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Posted
That's pretty spectacular to me :D.

That's not :D

 

But IMO it's a very important upgrade. Eliminating erratic sound behavior is enough to pay respects to the "sound team". Another aspect is that upgrade to any simulation element based on new, less constrained foundations is worth few times more than any update on outdated foundations. Even when it doesn't seem that polished in the beginning. Also it is just another "detail" that makes FC 2.0 (which I consider redundant) not only worth buying but also contributing to the whole ED's product line. Quite a surprise.

 

Few observations:

1. In the old engine when launching a salvo of unguided low cal rockets the sound was erratic until the last rocket leaved the rail. It seems that it isn't an issue anymore.

 

2.

Unfortunately the old weird sound when few bombs hit the ground in a very short intervals is still present. Minor issue.

 

Sometimes FC 2.0 sounds identical to 1.x. This may be due to identical sound samples for some sound effects.

Posted (edited)
According to Coff, in general we won't see a decrease in fps because cpu are underused in DCS (lots of cpu cycles free). I assume tho, that will be the case for multicore cpu, 1 core cpu most probably will be out of luck.

 

http://forums.eagle.ru/showthread.php?p=856614#post856614

Ja sabia jo la teva resposta al E69, pero volia saber la de ED a veure que deien sobre aixo, si estenian una mica la informacio :P

Edited by Legolasindar

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Posted
That's not :D

 

 

It is, considering we had a jet-simulation that was not capable of simulating the speed of sound and now that works. Granted, it's not perfect, yet, but I prefer to look at the half-full glass instead of the half-empty.

 

After all, to reach the goal perfectionism you always have to make a lot of steps called improvements.

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  • ED Team
Posted
Sometimes FC 2.0 sounds identical to 1.x. This may be due to identical sound samples for some sound effects.

It uses exactly the same samples.

Also, it has it's own set of known issues, but they all are in my TODO list.

 

old weird sound when few bombs hit the ground in a very short intervals is still present.

Thanks for the report.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

Posted
Granted, it's not perfect, yet, but I prefer to look at the half-full glass instead of the half-empty.

 

After all, to reach the goal perfectionism you always have to make a lot of steps called improvements.

Totally agree. The quote referred just to speed of sound modeling. It's not a big deal, IMO. Just a delay. No "who should hear big bang effect or supersonic bullets cracks" modeling. Which is not needed in flight sim anyway. At least not bullet cracks :)

 

Oh, BTW, is there in the new model a sort of "silence effect" for near supersonic/supersonic ACs closing in? What is interesting about this effect is that it's present also for jet trainers at far from supersonic speeds. For example this soon to retire beauty http://upload.wikimedia.org/wikipedia/commons/d/df/PZL_TS-11_Iskra_aircraft.JPG going at Mach ~0.8. But I guess at that speeds it has to be related to terrain objects influence.

Posted

Oh, BTW, is there in the new model a sort of "silence effect" for near supersonic/supersonic ACs closing in?

 

There has to be if speed of sound is modelled correctly. This is solely caused by the object creating the sound moving faster than the waves can propagate through the air, hence sound propagates in a cone and not in a sphere/warped sphere.

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Posted

My biggest question is about the current sound bug in bouth BS and FC. With new sound in FC 2.0 and BS, are we sitll going to need to use Alchemy and soundBlaster sound cards to avoid terrible in cockpit noise?

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Posted

Hi Hajduk,

 

The new engine does indeed squash that particularely annoying issue with Vista/Win7.

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Posted

That's really great! Thanks for info GGTharos.:):thumbup:

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Posted

What about volume fluctuations? I mean where you flying in the pit and everything is nice and full (loud) then you switch to a flyby view and everything goes down a few notches on the volume when you switch back to the pit.

