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Everything posted by Ala12Rv-watermanpc
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YEAH!!!!!!!!!!:thumbup: hope they include the numbers also though;)
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+1, first time EVER. +1.
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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:
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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.
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+1:thumbup: things must move forward, its the nature of things so I think is an obvious movement.
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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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What will the final water textures be for Persian Gulf?
Ala12Rv-watermanpc replied to Keakaha's topic in DCS: Persian Gulf
Yep, noticed the same...dont worry, they are surely awared of that and being a WiP, Im sure it will be improved. -
Yeah, thats something I have asked for a long time...a "general" visibility slider aside from the fog layer one...I agree its particulary important for the persian gulf map as is a place usually foggy due to the amount of fine sand particles in the air so it would be VERY nice to have the ability to configure a proper "sand fog" only afecting the terrain (not the water) in a similar way the actual fog slider works but just with a brown color on it.
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yeah, I know, just was surprised there was no any "last minute" announcement of it... thanks!
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wasnt supposed to be today??...I cant see any hints of it right now...did I missed something?:huh:
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just wonder if the Persian gulf map is also going to have different levels of detail across the map area, just like NTTR?...I mean, in NTTR the level of detail for terrain mesh and textures is not the same for the entire map but greatly degraded as soon as you are not flying around the very central part of it...will this be the case also for the persian gulf??...having in mind that it is considerably smaller, I hope this is not the case and at least the visual quality can be consistent for the whole playable area. maybe Matt can talk about this in the next live stream. thanks!
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What will the final water textures be for Persian Gulf?
Ala12Rv-watermanpc replied to Keakaha's topic in DCS: Persian Gulf
yeah, water coast lines, waves foam in coast, water color (was PERFECT in 2.2) and water color arround terrain are messed right now...Anyway the darker color arround the island in the first pic is not right either as its inverted...the greenish color should be the one arround the island while the darker one for the rest of the ocean (though not so dark)...hope they get this addresed asap. -
Some free "cinematic" flight
Ala12Rv-watermanpc replied to Ala12Rv-watermanpc's topic in Screenshots and Videos
Great then, glad you like it!:) -
DCS cameras, views and video recording
Ala12Rv-watermanpc replied to Bucic's topic in Screenshots and Videos
Little camera shake effect I modded can be downloaded here: https://www.digitalcombatsimulator.com/en/files/3261407/ For those interested in video recordings with very smooth camera shake effect. hope you like it!:thumbup: -
Some free "cinematic" flight
Ala12Rv-watermanpc replied to Ala12Rv-watermanpc's topic in Screenshots and Videos
thanks man!! -
Few weeks ago I made this video to show off the sounds but I think its kind of "relaxing" and "peaceful" so I wanted to share it also with you as a "general enjoyment" video. Hope you enjoy it. bye!
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O M G!!!!!!!!!!!!!!!!!!!
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it was in the download description but here you have: Update v3: -Improved afterburner sounds, the peak of power when nozzles are directly looking to camera is sharper and more defined. -AB now have crisper "clipping" sound effects. -Fixed some unwanted sound overlapping for clearer sounds. -Deeper and more varied AB bass. -Some general adjustments. cheers!
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About that video...Im not an expert by any means but something I have tried A LOT of times in DCS with the m2000 is the very first pull up followed by the 1 and 1/4 rolls (starting at 17 seconds)...well I tried in several fuel configurations and even at 50% fuel, the pitch authority as well as roll performance at low speed (the pilot performs them at about 220knots) seems to be lower in DCS...simply I cant get close to what we can see in that video...in DCS both the sudden pitch and the rolls are much slower and have less autority at that given speed (about 220/230knt), even at 300knots the plane is less responsive than showed in the video...however, its performance seems too good at higher speeds than the real plane...its like the M2000 is a bit less maneuverable at low speeds than real life while at the same time its too good at high speed...maybe it should be degraded at power and high speeds while improved at low speeds. Here is a video showing this maneuver from outside: EDIT: this is not an accurate indication, I know, but I just say that I have tried to make this in several configurations I consistently the plane seems to behave in a different way in DCS...not a big deal but just noticed this.
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:D
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I wonder why the AI is called "jester" instead of "goose"...are we on time to change it??...I think we all would agree on this right?;) Thanks for the update!
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+1 :music_whistling:
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Incredible news!! :thumbup:
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Better Air to Air Refueling
Ala12Rv-watermanpc replied to Ala12Rv-watermanpc's topic in DCS Core Wish List
OMG!!!!!!!!!!!!!!!!!!!!!!:eek: such a good news!!!!!!...cant wait to see the improvements!:thumbup:, thanks for sharing Texac!
