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Everything posted by sedenion
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You can adjust the base pitch of the sound by adding a "pitch" value in the "int-compressor-flow-50.sdef" file. For example pitch = 1.5 but I doubt the result will be what you want. I think what you want need a new sound sample specifically edited.
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I don't remember for all versions... for sure since the version 2.0 there is no custom AB sound.
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I clearly hear the high-pitched whistle... but what you ask for still unclear. I certify there is high-pitched whistle in the mod, the PCM sound corresponding is "compressor-flow-50-in.ogg" and the SDEF file is "int-compressor-flow-50.sdef". If you don't hear it, maybe you don't installed the mod correctly.
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Please be more specific... Currently my mod has a whistle sound that vary with throttle (follow the engine), you should hear it. So what exactly you mean by "how do you get this whistle" ?
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The harder and painful part is indeed the GUI. To begin, you should considere making a C or C++ (but please no C# !) version of your PowerShell script, as command-line program (notice that C++ is retrocompatible with C libraries and APIs, while sharing the same base syntax)... Maybe you never coded in C/C++ and afraid of it, but it is not that hard once you get a working developpement environnement. The C syntax and principles are pretty clear and easy once you get the bases.
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This is a good idea to create symlinks instead of brutally copying data back and forth. I was myself concerned by this lack of read/write optimization while designing Open Mod Manager. I see some drawback using this method, especially managing mod overlapping which imply that you keep a copy of intermediary state to be restored. However I admit such feature, while requested by some users, is quite useless in most of case and could be replaced by simple interdiction of mod overlapping... The symlink method also implies that you must have actually mod files exising somewhere in the file system, you cannot work with zipped/packaged mods for example. Each approach have advantages and drawbacks, but the fact that DCS in its Open-Beta branch and frequent update forces to apply/restore mods frequently is a strong point in favor of the symlink way.
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Hi, New version for this mod with some adjustments for in-cockpit sounds. The main goal was to re-balance intakes whistle, air flow noise and engine vibration sound for a more audible whistle. Also reworked VTB and VTH sound to dismiss anoying low-frequencies. Finaly reworked all cockpits instruments and sounds (switches, noises etc) for a leveled base volume. Changes logs for this version (2.3) : Adjusted in-cockpit compressor flow and intake flow gain Reworked compressor flow sound for Weaker "vribration" sound Reworked VTH and VTB sounds (filtering low frequencies) Reworked instrument sounds with calibrated amplitude and gain Download link in the initial post of this topic, here Hope you enjoy.
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Hi, New version for this mod with some adjustments for in-cockpit sounds. The main goal was to re-balance intakes whistle, air flow noise and engine vibration sound for a more audible whistle. Also reworked VTB and VTH sound to dismiss anoying low-frequencies. Finaly reworked all cockpits instruments and sounds (switches, noises etc) for a leveled base volume. Changes logs for this version (2.3) : Adjusted in-cockpit compressor flow and intake flow gain Reworked compressor flow sound for Weaker "vribration" sound Reworked VTH and VTB sounds (filtering low frequencies) Reworked instrument sounds with calibrated amplitude and gain Download link in the initial post of this topic, here Hope you enjoy.
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The "wave" sound already exists in your DCS installation folder, so you don't have to "import" anything. If you want the sound to be more loud, increase the gain value in mod's desired sdef files.
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I think these are the throttle-abin.sdef and throttle-about.sdef files whithin the "\Mods\aircraft\M-2000C\Sounds\hotas" folder. The original gain was 5.0 (never understood why so loud), I drasticly dimed all HOTAS sounds gain to 0.2, increase the gain value to make theme more audible. For information nominal gain is 1.0, gain above 1.0 mean sound amplification (however sounds are all normalized in final mixing within DCS). sdef files are plain text, you can edit them using basic text editor (however I recommand either Notepad++ or Geany like editor, with LUA syntax highlight).
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I ma currently working on a new version with a little more audible whistle... The fact is that I created this mod using headset of pretty good quality and I have good hears, now using regular speakers I find the whistle is indeed barely audible in the version 2.2.
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You mean, the sound of the throttle control itself, or the engine afterburner ignition sound ?
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Thanks for the report, I will publish a corrected version It's not pre-implemented in my script, but in absolute, yes, you can, by writing your own custom mapping. Your chance is that some time ago I coded an additional module that implement a Toggle function to do exactly what you want, and despite the fact this module is not currently used, the file is in the modules folder and you can use it. There is even the include statement ready to be enabled in the MapThrottle.tmh file. So in the MapThrottle.tmh file, go to the line 11 and remove the comments marks ("//") to enable the line, like that: // ----------------------------------------------------------------------------- include "modules/ModTGL.tmh" //< TGL() command Module include "modules/ModAP.tmh" //< Advanced AP Module Then go to the line 112 and 113 where you'll find the mapping calls for LDGH button, and since you want to substitute this mapping, add comments mark to theses line to disable them, like that: // -- LDGH (Landing Gear Horn Silence) --------------------------------------- //if(LONG_LDGH) { MapKey( &Dev, LDGH, TEMPO(DX55, DX96, TEMPO_TIME)); } //else { MapKey( &Dev, LDGH, DX55); } You now can add bellow these lines, the new mapping call that use the special TGL() function, here using Throttle's LED5 for example, keeping DX55 and DX96 which were already assigned to this button : MapKey(&Dev, LDGH, TGL(DX55, DX96, &Throttle, LED5)); finaly, you should disable the proper LED mapping in the Run_*.tmc file, for example for LED5 it is at the line 129, simply replace "LED5" by "0", like this: define LED_FLAP 0 //< Throttle FLAPD/FLAPU Switch
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I think that what you want is to increase the gain (volume) of the "int-compressor-flow-50.sdef" logical track... so for exemple, to do so, you open this file in a text editor, then change the gain variable value from 0.3 to a greater value, 0.6 for example. Notice that for this sound I have set a specific wave "compressor-flow-50-in" that include vibration. If you want to use the normal wave file (without vibration) set it to "compressor-flow-50" without the final "-in". If you want to decrase the intake noise you have to edit the "int-combustor.sdef" file and down the gain value from 1.5 to a lower one, like 1.0 for example. Finaly the "int-thrust.sdef" is also important for in-cockpit sound, you can use it to play another sound than the one I set (intakes-flow-in) and also modify gain and pitch. Notice that, once you changed an sdef file, DCS must be restarted for the changes to take effect.
