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  #1  
Old 03-28-2011, 07:00 AM
IbnSolmyr IbnSolmyr is offline
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Default Please Oleg, improve the sounds !

You Oleg and team have all my respect and admiration for your kind work, but please, improve some of the sounds that aren't decent comparing in all the wonderful work you did with ClOD.

Even 3rd parties did a lot better in Il-2 ! For instance :


At this moment, some videos show us that we can start a V12 exactly as we start our cars' 1L 4 cylinders... or even a lawn mower ! It's really a shame.
Exterior sounds simply are exactly the same ones as in the stock Il-2, from about 10 years now !... Unbelievable !

Sounds are very important in a simulation, so please, improve all this stuff as quick as possible ! (before clouds, and even dynamic campaign..)

I know we are a lot to think what is said here. This criticism isn't a bad thing, but wants to simply be constructive, in order to get the best that we wait for...

Regards,
Solmyr.

Last edited by IbnSolmyr; 03-28-2011 at 07:12 AM.
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  #2  
Old 03-28-2011, 07:01 AM
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LukeFF LukeFF is offline
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How many new posts and threads about this topic do we really need?
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  #3  
Old 03-28-2011, 07:02 AM
Hecke
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Originally Posted by LukeFF View Post
How many new posts and threads about this topic do we really need?
As long as the devs don't get it, we still need more.
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  #4  
Old 03-28-2011, 07:05 AM
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JG52Uther JG52Uther is offline
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Sounds are the least of their problems just now...
Personally,I can live with them,while they sort the rest of the game.
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  #5  
Old 03-28-2011, 07:20 AM
JG27_PapaFly JG27_PapaFly is offline
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Don't care much about external sounds, I only get to listen to them in tracks. Thank god the in cockpit sounds are good. If i had to choose between better external sounds and better frame rate i'd go for the latter.

BTW is the sonar finally gone? You know, the ability to hear approaching planes while in the cockpit. That is a huge pain in the ass with IL2FB.
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  #6  
Old 03-28-2011, 07:40 AM
Romanator21 Romanator21 is offline
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While Jafa's sounds are generally nice, in some situations they unfortunately have the strange effect of sounding like someone who is blowing a raspberry.

To be honest, I rather like stock Il-2 sounds, but I guess it depends on the sound card or speakers?

But I would hold back any comments on CoD sounds for now. I doubt they're final or are just buggy (sound in outside view is the same regardless of viewing position, which is strange considering that this is not the case in Il-2:'46)

Last edited by Romanator21; 03-28-2011 at 07:43 AM.
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  #7  
Old 03-29-2011, 10:29 PM
Fearfactor Fearfactor is offline
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Quote:
Originally Posted by JG27_PapaFly View Post
Don't care much about external sounds, I only get to listen to them in tracks. Thank god the in cockpit sounds are good. If i had to choose between better external sounds and better frame rate i'd go for the latter.

BTW is the sonar finally gone? You know, the ability to hear approaching planes while in the cockpit. That is a huge pain in the ass with IL2FB.
The sounds in the mods for IL2 are much better than the stock game and that includes the external sounds. And I just did a frame rate test using the Black Death track, one for stock 4.101 and one for UP2.01 and the both the average and max frames were actually better for UP2.01! I had vertical sync forced off. The min frames was a little better for stock game at 57, UP was 55.

So great sounds don't necessarily mean a significant performance hit.
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  #8  
Old 03-28-2011, 05:16 PM
Oldschool61 Oldschool61 is offline
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Question

Quote:
Originally Posted by IbnSolmyr View Post
You Oleg and team have all my respect and admiration for your kind work, but please, improve some of the sounds that aren't decent comparing in all the wonderful work you did with ClOD.

Even 3rd parties did a lot better in Il-2 ! For instance :


At this moment, some videos show us that we can start a V12 exactly as we start our cars' 1L 4 cylinders... or even a lawn mower ! It's really a shame.
Exterior sounds simply are exactly the same ones as in the stock Il-2, from about 10 years now !... Unbelievable !

Sounds are very important in a simulation, so please, improve all this stuff as quick as possible ! (before clouds, and even dynamic campaign..)

