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10-31-07, 11:42 AM | #151 | |
Black Magic
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10-31-07, 11:51 AM | #152 |
Seasoned Skipper
Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
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I confirmed that the damage files for the Mosquito, Beaufighter and Wildcat are missing. Alsoo the Dolphin sounds.
WildcatGr airplane Damaged.wav Mosquitos airplane damaged.wav Beaufight airplane damaged.wav Dolphin_mix.wav Dolphin_hyd.wav
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GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
10-31-07, 12:02 PM | #153 |
XO
Join Date: Oct 2006
Posts: 425
Downloads: 52
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flares
How can I increase the time the flares stay lighted in the sky,, I love that effect
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10-31-07, 12:42 PM | #154 | |
Grey Wolf
Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
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10-31-07, 01:26 PM | #155 | |
Seasoned Skipper
Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
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I have also no sounds for Wildcat/Martlet and Mosquito (havn`t seen an Beautfighter so far) in WAC. Kind regards |
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10-31-07, 01:59 PM | #156 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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I have a small question. Is it possible that the sound of the big fires does not stop as suddenly as it does at the moment? A burning ship sounds really great, however, as soon as the ship sinks below the waterline the sound stops very abruptly. It would be really great if the sound would 'fade out'.
Anyway, thanks for the really great work! Cheers, LGN1 |
10-31-07, 02:24 PM | #157 | |
Seaman
Join Date: Aug 2005
Location: Czech republic
Posts: 38
Downloads: 1
Uploads: 0
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10-31-07, 04:26 PM | #158 | |
Black Magic
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10-31-07, 04:27 PM | #159 | ||
Black Magic
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11-01-07, 06:28 AM | #160 |
Weps
Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
Uploads: 0
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Hi RacerBoy, glad the info on the flares was helpful. Looking forward to seeing the result!
One other thing, and apologies if this has already been asked, but do you know how to mod the speed of sounds reaching your sub? For example, right now you can fire a shell at a merchant, say at 2000m, you hear the hit immediately. In real-life there would be a 2-3 second pause before you heard it strike. I'm not sure if you have played Steelbeasts Pro PE, but this aspect is modelled in there very well. I no longer have SH4 installed on my system (much prefer SH3 GWX!), so can't recollect if it was implemented in that game. It's worth checking out a couple of Steelbeasts Pro videos on youtube and watch a battle taking place, the sound distancing is done very well. Anyway, thought I would just put that idea out there... Cheers! Px3000 Last edited by Phoenix3000; 11-01-07 at 06:51 AM. |
11-01-07, 07:17 AM | #161 | |
Seasoned Skipper
Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
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GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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11-01-07, 09:18 AM | #162 |
Weps
Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
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Thanks Samwolf, I'll dig around and install it. See how it fares.
Question though, does it only work on the torpedo impact and gun sound, or all effects? Now that we have these extra sounds with the SH4 to SH3 mod by RB, like the secondary explosions, are they manged by it as well? Cheers Px3000 |
11-01-07, 09:32 AM | #163 |
Engineer
Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
Downloads: 17
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As far as I remember, the mod simply replaces some sounds files. The new versions of the files have a second or two of silence before the appropriate sound, meaning that you always get a fixed delay. It's not linked to distance in any way, unfortunately, so even if you hit a ship at point-blank range you'll get a delay in the sound, identical to if you hit a ship at 6km!
