Hedgehog Posted Saturday at 11:54 PM Share Posted Saturday at 11:54 PM (edited) Dear eSim In the F8 observer view of the Piranha V AAAMS, when it fires the main mortar it is using/calling the "x_MortarHvy.wav" when logic/continuity dictates it should be using the "a_MortarHvy.wav" Side by Side test with all other 120mm platforms, they appear OK (Have added to test scenario) Here's 2 different mortar sounds for you a_MortarHvy.wav x_MortarHvy.wav I've even written a test case for you Quote Preparation: Load attached mods (or other distinctive sounds using "x_MortarHvy.wav" and "a_MortarHvy.wav" filenames) into mods FX folder Load attached test scenario into "My scenarios" folder (wherever you have that) Steps to reproduce Start SB Pro PE application Load attached scenario (Assuming tester knows how to do this.) Start Scenario Goto F5 view Right Click Call for Fire > Mortar HE Set trigger 1 to disable engine (Optional) Goto F8 Observer view (on Pirahna V AAAMS) Salient Point >>>>Observe/Hear Piranha V AAAMS uses "x_MortarHvy.wav" when firing 120mm Heavy Mortar<<<< Stop Scenario Test concluded Fix / Raise bugzilla entry Edit: Added zip folder with sounds and test sce Mortar test.sce Mortar test.zip Edited Sunday at 12:05 AM by Hedgehog 1 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted Monday at 05:14 AM Moderators Share Posted Monday at 05:14 AM Thanks, I will take a look when I can. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted Monday at 05:41 AM Moderators Share Posted Monday at 05:41 AM OK, looks like the usual fix here didn't work (scripting), which implies that something is hard coded there. It seems that for whatever reason this vehicle doesn't treat the external view sounds as the "near external" type, perhaps having something to do with the fact that you can go to the commander's position. So in other words it seems like it is a bug in the behavior, rather than just having the wrong sound file applied. I will pass it along, but obviously it won't be high priority at the moment. 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted Tuesday at 03:12 AM Author Share Posted Tuesday at 03:12 AM 21 hours ago, Volcano said: OK, looks like the usual fix here didn't work (scripting), which implies that something is hard coded there. It seems that for whatever reason this vehicle doesn't treat the external view sounds as the "near external" type, perhaps having something to do with the fact that you can go to the commander's position. So in other words it seems like it is a bug in the behavior, rather than just having the wrong sound file applied. I will pass it along, but obviously it won't be high priority at the moment. Huh, that is weird. I'd have thought the sounds would be the other way round? I guess it wasn't implemented as per convention. (if eSim even has such a thing, with vehicles added over 25 odd years) Eh whatever, it's their problem now. I do like the new HE boom boom sounds The Rh 20mm certainly has more giggle factor now 0 Quote Link to comment Share on other sites More sharing options...
Moderators Solution Volcano Posted Tuesday at 04:08 PM Moderators Solution Share Posted Tuesday at 04:08 PM Actually, this should be fixed now. Seems that it was something that was an easy fix, but I looked in the wrong place by mistake. Hopefully it will make it into the coming patch. Let's see. 1 Quote Link to comment Share on other sites More sharing options...
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