Comrade Doge Posted January 25, 2023 Posted January 25, 2023 Hello all, I have noticed that after the new RWR sounds were implemented, a particular old sound is still present in the game. When a new airborne contact is detected, the correct sound (2 high pitched chirps) plays together with the outdated one. I will attach a trackfile showing the behavior, and also the audio file of the outdated sound that's still playing, so that you can easily recognize it. They start playing at the same time but hopefully you can hear it, even in Wags' video. Hopefully this can be easily removed, since it's quite redundant at the moment. Thanks leftoverRWRsound.mp3 RWRoldSound.trk 1
Moonshine Posted January 25, 2023 Posted January 25, 2023 (edited) also, is it correct that the missile launch warning tone stops beeping even though the missile is still tracking? (red missile warning light still blinking). the sound starts at missile launch and then stops shortly afterwards while the light still blinks until the missile defeated/lost track Edited January 25, 2023 by Moonshine
Comrade Doge Posted January 25, 2023 Author Posted January 25, 2023 Just now, Moonshine said: also, is it correct that the missile launch warning tone stops beeping even though he missile is still tracking? (red missile warning light still blinking). the sound starts at missile launch and then stops shortly afterwards while the light still blinks until the missile defeated/lost track That would be correct as is as far as I know. 1
AlexCaboose Posted January 25, 2023 Posted January 25, 2023 Just now, Moonshine said: also, is it correct that the missile launch warning tone stops beeping even though he missile is still tracking? (red missile warning light still blinking). the sound starts at missile launch and then stops shortly afterwards while the light still blinks until the missile defeated/lost track While I haven't had a chance to download the update and check this out yet, what you should hear is an initial launch warning with 8 beeps, followed by a launch recycle tone 15s later at a lower tone. It should not be continuous, but there's an audible indication to let you know it's the same missile when the recycle is played. 476th vFG Website, 476th vFG Discord, 476th vFG Pipeline
Moonshine Posted January 25, 2023 Posted January 25, 2023 (edited) alright, nice! yeah its still the same tone so distinguishing between new or the same missile is not yet possible. hope thats still WIP edit: low tone does exist as long as you did not bank in a way that got you in the RWR blindspot. if you pass through the blindspot, it sounds like the initial new missile launch tone Edited January 25, 2023 by Moonshine
AlexCaboose Posted January 25, 2023 Posted January 25, 2023 You should hear the lower tone here in Wags' latest video: (3:35) Check out this mod (although I don't know if it's compatible with the latest update). It uses audio from the Goldfein shootdown. https://www.digitalcombatsimulator.com/en/files/3326800/ 1 476th vFG Website, 476th vFG Discord, 476th vFG Pipeline
al531246 Posted January 25, 2023 Posted January 25, 2023 (edited) 4 hours ago, Moonshine said: also, is it correct that the missile launch warning tone stops beeping even though the missile is still tracking? (red missile warning light still blinking). the sound starts at missile launch and then stops shortly afterwards while the light still blinks until the missile defeated/lost track It is correct. Quote 1.25.4.5.3 Missile launch audio is a 1000 Hz tone, on for 100 milliseconds and off for 100 milliseconds, generated for 2.0 seconds. This audio sequence is equivalent to approximately seven beeps. The missile launch audio is recycled every 15 seconds for as long as the detected emitter remains in the missile launch mode. The missile launch recycle audio is a 515 Hz tone, on for 100 milliseconds and off for 100 milliseconds, generated for 2.0 seconds. Edited January 25, 2023 by al531246 Intel i5-8600k | EVGA RTX 3070 | Windows 10 | 32GB RAM @3600 MHz | 500 GB Samsung 850 SSD
Sithos Posted January 26, 2023 Posted January 26, 2023 (edited) @Comrade Doge Hey! after countless DCS restarts (I have no idea if you can do it easier to make sdef changes work...) I figured out the sound and can give you a workaround: 1) Create this folder path structure ...\Saved Games\DCS(.openbeta)\Sounds\sdef\Aircrafts\F-16\Cockpit\Tones 2.) Copy the attached "Waterfall.sdef" to "Tones" Waterfall.sdef : Sound for Airbrone Threat (only, i hope) 3.) You have to restart DCS if already open... 4) Silence Waterfall.sdef Edited January 26, 2023 by Sithos 3 greetings Marcus ___________________________________________________________________ Member of vFS "F-16 Viper Club" | a F-16 (Only) Squadron ... and "other Sim" Pilot since 2005
NOWIS Posted January 30, 2023 Posted January 30, 2023 @Sithos thanks for you help already! While this fixed the missile launch tone of SAM launches I still can't hear the audio cue for A-A missile launches. How did you find the audio file? Maybe I need another on for A-A launches.
Sithos Posted January 31, 2023 Posted January 31, 2023 @NOWIS Hey, you can find a List of all Sound here in Docs Folder: ..\DCS World OpenBeta\Doc\Sounds -> sdef_and_wave_list.txt greetings Marcus ___________________________________________________________________ Member of vFS "F-16 Viper Club" | a F-16 (Only) Squadron ... and "other Sim" Pilot since 2005
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