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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  
Old 04-21-2011, 03:42 AM
smink1701 smink1701 is offline
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Let's see if they are able to fix sounds with the next major patch.

My guess is that they can't afford or can't get true engine and gun sounds. Maybe there are legal/copyright issues. At the very least, maybe they can open up the magic code so modders can step in.
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Old 04-21-2011, 04:57 AM
Wolf_Rider Wolf_Rider is offline
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at least they don't sound "phased"...

sound engine needs to be assigned to a seperate cpu core though

I noticed with the Options > Audio, that running the test function for different speaker set ups produces some really wired result... 5 ch from Stereo(??) for example after setting Surround. etc, etc
shut down the sim and go back in and, Stereo results in two speakers in the test


intrack LOD levels are all over the shop


*EDIT

look in the Config.ini and try setting SamplingRate to 48000... might just be me but it seem to improve the soundings a bit

[sound]
SoundUse=1
DebugSound=0
SoundEngine=1

Speakers=1 *<<<<< ?

Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=14
ObjectVolume=7
MusState.takeoff=0 <<< default = 1
MusState.inflight=0 <<< default = 1
MusState.crash=0 <<< default = 1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=0
SamplingRate=48000
NumChannels=2 <<< doesn't seem to change
SoundExt.occlusions=1
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=1
SoundExt.volumefx=1
SoundFlags.voicemgr=1
SoundFlags.static=1
VoiceVolume=8
Channels=1
SoundFlags.bugscorrect=0
SoundExt.extrender=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.8
RadioLatency=0.5
AGC=1
PTTMode=1
RadioFlags.PTTMode=0 <<<< default = 1
RadioFlags.PlayClicks=0 <<<< default = 1
ActLevel0 <<<< ? default - me no alter
MicLevel=0 <<<< default = 10 or something like that
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
SoundFlags.forceEAX1=0

speakers=6 *<<<<< ?

vgMaster=7
vgVoice=7
vgMusic=7




I also noticed, when I belly landed, that the scraping sounds stopped when the plane did
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Even duct tape can't fix stupid... but it can muffle the sound.

Last edited by Wolf_Rider; 04-21-2011 at 05:23 AM.
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Old 04-21-2011, 06:32 AM
Havoc04 Havoc04 is offline
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I read in a post (Cant find it) That Luthor said apparently the reason why there are no decent engine sounds was because they were unwilling to pay someone and hire a plane to make recording etc (Not exact words but roughly what was said)

Question is. OK so they didn't want to spend money on a sound recordest and it costs a lot to hire a aircraft and run it for an hour. THEN where the bloody hell did all these nice mod sounds come from? Airshows? Movies? If someone that isn't in the business can do it from sample recording etc then why couldn't Maddox do it? Copyrights? Who knows..

But personally i cant wait till the modders can start doing something with the game when the SDK comes out. Hopefully it does (Look at CA balls up on the total war series SDK promised (From the horses mouth) NEVER delivered.

Not rant per say but just a disappointed person that thought there would be a iconic Merlin engine in there (A2A simulations anyone?) LOL

Regards
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Old 04-21-2011, 08:59 AM
BigPickle
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Quote:
Originally Posted by smink1701 View Post
Let's see if they are able to fix sounds with the next major patch.

My guess is that they can't afford or can't get true engine and gun sounds. Maybe there are legal/copyright issues. At the very least, maybe they can open up the magic code so modders can step in.
companies can't patent the sound their engine makes or bang the weapon produces

I do think the internal sounds are excellent though they need to be louder inside.

I still cant find a way of extracting the SFS files to see if the sounds are in there, anyone know when the SDK is out?
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