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Originally Posted by the Dutchman
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?
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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
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".
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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).