 

It's frustrating for me because I play with 5.1 speakers for all sound and then a headset for comms not to mention the Buttkicker bass shaker. I get all this fine tuned in while starting the bird; get comms to good level vs sound from speakers and the shaker shaking. Then the volume goes low and I have to dial things in again. Later when the sound goes back to the higher volume I find myself scrambling to turn the sound down on my headset, speakers and bass shaker.

 

But its not a big deal and that particular issue is hit and miss. I can live with it.....

Posted (edited)
There has to be if speed of sound is modelled correctly. This is solely caused by the object creating the sound moving faster than the waves can propagate through the air, hence sound propagates in a cone and not in a sphere/warped sphere.

You don't need to educate me on the subject :) I just think that "speed of sound modeling" are too big words not suitable for the new sound engine because my guess is that its "modeling" is limited to sound delay.

 

A simple test will show if I'm right. Set up an AC 10+ km away and hot, closing on supersonic. We shouldn't hear it until it passes the camera.

 

BTW, the best doppler and fly by sound effects I've ever heard were in Flanker 2.0 :P

Edited by Bucic
  • Like 1
Posted

Haven't had it happen to me so far, and I haven't heard anyone complain about it (in FC2) so hopefuly that one is also gone.

 

What about volume fluctuations? I mean where you flying in the pit and everything is nice and full (loud) then you switch to a flyby view and everything goes down a few notches on the volume when you switch back to the pit.

 

It's frustrating for me because I play with 5.1 speakers for all sound and then a headset for comms not to mention the Buttkicker bass shaker. I get all this fine tuned in while starting the bird; get comms to good level vs sound from speakers and the shaker shaking. Then the volume goes low and I have to dial things in again. Later when the sound goes back to the higher volume I find myself scrambling to turn the sound down on my headset, speakers and bass shaker.

 

But its not a big deal and that particular issue is hit and miss. I can live with it.....

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted (edited)
I just think that "speed of sound modeling" are too big words not suitable for the new sound engine because my guess is that its "modeling" is limited to sound delay.

 

So? :) If the sound is delayed by the proper amount, the source will nonetheless have passed you before the wavefront hits you.

 

 

Sorry for OT but has anyone figured out how to mimic narrow-band military radio sound using TeamSpeak or Ventrilo? TS noise is NOT a solution.

 

I assume you are not in possession of a proper recording audio interface? :music_whistling:

 

Does your sound card support any realtime filtering?

Edited by sobek
because i post faster than my thoughts propagate :-)

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Posted

Actually, you hear less than you might think from within those types of helmets. From my experience, FC supersonic sound levels are roughly right. (Hard to portray those "sounds" that get transferred through your seat into your spine and from there to your ears, though.)

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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Posted
Do we hear engine/wind noise in-cockpit now while supersonic? I always hated that everything went silent when supersonic.

 

 

Nate

The only sound you'll hear is GGtharos screaming from his F-15 as Ethereal is shooting him down from his Shark.

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Posted

... after the 12000th time I shoot him down ... you forget the old forum prediction ... it will take the amount of sharks in my post count before one can shoot me down ;)

 

The only sound you'll hear is GGtharos screaming from his F-15 as Ethereal is shooting him down from his Shark.

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

You mean ...

 

"KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN!"

 

:D

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted
Actually, you hear less than you might think from within those types of helmets. From my experience, FC supersonic sound levels are roughly right. (Hard to portray those "sounds" that get transferred through your seat into your spine and from there to your ears, though.)

 

I appreciate that, but the change in cockpit sound from Mach 0.99 to 1.0 is very abrupt and not IMHO realistic.

 

Nate

Posted

If 12000 flights is what is needed... It's worth it.

 

...though knowing my luck I'll fail massively and not have FRAPS running, and then suffer a monumental hardware crash when I try to load the track file. :(

 

Nate - that is another point, yeah.

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog

DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules |

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  • ED Team
Posted
I assume you are not in possession of a proper recording audio interface? :music_whistling:

Does your sound card support any realtime filtering?

 

I beg my pardon, but proper audio interfaces do not support anything besides audio I/O.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

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