Forums » Air Combat & Civil Aviation » Over Flanders Fields » Grand Bundle of Sound mods.. Active Topics You are not logged in. [Log In] [Register User]
Page 1 of 2 1 2 >
Topic Options
Rate This Topic
Hop to:
#3599403 - 06/29/12 05:14 PM Grand Bundle of Sound mods..
TROOPER117 Offline
Senior Member

Registered: 06/17/05
Posts: 3826
Loc: UK
JSGME enabled, got the sound mod bundle enabled.. I made the mods in the bundle active as per the readme, but can't get Creaghorns spandau mod to operate correctly.
Followed the activation sequence exactly so as not to get conflicts (according to the readme), but with the spandau mod I only get sound from inside the cockpit when the guns are fired.. but in external view there are no sounds of the guns firing.. can someone enlighten me?
Here is the activation sequence from the readme..

Activate each Creaghorn Sounds Mod in the following order:
1) Creaghorn Homebrew Sounds
2) Creaghorn Sound Tweak
3) Creaghorn Sound Tweak II
4) Creaghorn Sound Tweak II Patch

Then activate all of Andy73’s Sound Mods from the JSGME console in the order that they were published.
5) Andy73 Aircraft Sounds
6) Andy73 Engine Sounds_1.1 for Sound Tweak II
7) Andy73 Gun Sounds_1.1 for Sound Tweak II
8) Andy73 Albatros DIII Sounds
9) Andy73 Rotary Aircraft Sounds_1.3a

Then activate the Spandau Mod last so the gun sound fix is not overwritten.
10) Creaghorn Spandau Mod


Followed this to the letter but still have the problem above smile


Top
#3599568 - 06/30/12 01:42 AM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
elephant Offline
Member

Registered: 02/14/05
Posts: 867
Loc: Patras-Greece
You haven't done anything wrong.
Creaghorn's Spandau sound, just doesn't include an external sound...
I had noticed that too and made my own Mod for this:

http://combatace.com/files/file/12160-mods-elephant/

Beware that to use this Mods via JSGME installed in OBDSoftware,
you have to add a folder more, named CFSWW1 Over Flanders Fields, to the Mods structure in order to work.
The folder sequence for example should be: Spandau sound_Winston-elephant/CFSWW1 Over Flanders Fields/sounds winkngrin


Edited by elephant (06/30/12 06:46 AM)
_________________________
Find my IL-2 pilot skins at www.lowengrin.com

Top

#3599589 - 06/30/12 04:20 AM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
TROOPER117 Offline
Senior Member

Registered: 06/17/05
Posts: 3826
Loc: UK
Thanks mate!.. smile

Top
#3599729 - 06/30/12 01:45 PM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
Lothar_of_the_Hill_People Offline
Member

Registered: 05/14/06
Posts: 222
Actually elephant, OlPaint01 already repackaged your Spandau and Startup sounds for the right directory structure and included them in his bundle. The mod folders are renamed to "Elephant StartupG" and "Winston-Elephant Spandau sound" in the bundle.

Trouble is I didn't know quite how these related to Creahorn's sounds, so OFFice activates your sounds only if it can't find Creaghorn's Spandau and startup mods. Think I'll keep it that way for the startup sounds, but I'm not sure about the Spandau any more.

Looks like your files replace both the off_gun_spandau.wav and off_xgun_spandau.wav from Creaghorn, and include bullethit01.wav through bullethit03.wav--the external sounds. But Creaghorn's sounds work with a re-synced fire rate from .xdp changes, so it's clear his sound files need priority.

The next version of OFFice and the OFFbase RPG will activate elephant's Spandau sounds then Creaghorn's from the bundle, so we get the external hit sounds from the former and the rate of fire changes from the latter.

And OlPaint01 wants to do historically-correct rate-of-fire mods, but I know needs help with the sounds. Hint hint.
_________________________
Play Over Flanders Fields with OFFbase: An immersive role-playing simulation of life between flights.

Top
#3599771 - 06/30/12 04:48 PM Re: Grand Bundle of Sound mods.. [Re: Lothar_of_the_Hill_People]
VonPaulus Offline
Member

Registered: 07/16/09
Posts: 310
Loc: Portugal
Originally Posted By: Lothar_of_the_Hill_People
And OlPaint01 wants to do historically-correct rate-of-fire mods, but I know needs help with the sounds. Hint hint.

What kind of help?

