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Hit Player Plane Sounds


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VBF-12_Snake9
Posted

Devs have admitted that sound gets left behind the plane. I have quoted the Han quote many times before. It's not even worth finding it again.

 

The sound is perfect. Move along until the next new guy notices the same thing. Then a new thread will appear. Lol

  • Upvote 1
Posted (edited)

What really bugs me for a flight sim is hearing my rounds hit the enemy plane. That feels so wrong. If I could, I`d delete that sound wav.

 

I don`t buy it that we`re hearing the sound of the shots as they leave the target aircraft. The engine of your own aircraft and your cannons should easily obscure the sounds even if that was the case. Neither have I read anywhere of pilots saying they could hear the shots of their rounds hitting the aircraft, even with large calibre shells.

 

Also what`s the speed of sound compared to the speed of your aircraft tailing? Speed of sound is 340 metres a second, I think... Bah, i`m going to have to do some calculations... I`m sure someone will do it before me.

Edited by seafireliv
Posted (edited)

What really bugs me for a flight sim is hearing my rounds hit the enemy plane. That feels so wrong. If I could, I`d delete that sound wav.

 

I don`t buy it that we`re hearing the sound of the shots as they leave the target aircraft. The engine of your own aircraft and your cannons should easily obscure the sounds even if that was the case. Neither have I read anywhere of pilots saying they could hear the shots of their rounds hitting the aircraft, even with large calibre shells.

 

Also what`s the speed of sound compared to the speed of your aircraft tailing? Speed of sound is 340 metres a second, I think... Bah, i`m going to have to do some calculations... I`m sure someone will do it before me.

 

You don't have to "buy it" the Dev's have explained this as an unpleasant side effect of FMOD sound engine and the way it works

 

FMOD is highly sophisticated in very many aspects and used by most AAA titles, however this side effect is a limitation and problem

 

In game is not the same and does not work as RL, and very clever programming has to 'simulate' this world, for devs to create a totally unique sound engine for BoS is not financially sensible, am quite certain if it was a matter of deleting a file they would have done it already..

 

of course this knowledge does not make the situation any easier to accept or dismiss, but it is better to understand it, original IL-2 also had different 'defects' in its sound implementation

 

Cheers Dakpilot

Edited by Dakpilot
Jason_Williams
Posted

Yes we know why there is this issue, problem is it takes a massive re-work to change. What you guys don't know that this issue is caused by the team trying to be extremely realistic in connecting the sound to the physical environment. This goes way back to the very beginning of the team and their approach to simming. In this case, trying to be ultra realistic has caused an issue that is difficult to fix.

 

Jason

  • Upvote 3
Posted

Yes we know why there is this issue, problem is it takes a massive re-work to change. What you guys don't know that this issue is caused by the team trying to be extremely realistic in connecting the sound to the physical environment. This goes way back to the very beginning of the team and their approach to simming. In this case, trying to be ultra realistic has caused an issue that is difficult to fix.

 

Jason

It's good to know that you are aware. I don't often experience the issue myself, but for those who do I can imagine how frustrating it must be.

 

Hopefully it'll be of some consolation for them to know, that you're acknowledging the issue and will try to fix it, when you have time and ressources for it.

Posted

Yes we know why there is this issue, problem is it takes a massive re-work to change. What you guys don't know that this issue is caused by the team trying to be extremely realistic in connecting the sound to the physical environment. This goes way back to the very beginning of the team and their approach to simming. In this case, trying to be ultra realistic has caused an issue that is difficult to fix.

 

Jason

 

This is what I suspected as the issue seemed to be directly affected by latency and was different based on whether we were connecting to a server in Mother Russia vs. one in my basement.

 

Not hoping for a quick resolution, but I do wonder if... instead of a complete rework, a simple addendum to the way it is currently handled could be enacted quickly... hearing your own shots/detonations as you pass through the "sound event" that seems to hang in space is a minor annoyance compared to your only indicator that you just got worked being the sound of wind through the new holes in your canopy...

