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hubson

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Everything posted by hubson

  1. Thank you very much for these excellent samples Frazer. I'm actually working on sounds myself a bit. My aim is to get as close as possible to the real high speed pass sound, just to check if its even possible on actual engine. Atm I don't bother making the plane to sound good on the ground, let alone making the balance between both in the air and on the ground scenarios. I have some interesting results but still WIP. Anyway, maybe you would want to use these samples for aerobatic (and not only). Both come from the F15 (I've cut the planeDistortion from youtube video) The speed of 1100km/h recommended:smilewink: Sounds.rar
  2. EtherealN, thanks for clarifying some things to me. I felt deep down in my guts that messing with particular sounds, changing their attributes in flight would not be walking in the park, now I know. Full agreement on dveloping current engine but- developing how? Given the speed of sound is done right, I still think that there should be more than six sounds per plane we have now (four of them affected by rpm and two affected by speed ) . I mean, given more sounds for our disposal would result in some excellent mods from the community. Guys, the Doppler effect in game doesn't bother me and I do know what this effect does. Of course it is implemented in the sim and works just fine i guess. Still, the sounds are missing something and I try to find out what it is. If you think otherwise I'm ok with it. Actually the sounds mean a lot for me as the immersion factor and in the future I'd like to have them as real as it gets (compared to the level of other things DCS has to offer its not that odd whish, is it?) I agree. Now what?:) I know that ED team is thinking about improvements, its just kind of small reminder from my side.. As long as it is "wish list" and not "request list" thread, I throw my 2 cents.
  3. EtherealN, thanks for clarifying some things to me. I felt deep down in my guts that messing with particular sounds, changing their attributes in flight would not be walking in the park, now I know. Full agreement on dveloping current engine but- developing how? Given the speed of sound is done right, I still think that there should be more than six sounds per plane we have now (four of them affected by rpm and two affected by speed ) . I mean, given more sounds for our disposal would result in some excellent mods from the community. Guys, the Doppler effect in game doesn't bother me and I do know what this effect does. Of course it is implemented in the sim and works just fine i guess. Still, the sounds are missing something and I try to find out what it is. If you think otherwise I'm ok with it. Actually the sounds mean a lot for me as the immersion factor and in the future I'd like to have them as real as it gets (compared to the level of other things DCS has to offer its not that odd whish, is it?) I agree. Now what?:) I know that ED team is thinking about improvements, its just kind of small reminder from my side.. As long as it is "wish list" and not "request list" thread, I throw my 2 cents.
  4. Well I want to hear what is in the last one of these or
  5. Yes I am aware of that, Ive played with it a lot. What I have in mind is to expand it even more. I am not a programmer, so maybe from a technical point of view what I think of is impossible, difficult or processing power consuming, whatever. Its just the idea to get little closer to the real thing in terms of sound, especially flyby sounds. Lets take the afterburner sound- recorded with good mic straight from behind of the su27 on the airshow. Now we put it into the game and it sounds great until we accelerate to 1000km/h and check F3 flyby camera. What we can hear then from the approaching jet is some strange, annoying high pitched tones because of the doppler effect implemented. Then when the jet is passing "us" (the camera), these tones suddenly drop in pitch again due doppler. Thats not what can be heared from the real plane.. If it was possible to change characteristics of sounds at certain speeds however, we could IMO compensate this to some extent and achive something more realistic. Lets say the speed of 800km/h triggers our afterburner to mute or reduce radius. Then the same speed triggers "plane sound" which gives loud, crisp, ripping sound (with lower pitch to play nice at this speed) This sound could be also positioned slightly behind the plane to simulate the soundwave which follows the jet. And so on.. At present only "plane distortion" works kind of that way- its triggerd during take off, then goes silent and appears again at 1000km/h until supersonic. I belive such tools could make it easier to get closer to reality.
  6. Dear Devs Please consider adding dedicated fly by sounds for each of the flyable aircraft. This solution might sound bit silly but it works in old F-22 TAW and I think its pretty impressive. It could be optional. If not- -please add more sounds like plane distortion and plane wind (triggered at different speeds). Add more flexibility to existing sounds and make them accessible through sounds definition as it is now. What I mean is mainly the possibility to adjust sounds radius, gain, cone and pitch accordingly to the ground speed (for example front engine radius decreased when at subsonic speed, so we cant hear it from far away but distortion kicks in instead etc.) All the efforts from sound-modders are great and they change the experience of flying the sim a lot. I've been using their work (Zzzspace, Frazer, Archer, Diveplane and others) and love it but its all about balance in their mods and often making some things better while neglecting the others. For instance: using the real sounds of real planes taxing on the runaway is not enough to keep it real ingame from take off to supersonic. Sound engine we have now is pretty powerful anyway, but there is always room for improvement, is there?:music_whistling: Thanks ED for the amazing sim(s). Impatiently waiting for the F-15 (run and hide):thumbup:
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