Gambit21 Posted October 5, 2018 Posted October 5, 2018 I'm looking for a way to make custom radio chatter feasible for scripted campaigns. I'm hoping we're provided with a setting to turn it off in the near future. If not, I'm wondering if there's a workaround. I thought I remember reading on here somewhere that there is a file that can be deleted before flying which disables the native chatter. This file then regenerates on re-boot and must be deleted again if the radio chatter is to remain disabled. Am I remembering correctly? If so, what is this file? It would be a less than ideal solution, but if it keeps the native chatter from stepping all over my custom calls then I might have to live with it. Any insight appreciated. 3
Feathered_IV Posted October 6, 2018 Posted October 6, 2018 Gambit, if you extract soundengine.cfg from the Luascripts folder you will be able to access the triggers for the individual radio callouts. For example here are a few from the file below. // Pilot, wingman report on attacking a fighter template = 101, "tp_mate_fighter", "rus", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST", 1, 2, 3, 4, 5 template = 201, "tp_mate_fighter", "ger", 30, "pil_im $MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST", 51, 52, 53, 54template = 0, "tp_mate_fighter", "eng", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST pil_out" template = 0, "tp_mate_fighter", "pol", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST" template = 0, "tp_mate_fighter", "fra", 30, "pil_im $MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST" template = 0, "tp_mate_fighter", "spa", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST" The "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST pil_out" bit seems to be the string of sound samples that the pilot says when engaging a fighter. It's also the only thing he says, but don't get me started on that. If you delete the above the pilot should then say nothing. You'd need to do this with every one of the phrases however, and it will probably take an hour or two in notepad to do so. If the game doesn't like that you could try directing it to play a short empty sound file instead. That should get rid of the badly designed voices, but the text will still be displayed on screen. To get rid of this go to soundengine.eng and you will find the list of all the bits of sentences. An example is below. // $DIST close = ", it's close," 1_km = ", range 1 km," 2_km = ", range 2 km," 3_km = ", range 3 km," 4_km = ", range 4 km," 5_km = ", range 5 km," 6_km = ", range 6 km," 7_km = ", range 7 km," 8_km = ", range 8 km," 9_km = ", range 9 km," 10_km = ", range 10 km," long = ", long range," I deleted the much hated it's close and it seems to work. Again it will take a while to do them all in notepad, but hopefully it will do the trick. 2
Gambit21 Posted October 6, 2018 Author Posted October 6, 2018 Hmm...OK. Thanks Feathered. I was hoping there was simply a folder that could be deleted. 2
No_85_Gramps Posted October 7, 2018 Posted October 7, 2018 In the audio folder rename the "radio" folder "-radio". Only gets recreated when the game gets an update. 1 1
Gambit21 Posted October 7, 2018 Author Posted October 7, 2018 That's what I need Gramps. If we don't get a 'switch', then I can instruct users to rename that folder. Not ideal, but better than nothing. 1
Veteran66 Posted October 7, 2018 Posted October 7, 2018 for the german radio call i make three versions: Normal Lounder Incomprehensibly Pilot voice Maybe the "incomprehensibly Pilot voice" Verison is suitable for you, you unterstand very bad what the pilots speak, but you unterstand what the Ground Command speak. 2
kraut1 Posted November 17, 2022 Posted November 17, 2022 On 10/7/2018 at 1:34 AM, Feathered_IV said: Gambit, if you extract soundengine.cfg from the Luascripts folder you will be able to access the triggers for the individual radio callouts. For example here are a few from the file below. // Pilot, wingman report on attacking a fighter template = 101, "tp_mate_fighter", "rus", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST", 1, 2, 3, 4, 5 template = 201, "tp_mate_fighter", "ger", 30, "pil_im $MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST", 51, 52, 53, 54template = 0, "tp_mate_fighter", "eng", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST pil_out" template = 0, "tp_mate_fighter", "pol", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST" template = 0, "tp_mate_fighter", "fra", 30, "pil_im $MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST" template = 0, "tp_mate_fighter", "spa", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST" The "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST pil_out" bit seems to be the string of sound samples that the pilot says when engaging a fighter. It's also the Hi Gambit21 and Featheared_iV, thanks for your informations. I am trying currently to deactivate the unrealistic message, that I am (my callsign) attacking enemy fighters. For me it's an immersion killer when I fly to get home alone and then this message warns me because of nearby enemy fighters. I changed only some lines in the soundengine.cfg by inserting the // to deactivate the lines. from: // Pilot, wingman report on attacking a fighter deactivated by kraut1 // template = 101, "tp_mate_fighter", "rus", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST", 1, 2, 3, 4, 5, 1001 // template = 102, "tp_mate_fighter", "eng", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST pil_out", 151, 152, 153, 154, 155 // template = 103, "tp_mate_fighter", "eng", 30, "$MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST pil_out", 101, 102, 103, 104, 105 // template = 201, "tp_mate_fighter", "ger", 30, "pil_im $MYID pil_rep_atk pil_fighter $DIRABS $DIRH $DIST", 51, 52, 53, 54 . . . to: // template = 0, "tp_mate_trpln", "fra", 30, "pil_im $MYID pil_rep_atk pil_trpln $DIRABS $DIRH $DIST" // template = 0, "tp_mate_trpln", "spa", 30, "$MYID pil_rep_atk pil_trpln $DIRABS $DIRH $DIST" // template = 0, "tp_mate_trpln", "chs", 30, "$MYID pil_rep_atk pil_trpln $DIRABS $DIRH $DIST" This afternoon I tested at first some missions with AI Autopilot and this evening I flew one full mission (Vanders EMG 1940 Channel): It seems to work, it did not hear no message the anybody is attacking enemy fighters. But I will do some further tests. Thanks very much for your Informations! 1
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