Jump to content

Frazer

Members
  • Posts

    1367
  • Joined

  • Last visited

Everything posted by Frazer

  1. New reports say the breaking chute malfunctioned.
  2. New video found where the actual tragedy is visible. Watch till the end...... Could someone translate the radio communication from about 7:00 minutes?
  3. Begging at ED. This is a bug and can't be changed as it is hard coded.......only ED can and they didn't in last patch even though it was requested by me and others...... Keeping hopes for the next patch (if ever). Find the sound you want to change and then look for the corresponding sdef file. Easy as that.
  4. Go to Ka-50/Sounds/sdef/flare.sdef (open with notepad). Add line in red. 0 is silent, 1 is standard and 10 is about max I suggest to put it on 1.5 wave = "Effects/Flare" gain = 1.5 inner_radius = 100 outer_radius = 1000
  5. Peyoteros, check your AA setting :megalol: Flight Simulator Museum
  6. Congrats! :beer:
  7. Yea the internal structure for sure has to be checked closely before this bird takes the sky again. I think the Russian Knights and Strizhi fly combat ready aircraft with no or very little modification for aerobatic flight.
  8. No problem for me, I think as long as you mention the author you are free to use any sounds. Many soundmodders don't even do that though.
  9. Difference is that I (we) don't get payed to post here :lol:
  10. 10.000 seems to be unreachable to me already though :D
  11. Not hunting for as many posts as possible (rather have quality posts instead of quantity) but it feels kind of special. :smartass: Up to the 10.000 posts! :D
  12. Could be, also note the shute was deployed.
  13. wow, haven't seen that before. Very interesting!
  14. We are still experimenting to find perfect curves for FC2 (takes time). Right now we use the following. Pitch: 25% curve Roll: 23% curve + 5% deadzone Rudder: 23% curve + 5% deadzone Thing is to find a good balance between stability around stick center, and stability in pulled flight. To find your best balanced curves keep this in mind: More curve = more stability around center Less curve = more stability when pulling A good way to test is to fly very slow (test pull sensitivity), and very fast (test center sensitivity).
  15. Only when you have a long stick like found in the real aircraft the linear curves are correct. With a long stick you have much more control compared with the (usually) short sticks we use. Besides that the stick in a real jet is much heavier, and increased pressure with speed. The real jet will feel good, just experiment with the curves till you found the settings you like.
  16. As you probably noticed, sound editing is really not that difficult and above all, a lot of fun :) For starters, you can get Audacity here (free audio editing sofware).
  17. Owell, sounds are often a preference by the individual. Real for one could be not so real for the other.
  18. A way to make heavy breathing linked with g loads is possible when you mix heavy breathing with g warnings. To make breathing not linked with engine rpm and constant is not possible.
  19. Note: I did not take any part in the Diveplanes updated Audio soundmod. I just happen to know about it seen that I have been playing around with lockon sounds a lot.
  20. The clear crisp sound is the "planearound" sound. A sound what you hear when standing still and fades away when you start moving. The sound that you keep hearing after that (in front of the aircraft) is the planefrontengine. A sound that you hear both on the ground and in the air. Seen that the lockon soundengine accelerates and decelerates sounds when you flyby, the crisp (high pitched static engine sound) will not sound very real in a flyby (extremely high pitched). Many sound modders found this a problem, and so replace the frontengine sound with another type of sound, the sound you hear from a landing jet for example. Still though, if you fly at high speed the sound acceleration will pitch any sound over the top. I personally think that ED flawed at this setup. Do you hear a difference between a jet standing still with idle power and a jet moving at like 20km/h with idle power? No..... What we really need is one sound for spooling up, fading in to the planearoundengine and the planearoundengine sound fading into the frontengine sound at around 180km/h. Too bad these sound behaviours are hard coded.........we can do nothing about it (besides waiting for DCS:A10 which hopefully has many more sounds build in).
  21. Also, you hear the cockpit system sound when you put the canopy up or down. There is a seperate "cockpit" sound for the canopy, though with the implementation of the new soundengine this was mixed up. I hope ED will fix this soundbug eventually.....I and others pointed ED at this bug but they didn't fix it with the new patch...... :mad:
  22. Go to the sdef folder found in the sounds folder. All sound config settings were changed in to seperate sdef files. Open the very first file with notepad to see edit details. Add "gain = 1" into the corresponding sdef file of the sound you want to change volume. Changes go from gain = 0.1 (more silent) till something like gain = 10 (louder).
  23. Thanks Crunch for this clear description.
  24. Thanks Crunch for this clear description. I think this is very FAQ ;)
×
×
  • Create New...