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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
Downloads: 1
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I recorded the crash dive sequence from Das Boot and converted to ogg. and placed in all 9 folders. It played fine the first time in a single mission, but crashed and burned every time in campaign. I had to delete it. :hmm:
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"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
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#2 |
Watch Officer
![]() Join Date: May 2005
Location: Norway
Posts: 333
Downloads: 3
Uploads: 0
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This one had slipped my attention earlier. Just downloaded it. I love modifications like these. Can't wait to try it. Thanks!
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#3 |
Watch Officer
![]() Join Date: May 2005
Location: Norway
Posts: 333
Downloads: 3
Uploads: 0
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Just wanted to express my thanks for this. The internal sound was great, and I loved the new electric engine sound!
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#4 |
Ensign
![]() Join Date: Mar 2005
Location: Ireland
Posts: 229
Downloads: 30
Uploads: 0
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Glad you like it - Gizzmoe has kindly volunteered to record some suitable speech in German as soon as he gets a chance so I hope to start a new version soon
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My Mod's: Karle's Silent Hunter III Mods My Music: http://www.reverbnation.com/thisturbulentpriest |
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#5 |
Watch Officer
![]() Join Date: May 2005
Location: Norway
Posts: 333
Downloads: 3
Uploads: 0
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Sounds good, but would that be for the voices from crew or as part of the 'atmosphere' sound? I'm afraid that if there are spoken words in the loop sound, it would become repetetive almost no matter how long the sound lasts. The way it is now works great though. Two patrols using it, and still no 'repeting' feeling.
But if it is for the crew, that would be great. I play with english text and german voices, but I can't help myself for thinking that some of the voices could use some acting lessons... ![]() Anyway, thanks for your work with this. It's things like these that really boost the atmospheric levels. |
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#6 |
A-ganger
![]() Join Date: Apr 2005
Location: California, USA
Posts: 72
Downloads: 18
Uploads: 0
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Thank you for your efforts KptnLt Eric Karle!
Looking forward to trying this as soon as download completes. I used your last mod and it was a great improvement to the 'dead' atmosphere especially since I'm on longer patrols in my new Type IX. Also will be looking out for your updated German version as well. ![]() |
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#7 | ||
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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#8 |
Soundman
![]() Join Date: Apr 2005
Posts: 142
Downloads: 51
Uploads: 0
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mate, what happens when the order 'rig for silent running' is issued? ie. does it still loop or is everything quiet?
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#9 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,701
Downloads: 171
Uploads: 0
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Hi Payoff, yes I don't know the secret to recording sounds, I always make sure that the new version is the same format as the original (type (wav/ogg), mono/stereo, speed etc), but often they CTD, externally they play fine but certainly not in campaign, wish I knew the answer!
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#10 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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#11 |
Über Mom
![]() Join Date: May 2005
Location: Jerusalem, Israel
Posts: 6,147
Downloads: 5
Uploads: 0
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But it's still very quiet, especially compared to the first version of this mod, for those that recall it.
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#12 |
Ensign
![]() Join Date: Mar 2005
Location: Ireland
Posts: 229
Downloads: 30
Uploads: 0
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Yes the file, which is in wav format and replaces an existing wav file, does play all the time however the sounds are very faint and are simply there to add some atmosphere in the background. Obviously it would have been much better if there had been seperate sounds for silent/normal running but I think this is a good compromise. None of the sounds are loud enough to obviously interfer with the realism of silent running. With the next version I'm planning to increase the playing time to approx 20 minutes which will remove (hopefully) any chance that the loop will be noticeable.
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My Mod's: Karle's Silent Hunter III Mods My Music: http://www.reverbnation.com/thisturbulentpriest |
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#13 |
Über Mom
![]() Join Date: May 2005
Location: Jerusalem, Israel
Posts: 6,147
Downloads: 5
Uploads: 0
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I am too engrossed in the game to have ever noticed the looping point.
Seems some people have nothing better to do in a UBoat! :hmm: |
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#14 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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![]() The Vorbis tools: http://www.vorbis.com/files/1.0.1/wi....0.1-win32.zip |
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#15 | ||
Watch Officer
![]() Join Date: May 2005
Location: Norway
Posts: 333
Downloads: 3
Uploads: 0
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And I also think that the sound works good both in normal cruise and when going submerged/in silent running. The most atmospheric part is the sound of dripping water, IMO. Very nice. Thanks again for this. |
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