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Zolitnitsky

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  • Flight Simulators
    DCS World, X-Plane
  • Location
    Sweden
  1. "Invalid attachment".. reupload?
  2. ...and the answer to this seems to be to keep ogg files named in English !
  3. Halt on the airfield I've been experimenting a lot with this, and even tried to find ways to have an aircraft stop at the runway during taxing. I used the clone thing mentioned above in some cases and in some more or less successful attempts I parked vehicles in front of aircraft. However, changing weathers and other variables made it start taxing from different locations thus affecting the triggers. If you wanted the plane start moving again you just disabled the vehicles with a trigger. Well, maybe there is some advanced mod or tweek for this but I'm not skilled enough. Perhaps an overkill feature but let's just say I like experimenting with less military and more adventure-like story-based missions, pushing the boundaries as it seems :weight_lift: :thumbup: !
  4. After including a couple ogg-files in mission I get this error message. The funny thing is that everything seems to work fine. The sounds are there in the mission, the mission is saved as normal (quit, start/load another mission, load the mission back in). Only problem seems to be the message popping up! Tried also to save it with a different name but the result is the same! :cry: Using: BS v1.02, TFHX Intel Core i5 3.8GHZ, Win 7 Pro 64bit, 8GB RAM, GeForce GTX560 Ti, DX11
  5. Yes! Go number one! Z
  6. Any change in BS2? Just asking, as it seemed in need of revival! (Or in case I've missed some more rescent thread on the subject somewhere ells).
  7. Ok, I see! Looking forward for the final result then! Thanks!
  8. Yo BearCat! I know this is perhaps off-topic but have you by any chance gotten the opportunity to compare the A2A (FSX) P51 with DCS (beta) version? I'm (obviously) more of a helicopter guy and usually not interested in ww2 machines but since this seems to be good chance to compare two different sims on the same new model it would be fun to know any differences in characteristics etc. Not that much on YT either... - the DCS vs - the A2A vs Well, I got to say that the sound seems impressive on A2A vs anyway (!)
  9. I don't trim much at all (which is just me never learned to trust the thingy) so I usually don't encounter any problem with the parking break. However, having assigned the rocker with a modifier on my HOTAS to the wheel-break I, in the beginning, used that one instead as it when pressed and released (modifier) had the same effect – the break locked in position. Could perhaps be worth I try, I don't know (?) :thumbup:.. Otherwise I just keep the break on permanently (doing mostly steep landings), except for any eventual need of a autorotation (and sometimes taxing of course).
  10. Trust me they'll get it if they think they need it - and they'll do so from the start. And so is the reward, which I'm very convinced they know. I simply refuse to believe they're stupid. As Bearcat I more likely believe it's a question of marketing rather then interest. Though your exemplified figure have logic there are so much ells that comes down at the end of the day. And if you have too many side effects with the product that’s when people starts lose interest for real. ..and they're all cracked we might add, by the more or less "price sensitive" community. Basic business. :smartass:
  11. Perhaps, assuming you have not chosen to limit that loud, environmentally hazardous engine noise by some tweaking to a more pleasant (unrealistic if you will - I prefer futuristic) level. Quite true, relatively speaking I guess I'm a bit of an audiophile then. And certainly, If I were to make it a public mission I would have to be more considerate. This was however merely a test mission with the somewhat limitations of sound engine in mind. What I mean by that is however good intentions of realism the game has, and however well the other aspects of the sound engine is, I still wouldn't expect to have to resort to 35kB/s mono files for some (optional) music in this modern type of computer game in the year of our lord 2008! (as my vs is v1.02)! And the funny thing is that in almost any other game I'd prefer less - if at all -music! Nevertheless, as I'm just about giving up, the game obviously can't handle more the two or three tracks of longer nature in a mission, and the longer (not bigger) they are the bigger the chance is they won't play to my experience - unless they are mono! If you add units then you'd probably have to reduce it further. It still may be a workaround there somewhere but so far the combinations and formats I've tried doesn't give any certain conclusion. Removing any temp skin in the TempTexture folder "helps" but does not solve the problem. http://bayfiles.com/file/8uDr/yyXSlS/MusicTestMission-BSv1.02.zip Above I've uploaded a test mission with five (oh,my!) music tracks in it, along a route with triggers, and without much units (only friendlies) for anyone that might want to try further (you might need to speed the time up in it). I've also included the converted tracks separately in the different formats I've tested; OGG (Optimized in 45kB/s, very close to gsm in size), GSM v6.10 and IMA ADPCM, which is wav-format larger than GSM but lower than uncompressed. The music in the mission file is in ogg. I've aslo tested different templates for the wav-format, including ogg and mp3. Most of them won't play. All in 48kz. It would also be good to know if this persists in BS 2.0.
  12. Conclusion? Thank you, but I think low quality wav files - in mono :blink: - is not perhaps the ideal for music tracks. They might be useful for speech and some mono effects though. And although professional programs sometimes are known for not always be the best of converters (After Effects/Premiere for movies etc) I feel fully confident in Sound Forge and Audition in this matter (yes, I do have GSM 6.10). :thumbup: Yes, I tested it and it plays (however, it being a miz file it only shows the map without the fancy landscape flying :lol::thumbup:). No pun intended. Thanks! Oh, man have I been struggling with this issue! Now I think I finally know the source of the matter - emphasizing on "think". I rebuilt my original mission from scratch, gradually adding units and testing. And to my surprise the long track kept playing regardless of the amount of units (about 40 in total, including structures) as I thought this, or a specific unit, in a specific place, in a specific way, in a specific...:wallbash::wallbash::crash: yeah, you get the picture - was the problem. Or maybe this was a temporary corrupt mission file - it was not. It' a seems to be a sort of conflict with having a skin (or at least my skin) in the TempTexture folder. It was eventually the only thing that differed the two missions. If I chose another default skin in the editor (not "standard" as that's what's being replaced) the longer ogg file plays - in both the original and the rebuilt mission!! And in reverse manner stops when "standard" (my) skin is used, again in both missions. Add to this that the shorter file will however play regardless of skin! So it also seems to be a combination of duration of ogg files/amount of units and eeum.... my skin in the TempTexture folder! :doh::lol: !!!
  13. Oki, np ! Just as additinal info I'm using WinXP SP3 on an i5 @2.66.
  14. Read the headline! :smartass::thumbup: ! (It's V1.02)
  15. Yes indeed. I tested your file and it sounds for a while, then I don't know if it's a crash or if you chosed to stop there but it's followed by four error messages. I've included them in the rar file below together with a small mission file. http://bayfiles.com/file/7SdN/IiZOs0/OggPart2.rar The mission is not the one mentioned above but it has the same problems. Now I got the ogg file acctually to work there, playing from start to end, after changing the sample rate from 44 to 48, as this seems to be my only setting for my soundcard (I still think it's strange the game plays half the file if it has 44kHz!). And I have to use "player" as pilot. Replacing it with any other unit won't work (in the trigger zone). And any sound in any form to "MISSION START" still doesn't either. :cry:!
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