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View Full Version : Enemy's Engine Sound from Six O'clock in SOW?


zxwings
10-01-2010, 03:29 AM
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As is widely known, by means of certain sound setup in IL-2 Sturmovik, you in a fighter plane can hear the engine sound of another figher approaching you from your six o'clock. This results in some unpleasant things: sim pilots that deliberately use this trick never turn their virtual head or manoeuvre their aircraft to check their six or low six, but, when another fighter (whether friendly or hostile) is getting near from behind, they always know it, because their headphones tell them about it in advance!

And "Check your six!" becomes "Turn the volume up!"

So, in IL2, it is impossible to apply Erich Hartmann's stalk-and-ambush tactics - by stealthily and quickly approaching the target from their six and fire within a very short range, which is less than 30 metres. By Hartmann's own account, he was convinced that 80% of the pilots he downed did not even realize what hit them - certainly his prey did not hear him coming, even when he was within 30 metres.

Several years ago I once read of Oleg's reply to the issue on Ubisoft's forum, that this problem was unsolvable within the sound engine of IL2.

But in SOW, will the headphones still function as the trick-users' third eye on their tail, always watching their six?

In my mind's eye Oleg smiles and says, "That trick does not work in SOW!" :-) :rolleyes:


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Blackdog_kt
10-01-2010, 05:17 AM
Actually he's already said it, i think in one of the latest weekly update threads (the most recent one probably). ;)

The IL2 sound engine works best with high end soundcards and speakers, that's why "tail sonar" occurs when people have a not so good soundcard or deliberately force their sound settings to a lower quality.

For SoW and in order to solve this problem, they said they made the sound engine with the aim of working as intended with a wider variety of configurations and peripherals, from onboard to Hi-Fi soundcards amd from cheap headphones to surround speaker sets.

Feuerfalke
10-01-2010, 06:00 AM
AFAIK it was also said that the new soundengine fully supports the speed of sound. This will largely influence how sonar will work or when you hear somebody fire.

pupo162
10-01-2010, 10:52 AM
dispite being unrealistic, i always loved to hear the other guys engine roaring when we were in tight scissors or something, and yeah, i get your point becouse oyu can hear them closing their throtle and that kind of stuff while close manouvering, still, this is very very nice thingy...

zxwings
10-02-2010, 07:25 AM
Actually he's already said it, i think in one of the latest weekly update threads (the most recent one probably). ;)

The IL2 sound engine works best with high end soundcards and speakers, that's why "tail sonar" occurs when people have a not so good soundcard or deliberately force their sound settings to a lower quality.

For SoW and in order to solve this problem, they said they made the sound engine with the aim of working as intended with a wider variety of configurations and peripherals, from onboard to Hi-Fi soundcards amd from cheap headphones to surround speaker sets.

It's great to hear that.:grin: Thank you for the good news! I read the updates almost regularly, but didn't see that one in question. Must have missed it. I'll try to find it.:)

zxwings
10-02-2010, 07:29 AM
AFAIK it was also said that the new soundengine fully supports the speed of sound. This will largely influence how sonar will work or when you hear somebody fire.
That's nice indeed!