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Logical engine sound "tracks" are configurable in .sdef files in the "CoreMods\aircraft\M-2000C\Sounds\sdef\Aircrafts\Engines\SnecmaM53P2" folder within the DCS install folder. Interior (in-cockpit) tracks begins with "int-" while exterior tracks begins with "ext-" Engine sound files are located in "CoreMods\aircraft\M-2000C\Sounds\Effects\Aircrafts\Engines\SnecmaM53P2". Here you will find the sounds itselfs. You cannot add a logical sound "tracks", they are fixed in hard in the module code, so you have to work with the existing ones. Each logical "track" have its own behavior depending what it is intented to do. For example, some tracks have variable pitch and/or gain (volume) depending engine throttle, other not. So you have to work with what is available. For example "int-compressor-flow-50.sdef" correspond to the compressor whithle sound that have variable pitch and gain according throttle. For each logical "track" you can assign the sound file you want by changing the "wave = " variable value... either OGG or WAV files are supported. Depending what you want to acheive, you may have to replace original OGG file or create a new OGG/WAV file and edit the proper .sdef file to load the desired OGG/WAV file. Notice that, in the .sdef files, the "--" are comments mark, which mean everything that is after "--" does not mater, it is not read by interpreter. This is used to leav comments in addition to pertinent code.
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If you updated DCS without uninstalling packages before, you need first to Discard OMM backup data or it will restore files of the previous DCS version when you uninstall packages. So the good procedure in this case is : Discard OMM backup data: Edit > Channel > Properties / Backup Tab, click on Discard backup data Install again the packages you want The normal procedure is as said before, to uninstall all package before DCS update, peform DCS update, then install packages again. If you uninstalled (restoring backup) packages that was installed prior to the last DCS update, you may have restored outdated files, so you should Repair your DCS installation: Discard OMM backup data: Edit > Channel > Properties / Backup Tab, click on Discard backup data Repair DCS: https://www.digitalcombatsimulator.com/fr/support/faq/repair/#3126201 Install again packages you want
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Yes, the "Hear like in Helmet" option in DCS souds parameters is here for that. You're welcome.
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I finally created a new in-cockpit compressor flow sound with a subtle humming. Download link in the initial post of this topic, here
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I finally created a new in-cockpit compressor flow sound with a humming like in the end of the the PLUTON video but more subtle. Download link in the initial post of this topic, here
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Hi, After some user feedback and suggestion, I made is a new version with a new intakes whirring sound (taken from a real in-cockpit Mirage 2000 footage) for the in-cockpit sound ambiance. The new sound is similar to what PLUTON suggest above but was extracted from sequences where Mirage 2000 is steady on runway with full dry throttle (so to prevent as possible parasitic sounds) Changes logs for this version : New in-cockpit intakes whirring sound Adjusting some gain mixing for in-cockpit ambience Download link in the initial post of this topic, here Hope you enjoy.
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Hi, After some user feedback and suggestion, I made is a new version with a new intakes whirring sound (taken from a real in-cockpit Mirage 2000 footage) for the in-cockpit sound ambiance. Changes logs for this version : New in-cockpit intakes whirring sound Adjusting some gain mixing for in-cockpit ambience Download link in the initial post of this topic, here Hope you enjoy.
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For now I do not plan to update engine sound, at least not much. Notice that I cannot add new sounds with new behaviors for example, I can only modify existing "slots" handled by the module DLL.
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C and C-200 does not use the same Cyrano-IV than the CE ?
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The F1C is basically the same as F1CE with minor changes (Radar Altimeter and decoys dispenser if I well remember), the F1C-200 is the refuelable variant (200 mm longer) of the F1C. Both F1C and F1C-200 should be very easy to adapt from what is done for the F1CE.
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Hi, I released a new version of the mapping scripts. This version introduce new presets to provide three level of complexity. It also changes and fix some problems of the previous version: Button numbers assignment changed Introduce new Simple, Hybrid and Complex mapping presets Digital Axis mapping for Friction Control slider now has middle position Fix F-18 Grip Hat1 I/O Mapping working in inverted mode FLAPS Switch LED now light up from MVR position instead of DN position Beware, this version changes the buttons numbers assignment, if you replace this versions by an older one, you may need to re-assign some buttons (especially long-press, digital axes and Hat1 S3 In buttons) Here are the new available presets: "Simple": Only translate hardware buttons with Middle and Off switches positions "Hybrid": Enable S3 I/O mode for Hat1 and Digital Axes Buttons for Throttle SC (Micro Stick) and FC Slider. "Complex": Enable S3 I/O mode for Hat1, Digital Axes buttons, Long-Press buttons and advanced AP button and LASTES switch behavior. The script also now comes with a "run_custom.tmc" file intended to be modified by user to create his own custom preset (obviously, you also can rename the file, and create as many preset as you want by copying any .tmc file and create your own, the "run_custom.tmc" file is only here to make clear that you CAN create a custom preset). Download link details in the first post of this topic