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TangoRomeo

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Everything posted by TangoRomeo

  1. RShift+P toggles the Pilot. :)
  2. ... silly me, and i thought this thread was about Jag's and Tornados. :lol:
  3. We don't have them, then again we have no aircraft carriers. :D It's the mixture that makes it interesting; having a fully articulated aircraft carrier + addon aircraft. F-18 because we already had the SU-33 in LO (though in LoFi) and the AV-8B being primarily a CAS/ light attack AC - which we hopefully get plenty of with the A-10 module.
  4. Standard aircraft characteristics for the F111 is declassed. So here's the Speed chart for the F111A.
  5. I think you can just leave the respective .ogg in the folder, if a .wav file is present the program seems to make use of this instead. To make sure though, you can of course delete it prior to copying over the .wav. Don't forget to delete the sample duration table for an updated database.
  6. Why would you want to convert it to .wav? OGG Vorbis: http://vorbis.audiohq.de/content/information.php
  7. Think i´ll pass on this release http://www.tweaktown.com/articles/2764/ati_catalyst_9_5_vista_driver_analysis/index.html
  8. Try those in the attachment, it's as much as i can get out of the samples without causing it to clip or distort. GunLoud.zip
  9. As a last resort you could edit the sample itself with an audio editor, since the size param is already at max, and the .cfg doesn't seem to accept values greater than 1.0 for volume. Wait a sec.
  10. Glad you enjoy it. I´m quite surprised at the sound quality ogg delivers at LoFi bitrates, while having about 1/7 to 1/10 the size of the respective .wav file. Still, i´m thinking about releasing a 44.1 Khz CBR version, for those using quality headphones or speakers, and hardware resources to handle. @ Dragon, this is not specifically a modman package. You'd probably still be required to manually delete the Sample Duration Table if it was. I thought about including mine, but several people use custom samples in the RadioMayak folder. KrUEgER, in the sound.cfg look for these lines: Gear { Mode3D = true; Loop = true; Front = true; Inside = 180; Outside = 180; Volume = 1.0; Silence = 1.0; Size = 10; Radius = 100; Group = "Mechanics"; } GearLoop { Mode3D = true; Loop = true; Front = true; Inside = 180; Outside = 180; Volume = 1.0; Silence = 1.0; Size = 10; Radius = 100; Group = "Mechanics"; } Try changing the size entry, from 10 to something like 20 or 30. I´m not sure though if the Gear loop sound, that is during extension or retraction, is played at all. It sounds like only the gear end sound is played when it's either fully retracted or fully extended. ps. Don't use the standard notepad application to make changes to a .lua or .cfg file in BS, you will corrupt it. Use notepad++ http://notepad-plus.sourceforge.net/de/download.php , open/save .lua/.cfg files as "UTF-8 w/o BOM" format.
  11. Yepp, i searched high and low - expected it to be located in the vehicle's .lua file - but it isn't. It's not only assigning different sounds to different objects, but also having multiple sound sources emitting from a vehicle. I.e. for a realistic exterior Helicopter sound simulation a conventional Helicopter would need 5 samples allocated; 1. Rotor impulse noise for unloaded state. 2. Rotor high speed impulse noise (as noticed in high speed forward flight) 3. Rotor impulse noise for loaded state/ blade vortex interaction noise (typical blade slapping as it occurs during descent, or level flight, at low to medium airspeed) 4. Engine and gearbox noise 5. Tail Rotor noise Currently only the KA-50 has sufficent samples assigned. The rest is using 2 samples (1 Engine, 1 Rotor), while the same engine sound is shared by all AI helicopters.
  12. Hallo Alex, Would be great if we had different audio warning signals for different systems and flight conditions. Currently it's more like one size fits all. I lowered the flare ejection sound as per request. You can specify the audible range of this sample by changing this line in the sound.cfg: Flare { Mode3D = true; Loop = false; Front = true; Inside = 180; Outside = 180; Volume = 1.0; Silence = 1.0; Size = 10; Radius = 100; Group = "Effects"; } Try a size of 50 for a start. Btw. I included an alternate set for the GAU-8 firing sound. _GAU8begin, _GAU8loop and _GAU8end are similar to the preview i posted. It's a recording from some distance. There's also an additional cockpit engine soundfile, Alternate_EngineTV3117In, may also be worth checking out. All these sounds are probably going to work as well in LO LO/FC, as i do not see any substantial changes. Though the config files might require some manual editing.