Top
#3599780 - 06/30/12 05:30 PM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
Lothar_of_the_Hill_People Offline
Member

Registered: 05/14/06
Posts: 222
He needs someone who can modify sound files in an audio editor to match different rates of fire that can be programmed. I suppose you wouldn't just want to drop the pitch of the whole sound file to slow it down, for example, but extend the time between individual shots?

And of course, a little programming skill to help with making the rules would be nice. Basically, they'd look something like this:
Code:
	; suppose slower Spandaus for early DIIIs
	[squad/aircraft = "Albatros DIII early"]	"Spandau 400RPM"
	[squad/aircraft = "Albatros DIII"]		"Spandau 450RPM"

This activates either the "Spandau 400RPM" or "Spandau 450RPM" JSGME mods (full of the new sound files) depending on the craft you're in. Of course the rules could get much more complicated with settings depending on the country and date and other conditions such as squadron rating or if the player's an ace he might get earlier access to better equipment, etc. So if anyone can help code and test rules like this, for not just sounds but activating different bullet and tracer mods on historical conditions, and so on, the gunnery bundle might make some progress.

The ammo loadout rules we've already done serve as a good template. But OlPaint's made some other modrules a higher priority, and I don't have time for it, so more community help on the gunnery mod would be excellent. Even contributing with research to help others specify rules or assembling the individual mod files would be appreciated.

See more info in this thread at CA.
_________________________
Play Over Flanders Fields with OFFbase: An immersive role-playing simulation of life between flights.

Top
#3599854 - 06/30/12 09:14 PM Re: Grand Bundle of Sound mods.. [Re: Lothar_of_the_Hill_People]
VonPaulus Offline
Member

Registered: 07/16/09
Posts: 310
Loc: Portugal
Originally Posted By: Lothar_of_the_Hill_People
He needs someone who can modify sound files in an audio editor to match different rates of fire that can be programmed. I suppose you wouldn't just want to drop the pitch of the whole sound file to slow it down, for example, but extend the time between individual shots?

Hmmm.
Yes, I understand why you can't drop the pitch. I can give it a try. In the past 9 months I've been working in a sound mod for another game, so at least I've the software for editing.
It's easy to speed up a burst, but to speed down it's another matter.


Edited by VonPaulus (06/30/12 09:14 PM)

Top
#3599876 - 06/30/12 10:15 PM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
OlPaint Offline
An Ace in de Skys
Member

Registered: 02/18/06
Posts: 138
Loc: Ohio
Von Paulus, I have sent you a PM with copies of all the articles I can find concerning MG rof and Tracer Ammo advances through the course of the War. I am no expert when considering aircraft machine guns or prototypical behaviors. But I want to bundle together date-dependant mods that simulate the improvements in gunnery. I just need for someone to provide sound tracks for the various MG's with appropriate sounds. With Lothar's JSGME Mod Manager we can then activate the appropriate mods as the War progresses.

OlPaint
_________________________
Within this vale
Of toil
And sin
Your head grows bald
But not your chin - use
Burma-Shave

Top
#3600198 - 07/01/12 02:49 PM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
VonPaulus Offline
Member

Registered: 07/16/09
Posts: 310
Loc: Portugal
I've answered it now. smile
If my assumption is correct. I can do it for the Vickers, Lewis and Spandau.
But I'll have to use a different sound source than those provided in the mods or in the game.
That's why I can't do it for Parabellum. I don't find any real sound source. nope

Still there's also the question of the twin MG. I don't have the slightest idea, how to do it.

Top
#3600262 - 07/01/12 05:10 PM Re: Grand Bundle of Sound mods.. [Re: TROOPER117]
OlPaint Offline
An Ace in de Skys
Member

Registered: 02/18/06
Posts: 138
Loc: Ohio
I don't know if a sound track of twins guns firing can be synthesized from two single gun tracks. It may be just an issue with post-production mixing of the two tracks slightly offset in the timing. I think Creaghorn just used the same .WAV files for both single and twin guns. Hellshade has demonstrated the sounds of twin guns firing using Creaghorn's Spandau Mod in some of his recent campaign videos on YouTube.

I believe everyone by now has had a chance to see or maybe experience Rise of Flight's new Weapons Mod. Jason's Team appears to have successfully simulated the sound of syncronized MG fire.

OlPaint


Edited by OlPaint (07/01/12 05:22 PM)
_________________________
Within this vale
Of toil
And sin
Your head grows bald
But not your chin - use
Burma-Shave

Top
Page 1 of 2 1 2 >
Topic Options
Rate This Topic
Hop to:

 

Forum Use Agreement | Privacy Statement
Copyright 1997-2013, SimHQ Inc. All Rights Reserved.