Vingrjoe's Revised Ships Thread

Vingerjoe...Sorry it took me so long to get back to you concerning the sounds. I was out of town.

Let me see if I can explain the sounds and what is happening with them. This concerns the sounds for the Iowa Class Battleship Modern.

Here is a Chart that may help:
Flcs Times Your Sound Times
AttackAC- 2.852 seconds- Attack01A- 3.923 seconds (Too Long)

AttackB- 2.300 seconds- Attack02- 3.133 seconds (Too Long) 8 bit Mono
and will not play in the game. Needs to be 16 Bit
Mono.

Fidget- 2.992 seconds- HelicopterRun- 2.238 seconds (Too Short)

Death- 5.400 seconds- Game Battleship Sound - 4.393 seconds which is
only about a 2.5 second sound (Too Short) and
does not have an Explosion.

What I did with the sounds I put together, Tested and am using:

I did use in part, your Attack sounds and adjusted the timing so they would work in the game and added a Missile sound to Attack AC with adjusted timing. Even IF you change your Attack02 to 16 Bit Mono, it is far too Long and will not play in the game during the AttackAC then AttackB sequence because Both sounds are so long that the game engine shortens Attack01A and omits Attack02 sound when trying to play the Attack sequence. This same situation happens when units have long Fortify Flcs as well as long Attacks that use up to 3 attacks in a sequence. The game engine "see" each of these sequential Flcs and sounds as if they are one and tries to adjust to be able to play them.
..IF you test just your AttackAC or Attack02 sounds alone in the game, you will "think" that each will play ok but that is due to the game engine shortening each of these sounds as each are played alone. They Will not work together in sequence as intended during an Attack.
The Helicopter sound I adjusted so the Helicopter fades in then out and lengthened the sound to accurately go with your Fidget Flc.
I made the Death Sound so it has the needed Explosion, length and timing needed for the Death Flc.

I thoroughly Game Tested your sounds and Mine. In a Battle, your Attack Sounds do not work, the Fidget sound is too short and the Death is not only short but has no Explosion. As for the Echo, and Level of Sound, IF you listen to the Attacks in the game, rather than alone in a player out of the game, I believe you will discover that the Attack sounds I adjusted are extremely Loud ( so loud they crack) and have as much of an echo effect as possible.

I can only ask that you Test all sounds in a game and test the Attack sounds in a Battle.
Great Unit and Fun to use in the Game!...my intention was and is to help and enhanse, not create problems, detract from it or your work.
:)
 
Okay, now that I see the time frame comparisons, and read your explanation of the problem in more detail, I see that you are in fact correct. Man, you really get techincal about sounds, which is a good thing. :goodjob:

Heck, I might have to make you my official sound guy, if you wanted the job. I have played with the thought of someone taking care of the sounds for my units a few times, just never thought to ask anyone. Thank you again for helping to polish up my units further.

The modern Iowa battleship post is updated with Vuldacon's fixes. Thank you Vuldacon.
 
Ticonderoga Class Guided Missile Cruiser

Version 1.3 (02-03-06):

Link to files in post one of this thread.

I enlarged the model by 10-15%. I can't remember the exact amount, but it's one of the two.
 

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Sweet unit.

PS: Has your addition to your Home Fleet arrived yet? If so, congratulations, Dad. ;)
 
Yes, she has. My daughter was born Sunday, Jan 29. She came in at 7lbs 5oz and 20 inches long. Thanks.
 
Slava Class Missile Cruiser

Version 1.1 (02-13-06):

Link to files in post one of this thread.
 

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Kynda Class Missile Cruiser

Version 1.1 (02-19-06):

Link to files in post one of this thread.
 

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excellent work on this whole fleet of ships.

You're setting the new standard in industrial/modern ship unit creation...:salute:

Keep up the great work.cant wait to use these units in a mod....
 
Thanks Bjornlo, I don't always go through the old ini and sound files. Although, lately, I have been making new sounds for the re-released units, that are in synch with the animations. The Slava, Kynda, WWII Iowa and Moden Iowa all should have sounds that are closely in synch with the animations. Earlier, Vuldacon made some changes to the modern Iowa sounds which were better than what I had before, then I improved upon what he did and released new ones a little over a week ago.

If it weren't for Vuldacon's efforts, I may not have looked into redoing the sounds. So thanks again to Vuldacon.
 
02-28-06 News.

Posted edited animations, sounds, pedia and unit32 art by Vuldacon, for the Kynda CG and the Udaloy DDG. Thanks to Vuldacon's keen eye and sharp ear for catching out of synch sounds and animation pauses. He has helped polish my units' overall quality with his work.

You can find the Udaloy files in post 20. The Kynda files are in post 89.
 
vingrjoe said:
02-28-06 News.
You can find the Udaloy files on page one, post 20. The Kynda files are on page five, post 89.

Page Five? This thread is only three pages long? :confused:

Oh, wait. I forgot, not everyone displays fourty posts per page.
 
Okay, I didn't realize that Goldflash, now I edited to point only to posts, not pages.
 
I do. But most people just use twenty, as its the default.
 
New versions of the Modern Iowa BB 1.6, and the WWII Iowa BB 1.5 out. No major changes, I just changed the speed at which the orange color turns to black in the gunblasts. I feel the faster color transition looks more like the real thing.

You can find the file links on page one of this thread. Post numbers two and three.
 
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