I think it's the best compromise possible in SH3 since the engine doesn't seem to have the doppler effect built in to it - I'll be astounded if somebody could somehow include it, and lately anything seems possible! Same for aircraft unfortunately - the pitch of the engine sound varies depending on the angle you are viewing it from, rather than the speed it's approaching or receding from the camera position. Very unrealistic effect when using the , and . view keys to jump to aircraft (or when viewing in the museum), but when aboard the bridge of your boat you can't tell the difference. It's a fudged effect but works fine during gameplay. |
11-01-07, 10:20 AM | #164 | |
Black Magic
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11-01-07, 10:36 AM | #165 | |
Seasoned Skipper
Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
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Here's the readme: Avg.Joe's Torpedo and Deckgun Speed of Sound Explosions delay VERSION 1.2 SEE V1.2 MOD CHANGE INFO BELOW. Made for SH3 version 1.4 October 21, 2005 This is a Silent Hunter III (v1.4) sound-delay mod, which changes 6 things: 1. After a torpedo has hit a target, there is an approximate 2-second delay, before any explosion sound(s) will be heard. 2. After a target has been hit with 88mm/105mm deckgun, there is an approximate 1.75 second delay, before any shell-strike sound is heard. 3. The main torpedo explosion .wav file (P11_@ref_torp_great_explosion.wav), has been modified/mixed a bit, to cause a bit more dramatic explosion sound. ***4. The default deckgun .wav file (P09_$Gun_muzzle_flash.wav) has been changed, to make the gun-sound more dramatic, also changed in verison 1.2 5. Several explosions are a bit louder than default, and also mixed with other (minor) explosion wave-files, to create (hopefully) more dramatic explosion sounds. _____ V1.2 MOD CHANGE INFO: ________ ==================================== ==================================== ~Added 'initial' explosion/rumbling sound, with minor/short sound-delay.~ [v1.2 change] This version contains a very short-delay (approx. .6 seconds) 'initial' explosion sound, when a torpedo hits a target. The explosion is a low, 'rumbling' sound, heard almost immediately after a torpedo explosion. Now you will to hear a 'submerged-like' explosion sound, which would naturally occur more quickly, compared to a surface-attack explosion. Although this changed rumbling sound is audible during surface-attacks too. Version 1.0 does not contain this 'initial' rumbling/explosion sound change, nor the following new changes for Version 1.2: a.) New type deck-gun sound. b.) New sound when deck-gun shell hits a target (minor change). c.) Changed torpedo explosion sound, (now a double-explosion, typically heard during a fuel or engine hit) when a target is destroyed immediately following a torpedo-hit, or if a ship explodes while sinking. __________________________________ ================================== ================================== (*** WARNING: there are several deckgun sound-mods already available. If you are already using a deckgun-mod, please listen to the modified deckgun sound enclosed, to see if you prefer it. If you do not prefer this deckgun sound, simply delete the file: 'P09_$Gun_muzzle_flash.wav' contained in this mod, then install as usual.***) If you remove the deckgun file above, there will be no (modified) sound-delay when using the deckgun. ____________________ ____________________ Installation: If using JSGME mod-enabler, unzip the contents of this file into your SH3 'MODS' folder, and enable the mod using JSGME. If installing manually, all files must be copied to your SH3\data\sounds folder. Be sure to *Backup* your original/default files or this mod will overwrite default sounds, if installed manually. ___________________ ___________________ This mod is best used (most realistically) with surface-attacks, as the speed of sound is approx. 345mps traveling through air. Btw, submerged sound-delays aren't very realistic using this mod, yet, SH3's 'stock-file' submerged explosions are not realistic either. After tinkering with this mod for quite a while, a submerged torpedo-attack (with sound-delay) also 'looks' dramatic. Visually it looks quite different, compared to stock torpedo explosions. Since SH3 was not made with separate sound-files, for submerged -&- surfaced torpedo attacks, this mod is a 'compromise' of how a torpedo explosion would sound, while surfaced. Sh3 also does not calculate distance-to-target, regarding explosions. Default Sh3 torpedo and deckgun sounds are 'instantaneous', no matter what distance. Also, Sh3's torpedo explosions (while submerged) always sound as if the sub was actually surfaced, which is a limit of the game. Sound delay length?: Because SH3 will accept only 1 value for each explosion file, I had to figure out generic 'average-default' sound delays. After reading many SH3 war-stories, and testing lots of different length sound-delays, I finally went with speed-of-sound delays of approx. 2 seconds. This is fairly accurate of a torpedo hitting a target at a distance of approx. 7/800 meters, while surfaced. So, if a torpedo hits a target at 4000-meters, the explosion sound-delay will still be approx. 2 seconds. There's no practical way to set different sound delays, for different target distances. Using this delay value (2 seconds) I found no real need to modify sound-files for Hydrophone explosion sounds, as speed-of-sound in water is so much faster, compared to air. I hope you enjoy this mod. Sound-wise I think it adds some 'drama' to any torpedo/deckgun explosions. 'Visually' speaking, it is quite different (kind of an eerie look!) compared to SH3's stock explosion files. p.s. Why not mod the explosion delay to 3 or 4, 5+ seconds, instead of approx. 2 seconds? I tested longer-delay explosions. Anything above 2 seconds seemed to last far too long, for how an SH3 torpedo hits its target, and typical close-range/submerged attacks. The delay is a compromise for any/all ranges of attack. THIS MOD IS FREEWARE THIS MOD MUST NOT BE SOLD! Average Joe (can be found in Subsim.com SH3 forums) I've been using this mod since it came out.
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GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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