  13. My first guess would have been some flaw in local versions of DCS itself. Glad you got it sorted out, though it's still odd, since i´m also on Vista. I did not include the sampledurationtable.lua since i wasn't expecting issues with the file generating. I deleted it many times on my machine, and each time it generated just fine. If more people experience this behaviour, i`ll re-upload the package with a working sampledurationtable.lua included.
  14. I ignore enemy helicopters. As a last resort, if they get too pesky, gun. Doing it "by the book" in the "battle" mission, i wasted 3 Vikhr on a single AH-1, and finally shot it up with 30mm. Later i was tinkering with the mission builder, to test out some non related things. Something could be noticed however. I had an A-10 dropping MK82`s on a runway an AH-64 was taxiing on. One bomb impacted about 5m left of the Apache's side fuselage - nothing happened. Taxi resumed and it took off....Made me think. Can anyone actually confirm the damage/kill radius of a Vikhr when in proximity mode - or can kills be attributed to direct hits - even when proximity mode is on?
  15. Hi Kurtz, that's odd. Just tried to recreate, doing a complete startup with all the AC/Grd and AC/Twr walkie talkie - works perfectly. Are you by any chance using a russian/modded russian version of DCS? The fault seems to lie clearly in SampleDurationTable.lua not regenerating correctly on your machine. This is an excerpt from the readme in the RadioMayak folder: "After adding new sound files, you will need to delete the file named SampleDurationTable.lua located in the Sounds folder. When starting the next mission, it will generate automaticaly a new version of "SampleDurationTable.lua" with the updated information concerning your new sound file." You could try using the original .lua, a possible adverse effect could be sounds playing either slower/faster/or not entirely to the end due to wrong time information - you´d probably notice.
  16. Yep, i remember it. Though i think Janes Longbow II was the ultimate Apache sim. Microprose got sacked by Hasbro in `98, and Hasbro by Infogrames in 2001. In 2003 the last Dev studio was closed down. Sad times. Microprose did create some fine Simulations in it's time.
  17. It's done. The sad news is that unless someone finds a way to assign specific sounds to individual units/weapons, and ED redoing the sound engine itself, it's a somewhat futile effort trying to get a realistic sound environment ingame. [DL-Link] http://www.virtual-jabog32.de/index.php?section=downloads&subcat=23&file=1058 [Readme] "Battlefield FX" For DCS Black Shark ===== About ===== Complete Audio Replacement for DCS Black Shark ============= Compatibility ============= Tested with the german DVD Release of DCS Black Shark C A U T I O N Not compatible with other soundmods. =================== Contents/ Changelog =================== Package content: 227 audio files in 22050Hz .ogg VBR format. Plane.cfg Sound.cfg SoundDescr.lua ============ INSTALLATION ============ = W A R N I N G = Make a backup copy of plane.cfg, sound.cfg and sounddescr.lua in the /sound folder. Do the same with the contents of the sound/effects folder. Tip: A good method is to .zip or .rar the files. /= W A R N I N G = 1. Clean out the sound/effects folder, delete everything except the zipped archive of the original files you just created as backup. 2. Unzip BattlefieldFX.zip into your DCS installation directory. Plane.cfg, Sound.cfg and SoundDescr.lua go into your /sound folder.All audio files must go into your Sound/Effects folder. 3. Delete SampleDurationTable.lua in your /sound folder. This is necessary, so that the database can be updated for the correct sample length. Good Hunting. TangoRomeo 2009
  18. Progressing. Still tweaking the .cfg and .lua files, i don't have quite the results i want, yet.
  19. Interesting, didn't know that. I´m curious how the military versions are employed; procedures training, tactical decision making ?
  20. @ Kilo_60 My understanding is that 9.3 + do have some specific optimisations and support for the 4xxx series cards, including Win7 support. Since 9.3 ATI/AMD ceased supporting older cards than 2xxx. I see no point in having older drivers installed on a new card if there are no stability/quality issues. Performance wise 9.3 + should in many cases be faster, or at least equal to 8.12 on a 4xxx in recent games.
