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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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And that is how i want my spit to sound
http://youtu.be/vWk2GI63kWk Not like it is now, a wet fart ![]() And while im at it give me that skin lol |
#2
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Oleg himself stated prior to the release that the development video sounds were place holders and we wouldn't hear the proper ingame sounds until the sim was released.
We did question this and now we know why,there were no realistic engine sounds ,the place markers are still there and they still sound like il2 lawn mowers ![]() Those pieces of work are incredible,100% better than il2 and what i've read and heard about this sim. |
#3
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Jafa's sounds are magnificent.
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#4
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Wow those do sound amazing.
I may have to install IL2 1946 on my new pc with some mods, I always played it vanilla. Here's my question. If you have engine trouble or engine damage with these modded sounds, is that modeled as well? Or will it just play the stock recorded loop of a healthy engine over and over no matter what levers or damage has occurred? Hope this person keeps up the great work. Well done. |
#5
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HOLY MOTHER!!! THIS IS IT guys we NEED to get OLEG to listen to these sounds! i cant believe it! how is it posible that oleg and crew have such cruddy sounds when one guy can make these magnifcant sounds??? we can only hope that we can get these to install over or crappy vanilla sounds.
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#6
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Wow, stunning sounds
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#7
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@Kestral79: My understanding of his work is that these are not 'canned' sounds. What I mean is they are worked into the current (1946) sound engine, it uses the doppler effect and sound warping that is in the sound engine. He has improved the samples that it takes from to create the engine sounds, etc. It will change RPM, flyby, etc as the environment changes, I don't know how many different samples are needed for all the nuances of each engine to make it real, I know there are quite a few, and the sound engine accommodates, quite a bit of variation. One thing I do know, talking to Jafa, its not plug an play, there is alot of finessing to get them to sound just right, and the sound engine has its limitations, but over all, he really has done really well with what he is working with.
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#8
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To get the true awesomeness of a flyby, you would need to simulate wind conditions effecting the soundwaves (so that windy weather makes the flybysound fade in-out frequently at distance, but the closer it gets the more defined and constant it becomes) Some sound frequencies (like long wavelength ones) travel further through air so the brooom sound from the engine may still remain, whilst the snapping of the exhaust-stacks and roar of the engine fade in and out as the plane approaches the viewer and then becomes very define as it rushes by, and then you hear the "clapping" sound from the aft of the exhaust-stacks.
ARMA II has a very very good sound engine (even masks/soften sounds behind vegetation/terrain/buildings) and portrays a VERY realistic soundscape. The sound quality isn't 100% though thanks to youtube ![]() Pay attention to the delayed explosion sounds (YES we have them in CLOD - sound distance travel) and the altered effect as the plane closes in and flys by the camera, and you can then here the jetblast "ripping" up the air. |
#9
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Jafa, I've never heard your sounds before but they are godlike.
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