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Posted

This is an extremely good idea dude, but what if you are directly next to or above something that is exploding? Then it would be quite the opposite of realistic.

 

Even so, that is probably less likely. So i'm gonna get this for sure :)

 

Cheers!

Posted

1 second delay not realistic, could also be a 5 sec delay.

 

It all depends on the distance from the impact, like in real life.

 

My 2 cents,

 

--I dont drive fast , I just fly low.--

I dont drive fast, I just fly low:pilotfly:

Posted
1 second delay not realistic, could also be a 5 sec delay.

 

It all depends on the distance from the impact, like in real life.

 

My 2 cents,

 

--I dont drive fast , I just fly low.--

You have to be 102,8km (at 20°C temperature) away from the target, for a 5sec delay. Even 1sec is far -> 20,5km.

 

 

 

Thanks for the Mod, Cooper :thumbup:

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Posted (edited)

How'd you figure that? AFAIK the speed of sound is about 350 meters per second or ~1200km/h.

 

Way it looks to me, if 1 second is 20,5km, the speed of sound would be ~73 800km/h. It isn't. :P

Edited by EtherealN

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Posted (edited)
You have to be 102,8km (at 20°C temperature) away from the target, for a 5sec delay. Even 1sec is far -> 20,5km.

 

If that were true, man could never experience the effect of echo, because at the needed distance the impedance of the air would have eaten up all sound energy. Don't know where you got those numbers from, but they are complete nonsense, sorry.

 

Btw. does the BS sound engine not feature doppler effects and sound delays by default?

Edited by sobek

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Posted (edited)

Nice idea, however without some way of making the delay dynamic i can't see any benefit to this. I often find myself very close to explosions.

 

How'd you figure that? AFAIK the speed of sound is about 350 meters per second or ~1200km/h.

 

Way it looks to me, if 1 second is 20,5km, the speed of sound would be ~73 800km/h. It isn't. :P

 

340 m/s = speed of sound

 

Delay = 1 sec

 

Distance is 340 m .... not 20.5km

Edited by MadTommy

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Posted (edited)
Nice idea, however without some way of making the delay dynamic i can't see any benefit to this. I often find myself very close to explosions.

 

It certainly is more realistic than an instaboom from exploding targets 6 kilometers away. ;)

 

Good thing. I'll give it a shot!

 

I think so far Operation Flashpoint is the only game that takes sound delay into account. Or did ArmA do it, too? Don't remember.

Edited by Jigsaw
Posted

Frontlines Fuel Of War has an excellent Doppler sound engine. Also, Half Life 2 did. Those aren't sim games of course.

 

It really would be nice to fire a Vikhr at a tank a short distance away and hear just the thud of the explosion a few short time after, as opposed to the detailed high-frequencies.

Posted
It certainly is more realistic than an instaboom from exploding targets 6 kilometers away. ;)

 

Good thing. I'll give it a shot!

 

I think so far Operation Flashpoint is the only game that takes sound delay into account. Or did ArmA do it, too? Don't remember.

 

 

ArmA has it also!

Posted
Nice idea, however without some way of making the delay dynamic i can't see any benefit to this.
Dynamic sound GREATLY added to the immersion of Silent Hunter IV. It caused a pretty signficant but not unreasonable performance hit, though.

 

It is so cool to see a fireball rise up from where your torpedo hit the fat merchie, and get hit with the sound a few seconds or so later. Same with the muzzle flashes and sound of incoming gun fire from bad guy ships.

 

That said, I'm not certain this'd add a whole lot to Black Shark. Would have to try it. Although I applaud the effort (and the efforts of all the fine modders out there), I don't think a static delay for sound effects would cut it for me. I would love to try a dynamic sound ranging mod out though...

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Posted

I'd imagine you'd have to rewrite half the engine just to incorporate that. And if it did incur a performance hit, i doubt many would be able to play with it considering the game is pretty hefty already, and a lot of people struggle to keep the FPS high.

 

It would probably mean surrendering my level 8 anti-aliasing in singleplayer, an level 4 in multiplayer. The game looks ugly without it.

Posted

Rewrite half the engine for Dynamic sound? That's pretty ridiculous, unless you're referring to the sound engine specifically; then it's just excessive. Doppler effects or no, the sound engine pretty desperately needs a massive tune up. IMHO, it would add to the immersion more than any improvement other than dynamic AI for ground forces.

  • Like 1
Posted
Frontlines Fuel Of War has an excellent Doppler sound engine. Also' date=' Half Life 2 did.[/quote']

 

Ah yes, Half Life 2 had it. I forgot about it. Never played Fuel of War, though.

 

 

Dynamic sound GREATLY added to the immersion of Silent Hunter IV. It caused a pretty signficant but not unreasonable performance hit, though.

 

It is so cool to see a fireball rise up from where your torpedo hit the fat merchie, and get hit with the sound a few seconds or so later. Same with the muzzle flashes and sound of incoming gun fire from bad guy ships.

 

Is it playable by now? I loved Silent Hunter III but I never bought IV because of the all the bugs I read about.

Posted
Rewrite half the engine for Dynamic sound? That's pretty ridiculous, unless you're referring to the sound engine specifically; then it's just excessive. Doppler effects or no, the sound engine pretty desperately needs a massive tune up. IMHO, it would add to the immersion more than any improvement other than dynamic AI for ground forces.

 

Agreed. +1

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Posted
Is it playable by now? I loved Silent Hunter III but I never bought IV because of the all the bugs I read about.

 

Very playable. There's a good expansion out as well allowing you to operate a german boat in the pacific, including functions like calling in support from scout planes and get airstrikes on convoy escorts that are chasing you. :P

 

There's also some very good-quality realism mods that sort out some issues that aren't really bugs but just places where things aren't quite right.

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Posted
Very playable. There's a good expansion out as well allowing you to operate a german boat in the pacific, including functions like calling in support from scout planes and get airstrikes on convoy escorts that are chasing you. :P

 

There's also some very good-quality realism mods that sort out some issues that aren't really bugs but just places where things aren't quite right.

 

Thanks for the info. Guess I'll have to give it a try once my rotor addiction wears off a little. ;)

 

But now back to topic.

Posted

Download

 

Dear Sir,

 

Trying to download but unable to as the rapidshare shoes it expires. Please assist.

 

Regards,

Giz

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Posted

Actually it isn't that ridiculous, if the game engine is old and doesn't have things set up into modules or layers. But yes i meant the sound engine. My friend is on a games programming course at uni, so i know a bit about what goes on with coding game engines.

 

Anyway, stop reading things to the letter.

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