 

If the current method was left as-is, but a client-side in-plane bullethit.wav/shelldetonation.wav could also be triggered at the same time, it would solve the greater of the two issues I think.

VBF-12_Snake9
Posted

Respect!

 

Replying in a thread like this would have never happened before the change up top.

Posted

Respect!

 

Replying in a thread like this would have never happened before the change up top.

 

It is great that Jason has responded, but this exact explanation has been given long ago by Dev's more than once  :)

 

Cheers Dakpilot 

VBF-12_Snake9
Posted

Lol by accident. No where as straight forward as Jason. Everyone knows.

Posted

that's actually quite realistic. Joe told us that you didn't hear your own guns or the enemy hitting you while the engine was running  ;) so we should be happy about what we got in game  :biggrin:

 

 

I miss the sound of cannons hitting me also, and the vibration / reaction when hit by them. Piston engines right in front of you vibrate a lot, the V engines in particular , they are unstable by nature, But in this case I think we actually have a bug and not intensionally missing sounds

Posted

This is what I suspected as the issue seemed to be directly affected by latency and was different based on whether we were connecting to a server in Mother Russia vs. one in my basement.

 

Has nothing to do with latency. It happens offline with just AI. The issue is the way the sounds are "played" and from where they "play" in addition to using doppler and attenuation. It is an incredibly complex approach to try to get the most realistic sound which results in the hit sounds "playing" from where the hit occurred and when you fly to where it is being played from you are flying INTO the sound.

  • Upvote 1
Posted

Of course, only use the testimony that says the hits were loud and clear while ignoring the ones that say they didn't know half their tail was missing until a wingman told them or they landed back at base because it agrees with what you want it to.

 

Some of you people are just bananas.

 

I like simulation and I'm proud being part of the people that want to positively move forward and try to improve the sim. So if I read well your intervention : I'm a Banana and you are a very clever man. No problem with that :rolleyes: But before going, the Banana would like to tell you that you missed a detail : Maybe don't realize that the tail has no resonance part compared to a the fuselage itself ...  

 

Last but not least, people defending the sim at any price, everytime and every circumstances, whatever the subject is, often cause more damage to the image of the sim than they think.

I'm also glad that Jason and Devs are aware of that issue. Sounds plays a very large role in immersion.  

  • Upvote 1
Posted

I think it depends where the plane get hits and also differents from the engine sound and aircraft type. if the back amoreplate get hits, you should here and feel that in every plane.

  • 3 weeks later...
Posted

simple way to figure it out. Get an old plane from a scrapyard, an mg and a 20mm cannon. Shoot up the plane with sound recorders in it. Play the recordings at the appropriate level vs the engine sound in the game. That would be fun research.

Posted

I like simulation and I'm proud being part of the people that want to positively move forward and try to improve the sim. So if I read well your intervention : I'm a Banana and you are a very clever man. No problem with that :rolleyes: But before going, the Banana would like to tell you that you missed a detail : Maybe don't realize that the tail has no resonance part compared to a the fuselage itself ...  

 

Last but not least, people defending the sim at any price, everytime and every circumstances, whatever the subject is, often cause more damage to the image of the sim than they think.

I'm also glad that Jason and Devs are aware of that issue. Sounds plays a very large role in immersion.  

 

You are a banana. The tail as in the rear fuselage, the whole tail of the aircraft. Big gaping holes in the rear fuselage and there are accounts of lots of damage and pilots not knowing. You just want to accept only the parts that agree with you.

SCG_Space_Ghost
Posted

You are a banana. The tail as in the rear fuselage, the whole tail of the aircraft. Big gaping holes in the rear fuselage and there are accounts of lots of damage and pilots not knowing. You just want to accept only the parts that agree with you.

 

Everybody in this thread is guilty of confirmation bias in one way or another. You are no different.

VBF-12_Snake9
Posted

I like bananas.

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