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Feedback and Damage (Audio)


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Posted (edited)

I am not convinced at all by the audio cues given to the player to relate the state and condition of their aircraft. I have flown in open cockpit biplanes, if you accelerate downhill the bracing wires vibrate, the fabric covering sings, the increase in airflow is as reliable a source of airspeed as the indicator. I find the audio soundscape to be severely lacking in terms of communicating a visceral flight experience to the player.

 

If I get hit, some vague substance inevitable trails behind me, making me a target for more hits. It doesn't matter if I get hit in the wingtip, tail or where ever. One round penetrated my aircraft and I'm trailing a cloud of some meaningless liquid nonsense behind me for days? Why?

 

If I dive an aircraft there is no audio feedback telling me "hey dude, some 45 year old woman riveted this ---- together at the end of a 12 hour shift and then quit her job to work for an accountant."

 

The soundscape could communicate so much more to the player. It needs more work and the overall external engine sounds are thin and weak. The internal sounds are great for engines/weapons. They're better than older games, sometimes. But I want my balls to tingle when a plane goes past, not my cringe reflex.

Edited by LukeFF
Profanity
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Posted

It's a mess, I can hear JU-52 motors at three Km's but never hear a hint of flak bursting ten meters outside my canopy, let alone hitting my aircraft.

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Posted

You always know when the Tempest is around; even over the Thunderbolt engine, it sounds like someone is working their lawnmower a kilometer behind you! Sound balance in BoX is pretty terrible, that's for sure.

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