  21. Have you tried ACE Mod for arma? Among other things it adds better sounds, though they appear to use an 2100 rpm recording for the GAU-8, nevertheless it's nice. Arma's sound engine is really nothing special, but compared to LO (DCS), it's a Ferrari with all extras. Much better platform to create a realistic sound environment, even has speed of sound delay. LO/BS should create a doppler effect and sound absorption, but the implementation is not very convincing. When i bought DCS BS i was expecting an complete overhaul of the LO engine - while some things are fantastic, like system depth, other areas appear to have received no treatment, this includes audio.
  22. Thanks Alex. I think i know the source of the first Sound (Gau 8 near) it's recorded during stationary ground firing tests, with the camera positioned about 5-10m away. Of course this sounds differs, from what reaches the observers ear watching an A-10 some mile away - doppler effect, energy absorbtion, echoes etc. Not to take away from the second sample (Gau 8 far), but to me it sounds like some mechanism, like an elevator or something. I prefer mine. So obviously, among the quality of the recording equipment, distance to the recorded medium plays a major role, in any case, there is no universal realistic sound that would cover all distances, from the AC firing, to the target a mile away.
  23. Don't know, the first clip appears to be a fairly old one, when there was a selector for low (2100rpm) and high (4200rpm) ROF. Afaik since ~ 2003 the ROF is fixed at 3900 rpm. As a compromise i could pitch it down some cents and add some more to the lower frequencies. :)
  24. Whenever available and appropriate, sampled from the actual Hardware using quality sources. Keep in mind though that mono audio is not realistic in itself, as alot of information is lost during channel conversion. I will also provide the samples in 22050Hz .ogg VBR format, although i work with higher samplerates and .wav recordings. There are restrictions as far as the sound engine goes, the same sound is used by multiple vehicles/ weapons/explosions, etc. So if you're asking if in RL it does sound exactly like this, i´d have to say no, no soundmod ever created for LO or BS does.
  25. Thanks all. :) I should have posted that i have all audio sliders on 100%. Afaik, you can selectively lower the volume for "in-cockpit" sounds - which is highly recommended if you want to simulate what a pilot would hear inside while wearing a helmet - basically hardly anything except comms or onboard AC/Engine noises. I.e. mute all exterior sounds. Also, all sounds are made and optimized for headphones with good frequency response - i have Sony's MDR-V700 hooked up on a Pioneer Amp for playing. See above, that's where the audio sliders come in. It´s also a shared sound, used on several aircraft. Lowering the volume in the config, or the actual sample, would make it sound somewhat distant, or hardly audible, from the launch platform when in exterior view - thinking of movie makers, or people simply enjoying switching to ext. view. Could lower this in the sample itself. Drawbacks; as above + it's defined as a missile launch in the config. Making changes to the volume here would also affect all missile sounds. Say you'd make a flare launch audible for a 10m bubble, you'd also hear a missile launch only up to this distance. Even worse if using the sound as 3D, because volume gets gradually faded out to 10m. If not using the 3D param, the sound would abruptly cut out at 10m. Both not acceptable imo. Could fade the cannon end file slightly, but the sound itself is realistic. Since we cannot officially fly the A-10 in DCS, it's a range sample from an A-10 on gunnery training at Nook Range - 0:20. I have another sample for onboard firing - reserved for DCS A10 :smilewink: On my installation the engine distorts sounds, sometimes adds a chorus like effect, or simply cuts them out at random - but i´ve yet to experience it adding reverb :D. It's a shared sound, used for other explosions as well - It's actually a large explosion. The specific cannon effect sample appears not to get used by the engine. Imo, in general, explosions in Flightsims should be significantly different from those in first person shooters, because of the distances involved. I used a new sound. Can also be restricted significantly by the config, as it does have a seperate line. It's a question i was asking :) - if i'd knew where these parameters are defined ... :D the result would be a whole new game on the audio side of things. That is, if the engine wouldn't crap out on it, which i think is likely. regards TR
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