slug88 Posted March 24, 2010 Posted March 24, 2010 You now hear events with a delay after you see them at a distance That's pretty spectacular to me :D. [sIGPIC][/sIGPIC]
Bucic Posted March 24, 2010 Posted March 24, 2010 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upgrade to any simulation element based on new, less constrained foundations is worth few times more than any update on outdated foundations.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. F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
Legolasindar Posted March 24, 2010 Posted March 24, 2010 (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 March 24, 2010 by Legolasindar [sIGPIC][/sIGPIC] Cavallers del Cel - Comunintat Catalana de Simulació http://www.cavallersdelcel.cat
Feuerfalke Posted March 24, 2010 Posted March 24, 2010 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. MSI X670E Gaming Plus | AMD Ryzen 7 7800X3D | 64 GB DDR4 | AMD RX 6900 XT | LG 55" @ 4K | Cougar 1000 W | CreativeX G6 | TIR5 | CH HOTAS (with BU0836X-12 Bit) + Crosswind Pedals | Win11 64 HP | StreamDeck XL | 3x TM MFD
ED Team c0ff Posted March 24, 2010 ED Team Posted March 24, 2010 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.
Bucic Posted March 24, 2010 Posted March 24, 2010 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. F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
sobek Posted March 24, 2010 Posted March 24, 2010 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. 1 Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
4c Hajduk Veljko Posted March 24, 2010 Posted March 24, 2010 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? Thermaltake Kandalf LCS | Gigabyte GA-X58A-UD3R | Etasis ET750 (850W Max) | i7-920 OC to 4.0 GHz | Gigabyte HD5850 | OCZ Gold 6GB DDR3 2000 | 2 X 30GB OCZ Vertex SSD in RAID 0 | ASUS VW266H 25.5" | LG Blue Ray 10X burner | TIR 5 | Saitek X-52 Pro | Logitech G930 | Saitek Pro flight rudder pedals | Windows 7 Home Premium 64 bit
GGTharos Posted March 24, 2010 Posted March 24, 2010 Hi Hajduk, The new engine does indeed squash that particularely annoying issue with Vista/Win7. [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
ED Team f-18hornet Posted March 24, 2010 ED Team Posted March 24, 2010 That's really great! Thanks for info GGTharos.:):thumbup: AMD Ryzen 9 3900X, GeForce RTX 2080Ti, 32 GB DRAM, HOTAS TM Warthog, FSSB R3 Lighting, MFG Crosswind, Win 10 Pro
HitchHikingFlatlander Posted March 24, 2010 Posted March 24, 2010 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..... http://dcs-mercenaries.com/ USA Squad
Bucic Posted March 24, 2010 Posted March 24, 2010 (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 March 24, 2010 by Bucic 1 F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
GGTharos Posted March 24, 2010 Posted March 24, 2010 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
Bucic Posted March 24, 2010 Posted March 24, 2010 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. F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
Panzertard Posted March 24, 2010 Posted March 24, 2010 The cat is out of the bag - good :D The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
sobek Posted March 24, 2010 Posted March 24, 2010 (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 March 24, 2010 by sobek because i post faster than my thoughts propagate :-) Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
Nate--IRL-- Posted March 24, 2010 Posted March 24, 2010 Do we hear engine/wind noise in-cockpit now while supersonic? I always hated that everything went silent when supersonic. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
EtherealN Posted March 24, 2010 Posted March 24, 2010 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.) [sIGPIC][/sIGPIC] 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 | | | Life of a Game Tester
Panzertard Posted March 24, 2010 Posted March 24, 2010 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. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
GGTharos Posted March 24, 2010 Posted March 24, 2010 ... 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
Panzertard Posted March 24, 2010 Posted March 24, 2010 no :music_whistling: The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
GGTharos Posted March 24, 2010 Posted March 24, 2010 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
Nate--IRL-- Posted March 24, 2010 Posted March 24, 2010 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 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
EtherealN Posted March 24, 2010 Posted March 24, 2010 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. [sIGPIC][/sIGPIC] 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 | | | Life of a Game Tester
ED Team c0ff Posted March 25, 2010 ED Team Posted March 25, 2010 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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