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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Frogman
![]() Join Date: Jul 2002
Location: U-957: Patrol 05 In Progress...
Posts: 306
Downloads: 105
Uploads: 0
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Hey Serg,
I had a question about your Southhampton Light Cruiser. I just started a new boat today and intercepted a convoy on the way to my patrol grid in foggy weather. I was listining to the contacts on my hydrophone to hear what was in the convoy and I got this Unknown contact. I suspected it to be a modded ship since it wouldnt let me specify if it was warship or merchent. Sure enough when looking through the scope it was your Southhampton. I also notised it wouldnt let me classify it as a Southhampton either. Putting my scope's crosshair over it didnt show warship nor merchent. Sorry if this is a known bug, I was just wondering if it could be fixed. (Needless to say I sunk it and confirmed it was a southhampton) Also, is there a way to add in a custom sound file for it like the stock ships have? Thanks, Wolfy
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![]() [Current JSGME Mods Used In My Game] "Dave, you will always be remembered! R.I.P." U-759 |
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#2 |
Pacific Aces Dev Team
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Unfortunately, I am not sure what is the source of your problem. When looking through the scope or UZO, SH3 uses the identification text from EnglishNames.cfg (say, the second part of line CLSouthampton=Southampton Light Cruiser). If the corresponding text is missing there, it is taken from ship's CFG file (say, second part of line
ClassName=CLSouthampton). This works for me in the stock version of the game. Are you using any of big mod-compilations, such GW, NYGM, etc? Maybe the problem is connected with its spawning within a convoy as a generic ship (spawning by Unittype=6) and not labelled as an escort. This needs some investigation. As to customs sounds, my understanding (as a result of taking a very brief look at this field, therefore maybe wrong here) ships sounds in stock SH3 are divided in a number of broad generic categories, such destroyer, cruiser, BB, etc. and are not really ship specific. I have not tried to mod this area yet, but will have to in order to fix electromotor sounds for submerged AI subs. |
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#3 |
Frogman
![]() Join Date: Jul 2002
Location: U-957: Patrol 05 In Progress...
Posts: 306
Downloads: 105
Uploads: 0
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Thanks a lot for your responce!
![]() I think your probably correct about the southhampton being in a convoy that is causing the problem. Im not sure, but I believe I was able to classify a southhampton while it was sailing on its own. Never seen one inside a convoy untill now, so that "could" be the problem. I was looking around in the SH3 sound folder and found you are correct that the ships are in a number of of broad generic categories. I wanted to know how each ship is linked to the sound file. Is it just a command line in the ships cfg file? I was thinking it might be possible to specify a specific sound for each. I don't really plan on doing custom sounds for each, I just wanted to give the Southhampton the same sound as the Fiji Light Cruiser since their simmliar. (Edit: Just so there isnt confusion, it not that it wouldnt just let me just classify it as a Southhampton, the game wouldnt allow me to classify it as anything. Like when you put your scope over a merchent or a warship the game will display what "type" of ship it is on the notepad in the upper right corner of your screen. When I put the scope over the Southhampton it wouldnt display anything, it was just blank with the - like my scope wasnt over any ship.) Wolfy
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![]() [Current JSGME Mods Used In My Game] "Dave, you will always be remembered! R.I.P." U-759 Last edited by WolfyBrandon; 07-24-06 at 01:56 PM. |
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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IIRC the ships sound is in the dat file
In non 3d nodes Aud_engine |
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