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Ala12Rv-watermanpc

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Everything posted by Ala12Rv-watermanpc

  1. Same here...I have the trim correctly binded to my warthog but I cant see any stick movement when using it nor the trim button in the stick. However, at low speed, it seems to have some effect, though VERY LITTLE, that little theat its pretty much useless imho...its hard to believe for me that trim behaves in such a "slight" way in a plane with such an strong changes in flight dynamics where you would need a lot of fast and snapy trim so not sure this is working properly. At high speed it doesnt seem to have any effect at all. I guess at high speed the effect of the trim must be more subtle due to the dangerous situation it could potentially create but in my few hours of flight I havent been able to make it work at anything over 300knt aprox...As we are pretty much all newy with the hornet, maybe we are missing some systems that prevents us from using the trim??
  2. Ok, thanks both...hope ED adds this as an AXIS as in any other module...
  3. Hi, maybe stupid question but in axis configuration, TCD is NOT assignable to my warthog throtle ministick and says "mouse"...where/how can I bind it to my hotas? thanks!
  4. also..."Timeout was reached"...
  5. you mean not today?¿?¿:huh:
  6. damn!, isnt yet out?¿?¿?:huh:
  7. Matt, all you have to do is saying the magic words:
  8. My head is about to explode...where is the hornet?, I need it NOW!!:joystick:
  9. I can also see afterburners being reflected inside the cockpit in shiny parts.
  10. Just wanted to come here to say THANKS!! for the updates and particulary for the vapour FX, looks I N S A N E!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:thumbup: EDIT: btw, is it me os the FM has been improved?? low speed roll rate seems snapier...
  11. YEAH!!!!!!!!!!:thumbup: hope they include the numbers also though;)
  12. +1, first time EVER. +1.
  13. Hi again guys, sorry for my delay but Im quite bussy right now (I need time to study :()... @Nealius: Im not sure what could be wrong with your installation but as you seem to have figured out, JSGME mods directory must be placed in the main DCS folder so maybe that was the issue...anyway, Im glad you solved it :) @Mav783: Thanks you very much for your nice words pal!! Im so glad so many people are enjoying the mod!:thumbup::thumbup: Recently, ED has improved some of the general sounds (there seems to be a more clear "cracking" sound for the engine back asset for instance) that also makes things to sound nicer. nice vid btw, I never tested the sounds in slow mo, but yeah, they seem to sound good also that way ;) About the "making off" :P of the mod, yeah, its a mix of real life recordings that I heavily edited in some cases to convert them in suitable samples for the sim... I have to say I have no experience in sound editing but Im an "audiophile fan" so I downloaded a sound editing software and started to learn to use it...then I searched in the net for as many good quality sound recordings as I could (thats a key thing imho to make good sounds) which is not easy as recording jets is REALLY tricky but no, I didnt record anything as, sadly, I dont own the equipment nor the oportunity to record fighter aircrafts where I live. Once I had enough material I had to listen to them trying to find "good spots" that could "qualify" for samples candidates prior to starting the edition...then, I made LOTS of editing to achieve as uniform as possible frequency response, correct overlapping, coherence for all the samples, removing particular sounds (when possible), making seamless loops, mixing, etc. Once i was satisfied with the samples, I started the process to implement them in the available sound assets for the M2000 while configuring their behaviour with the sdef's files. This part is also quite tricky as you have to try to "understand" what the different assets do in the particular plane. DCS has some really huge sound potential, especially when coding...I think some really amazing things could be done. During my editing, something I would have loved is the ability to disable the Doppler effect for some samples, particulary the ones that you want to sound "as they are" like the cracking sounds of the afterburner once its pointing directly to the listener but I think its not possible out of coding. It was quite a nightmare to put all together tbh, especially the hours of constant hearing of noises as well as the constant re-starting once and again the sim and waiting for it to load, test, change, repeat and such but I think it was worth if it makes the simulation a bit more inmersive and realistic and looking how many of you like it :) :thumbup: About the randomization, it's just a matter of enabling it in the sdef's files as it is a DCS's sound engine feature, it just seem to not be used for any sound AFAIK, probably because the work to make multiple samples is very high and complex. However, I think it would pay off really good...having just 3 or 4 different samples working randomly for most important planes (modules basically) would make a massive sound improvement imho, creating a very natural audio recreation for the most important sounds in a flight sim and making a huge step forward in flight sims sound in general. I personally, also use custom equalization in my system to even my frequency response in room as much as possible and to boost a little bit down to 22hz (max I can achieve with my PC's subwoofer)...also, I never tried the sounds with headphones tbh :P, but I will try to test later ;)...One thing I highly recomend, even if it may sound stupid and/or obvious, is to turn the volume up as much as possible (inside the safety limits of course :P ) and not turning up too much bass output so that you have a nice "flat" frequency response that allows for the correct reproduction of the full richness of the different sounds...in real life, when you listen to fighter aircrafts highs and mids frequencies are VERY intense also, followed by some deep bass rumble...so its important to not over-emphasize too much the bass so you can enjoy that "iconic" cracking sound we all love as well :) Again, thanks for your lovely words (all of you guys!!) :thumbup:
  14. I think one of the reasons for this to happen is that airport surrounds have a MUCH more detailed bump mapping than the rest of the map...I wish all the rest of the map to have improved and more detailed bump mapping just as the airports (or similar) as right now there is almost no bump maps at all...I guess they will make it at some point.
  15. +1:thumbup: things must move forward, its the nature of things so I think is an obvious movement.
  16. I think the main benefit out of being realistic would be a greater "blending" of the whole environement, making all the stuff being rendered to look like being in the same place and in the same conditions than the rest imho...haze helps A LOT in this regard giving a more "coherent" landscape not only far away but also quite close. cheers!
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