I know we are a lot to think what is said here. This criticism isn't a bad thing, but wants to simply be constructive, in order to get the best that we wait for...

Regards,
Solmyr.
Your worried about sounds when there is major stuttering and fps issues
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  #9  
Old 03-28-2011, 06:12 PM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by the Dutchman View Post
How hard is it to send out 1 or 2 man with soundrecording equipment and record them from the source itself,i think that's what A2A simulations did?
If third party modders can find them what's the problem?
They told us why they didn't do it this way in some posts during the previous months.The problem with this is not so much having to fly expensive equipment overseas on a chartered flight (although it can be expensive as well), but most of all that getting someone to run an engine that's now a very expensive to run and maintain museum piece with no readily available spare parts is going to cost a lot of money.

Thinking about it, some engines are pretty rare (especially German ones) and their total hourly cost (operation and maintenance) could be higher than that of a modern engine used in a modern general aviation aircraft. Now imagine how many hours are needed to get accurate recordings across the entire RPM range or rent a ride on a flying warbird to capture the propeller and wind noise at high speed.
Finally, nobody's going to let you run a DB601 at WEP when they use reduced power settings on flying 109s to preserve engine life, probably not even if you paid a good amount of money.

I'm not saying what we're getting is optimal, but i can certainly understand why it is the way it is. If i won in a lottery or something i'd rent a charter flight, fly their sound engineers to some museums and pay for the expenses of running the engines, but sadly i haven't won in one yet

Also, this:

Quote:
Originally Posted by proton45 View Post
I'm not saying that the present solution in the "Cliffs of Dover" engine is ideal...but I don't think its as bad a solution as some people make it out to be...Many natural effects like the doppler effect...or engine damage...or echo/reverb effects (like taxi out of a shed into open air), can not be adequately delivered by sound files alone...The initial impact of a pre-recorded engine start up is outstanding, but what about all the "little" details of reality, like how sound waves travel and change (decay,reflect,shift) as the sound source moves around the "player"? What about engine damage, or changes in RPM? I have heard some convincing work done by "outside" modders for the "IL2 1946" game engine. But I don't think that, that solution is perfect either...I'm always hearing the microphone compression, and sound file looping to match RPM ect...its good work, very good even. But it always sounds like a recording to me...it doesn't "sound live".
A recording is a recording, it's not dynamic. To get a truly believable effect we'd have to spend hours upon hours of recording in very small increments across the entire RPM range, which means even more expenses.

A modern turboprop can push an aircraft's hourly operating cost to $400 or so. I'm going by memory here from the Cessna Caravan manuals, you can find them online, and that one uses the ubiquitous Pratt and Whitney PT-6 series which is a much simpler engine and probably has less moving parts than the high powered pistons found in warbirds, it's reliable as hell and has readily available spare part supply and servicing. I'm just guessing here, but i think that running a rare WW2 engine could probably cost at least $1000 per hour total (fuel, servicing, inspections, etc).
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  #10  
Old 03-28-2011, 06:46 PM
Fafnir_6 Fafnir_6 is offline
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It seems to me that there are two camps here. One group is happy with the stock in-game sounds of IL-2 while the other desires and pushes for the modded sounds from the likes of Jafa and Tiger33 (this has been true since the beginning of Il-2 modding). I belong to the latter group but I can respect the viewpoint of the stock purists. It is becoming increasingly obvious to me that you cannot easily reconcile these two camps. In light of this, I say that the Cliffs of Dover devs allow for modded sounds to be selected by the user (thanks Azimech for the idea). Include the the stock sounds as default for the purists but have a switch in the sound setup that will make the game look to an alternate(user-defined?) sound sample folder. Standardize the file structure of this alternate location to make sound modding easy and let the users decide how their game sounds. Sound files will not compromise the integrity of the game as far as gameplay is concerned. I believe now that this is the only way to make everyone happy and that by doing this, the sounds issue that began with IL-2 in 2001 will disappear forever. I hope this approach is taken by both the Cliffs of Dover devs and by DT for the original IL-2.

Cheers,

Fafnir_6
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