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Posted
Good grief, this is like arguing with Rainman... :)

 

 

The problem here seems to be that some think that the right to have an opinion means that all opinions have equal value. An unfortunate consequence of being in the post-factual Dunning-Kruger era...

Posted

Personally, I like the new tone, its like its screaming at you because it wants to KILL something. :D

 

 

 

As for why they sound different, maybe its just a set of different helmets in use by the USN? If the sound output was different, that perhaps that would account for the different pitched sound? The ones that come up on ebay look different to USAF ones, at least to me. https://www.ebay.co.uk/cln/victory201/us-navy-flight-helmets-the-real-stuff/69861122013

  • 3 years later...
Posted (edited)
On 3/24/2019 at 8:09 PM, CheckGear said:

In another example, somebody re-created the AIM-9 tone on his computer. It sounds quite different from the way it's been depicted in the sims, and I wonder if this is how it's actually supposed to sound. If it is, then it's yet another example of the way something is heard in real time, in the moment, by the human ear, is not the same as the way it's heard on a recording.

I think I know this guy since it's me... haha

When I did that it reminded me of a aim 9 growl I heard on DCS ( this was a while ago, lock-on or FC era )

I'm not a fighter pilot, but I have studied aircraft systems engineering, and I've been working on EC665 Tigre and NH90 transport helicopters for some years. I'm kind of a nerd, so i've searched how those tone worked based on pictures, and technical papers.

That's where i found the pitch up on lock was not realistic. For old gen seakers, there may not be a pitch variation. Sure the technical papers doesn't go into detail on that specific main "carrier" frequency behaviour, so i may be wrong.

Recent DCS plane modules doesn't get this weird tone so i think they found out this wasn't realistic ( or popular among seker systems). As far as I remember, the seekers were later "digitalized" so the tone was computed insted of directly a seeker feedback signal.

 

It's quite easy to simulate a rotating obturator on a AM modulator. You just have to get the obturator pattern + the rotation speed. You just multiply this pattern with a square carrier, and you get a "off center" tone

1*iuIMmydS5WqkN0Z4uUDf2Q.png

You just have to modify the multiplicative coefficient to simulate the target coming to the center. ( locked sound )

This is OK for very old seekers, but later they added Frequency modulation for better angular precisiob, so the sound would be somewhat different

1*bp9WSAaT6eTzUsXjEGXDrw.png

1*yGqboqVgdYd9SU4VI2Ab4A.png

 

 

That's also quite easy to simulate with a FM modulation. This doesn't mean a pitch up on lock, but a different tone overall.

 

Another more complex but realistic way to do this is to use free programs such as Blender, with LuxCore Render to simulate the optical signal, then use some python scripts to transform the sensor images into an audio signal.

BTW, the only people that can precisely tell what they should sound like are those who had them in their hands, because we still can't tell what processing have been done to the raw signal before it gets to the headset.

Edit: Heres a small experiment without lenses to illustrate what i meant :

 

EDIT2: Heres the result ...

 

Figure 2022-04-30 204936.png

 

Edit 3: My bad, wrong pic

Figure 2022-05-02 001521.png

 

 

So if anyone has the correct info on the sun disks etc... I could try to recreate it.

Edited by pierro.fr
  • Like 2
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  • 2 years later...
Posted

I have tried to set inital state of volume knobs using this entries in the mainpanel_init.lua:

args_initial_state =
{
    [256] = 1.0,  -- PLT_MIRROR_L
    [257] = 1.0,  -- PLT_MIRROR_R
    [258] = 0.55, -- PLT_MIRROR_TOP
    [2031] = 0.4, --  PLT_UHF1_VOL
    [2038] = 0.4, -- PLT_VUHF_VOL
    [2039] = 0.4, --  PLT_AIM9_VOL
    [2040] = 0.4, --  PLT_ALR67_VOL

}
 

These settings have effect on the mirrors but no effect at all on the volumes. Each time I start a mission the volume knobs are set to 0.6

What am I doing wrong?

Thanks in advance for any help.

Ryzen 7 5800X3D, MSI RTX 4090, 64GB DRAM, 2 x 1TB SSD, Triple Monitor 1920x1080p, Win11-Home

Posted
On 9/20/2024 at 8:29 AM, TBarina said:

I have tried to set inital state of volume knobs using this entries in the mainpanel_init.lua:

args_initial_state =
{
    [256] = 1.0,  -- PLT_MIRROR_L
    [257] = 1.0,  -- PLT_MIRROR_R
    [258] = 0.55, -- PLT_MIRROR_TOP
    [2031] = 0.4, --  PLT_UHF1_VOL
    [2038] = 0.4, -- PLT_VUHF_VOL
    [2039] = 0.4, --  PLT_AIM9_VOL
    [2040] = 0.4, --  PLT_ALR67_VOL

}
 

These settings have effect on the mirrors but no effect at all on the volumes. Each time I start a mission the volume knobs are set to 0.6

What am I doing wrong?

Thanks in advance for any help.

I think it would be best to create your own thread since this a 5 year old thread discussing something else.

  • Like 1

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