S3Editor won't run here)

Quote:
Originally Posted by Capt. Morgan View Post

1) Disable the mod
2) Open MODS/FM_NewInterior_V1.0/data/Sound/Sh3.sdl with s3d
3) Find the DD_Engine.DieselEx entry (s3d has a search function)
4) lower the doppler setting from 100 to 0
5) Save the file, enable the mod, and show Tommy who really rules the waves.
I'd also appreciate this fix for the seeming over-abundance of salami's...

Quote:
Originally Posted by DivingDuck View Post
Moin,

eat faster! LOL.

Open CR7.dat with S3D and search for 'DMY_Salami'. You can delete the complete node including all sub nodes or browse the tree and delete them one by one. Corresponding entries in CR7.sim do not have to be deleted.

Regards,
DD
(I believe the file he's actually referring to is "NSS_Uboat7_CR.dat" ...?)

Anyhoo, if anyone can help, I'd be thankful!
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Old 06-19-10, 04:33 AM   #12
flakmonkey
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Quote:
Originally Posted by Von -E View Post
...can anyone send me the following file already "fixed?" (several reasons that S3Editor won't run here)
Patch was never released. Im sure someone will upload a file with the changes suggested by capt. morgan for you. I would do it but i dont have the time right now to re-download and edit the mod as im off to work in 20mins

Quote:
Originally Posted by Von -E View Post
I'd also appreciate this fix for the seeming over-abundance of salami's...
Heres a quick way to reduce/delete the swinging food...

-First to edit the .dat file youll need s3d (a forum search should find it)
-Find the file NSS_Uboat7_CR.dat in the mod folder and open in s3d (you might want to create a backup too, just in case you mess anything up)
-Expand the node "interior root - COMMAND ROOM"
-Locate nodes with the following names:
banana_##
ciolan_##
coaste_##
salam_##

There will be multiple nodes with these names, if youre unsure what it is the node controls, use the 3dmodel preview window to view it.
You can select all these nodes and delete them or just delete a few to suit your taste.

Save the .dat file when youre done, when you re-enable the mod with jsgme your altered dat will be loaded and there you go, no more swinging food.
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Old 06-19-10, 06:11 AM   #13
Von -E
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Quote:
Originally Posted by flakmonkey View Post
Patch was never released. Im sure someone will upload a file with the changes suggested by capt. morgan for you. I would do it but i dont have the time right now to re-download and edit the mod as im off to work in 20mins

How does work rate higher than SH3? &grin*


Quote:
Originally Posted by flakmonkey View Post
Heres a quick way to reduce/delete the swinging food...

-First to edit the .dat file youll need s3d (a forum search should find it)
Oops... as I said, no S3D can be used here.
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Old 03-06-10, 06:47 AM   #14
nycoroner05
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Default Camera Error

With the new Interior mod listed first and the Full open the Conning Tower Hatch 0.6 and no other mods running. I get just past the crew bunk and the camera freezes and I get this error saying "camera out of sectors"

can't save a screen shot of that sorry.


My rig is as follows:

dell 4550
2.5 ghz
2 gb ram
3600 series AT with 1gb ram
game runs very smooth as does SH4
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Old 03-06-10, 07:18 AM   #15
arnahud2
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Quote:
Originally Posted by nycoroner05 View Post
With the new Interior mod listed first and the Full open the Conning Tower Hatch 0.6 and no other mods running. I get just past the crew bunk and the camera freezes and I get this error saying "camera out of sectors"
I'm not sure, but i believe that you need to use "Coning tower Open hatch TestFM Food" (where FM means Flatmonkey's new interior - this one with diesels room !!-) instead of Full open coning tower hatch 0.6. It has to be enabled after FM New Interior 1.0.
(this combination works well for me !!)


I think you don't need Full open the conning tower hatch 0.6 as this one don't allow camera connection between it and "Flatmonkey's CR" (included in FM NewInterior 1.0 mod).
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