I'm not sure if this is a problem with my sound setup, but when I try F1RS I
find it impossible to get on with due to the modelling of the engine note.
When I accelerate, the sound rises in pitch in the normal way, however when
I back off the throttle (analogue throttle by the way) the engine note drops
in pitch *instantly* by several tones, as opposed to dropping down smoothly
in proportion to the speed of the car.
Is this a problem everybody has, and if so doesn't it bother anybody?
I have all patches up to 1.09 by the way.
- Michael
I have the same problem, and yes - the engine sound could definitly be
improved!
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If you want to reply to me in person, please replace nospam with swipnet in
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Best regards,
Richard
Michael Powell skrev i meddelandet
This is one of the weak spots of F1RS. Try reving the engine in neutral, it
doesn't sound at all as when you hear a real F1 reving :o(. This will hopefully
be fixed in F1RS2 as everything else :o). They even say the physics will be
infinitely closer to the real thing, which sounds like a huge improvement -
http://www.f1rs.com/newseng.html -.
/Christer
--
http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
racing"-proposal under "For developers". Read it a couple of times, cause noone
has understood it the first time they've read it yet :o))
Have you tried my replacement "in car" sounds for F1RS? I think you'll find
that they're an improvement over the original sounds. Still not as good as CPR
or GP2 though.
http://homepage.tinet.ie/~expatjen/F1RSound.htm
regards,
Patrick
Quoted text (11 lines)
> This is one of the weak spots of F1RS. Try reving the engine in neutral, it > doesn't sound at all as when you hear a real F1 reving :o(. This will hopefully > be fixed in F1RS2 as everything else :o). They even say the physics will be > infinitely closer to the real thing, which sounds like a huge improvement - > http://www.f1rs.com/newseng.html -. > /Christer > -- > http://home4.swipnet.se/~w-41236/ (Read all about the "Global online > racing"-proposal under "For developers". Read it a couple of times, cause noone > has understood it the first time they've read it yet :o))It's not so much the sound itself I'm worried about, more the link between
the sound and the modelling of the engine RPM.
This is in my view one of the fundamental things in a racing game to cue you
into how fast you are entering a turn.
You need to know:-
1) The gear you are in
2) The revs you are doing - and the primary cue for this is the engine sound
pitch.
- Michael
>Have you tried my replacement "in car" sounds for F1RS? I think you'll find
>that they're an improvement over the original sounds. Still not as good as CPR
it
>> doesn't sound at all as when you hear a real F1 reving :o(. This will hopefully
>> be fixed in F1RS2 as everything else :o). They even say the physics will be
>> infinitely closer to the real thing, which sounds like a huge improvement -
>> http://www.f1rs.com/newseng.html -.
>> /Christer
>> --
>> http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
>> racing"-proposal under "For developers". Read it a couple of times, cause noone
>> has understood it the first time they've read it yet :o))
Quoted text (10 lines)
>or GP2 though. >http://homepage.tinet.ie/~expatjen/F1RSound.htm >regards, >Patrick >> This is one of the weak spots of F1RS. Try reving the engine in neutral,Oh well - hopefully I'll be playing GPL long before then anyway.
Back to Gran Turismo for the time being.
- Michael
>This is one of the weak spots of F1RS. Try reving the engine in neutral, it
>doesn't sound at all as when you hear a real F1 reving :o(. This will hopefully
noone
>has understood it the first time they've read it yet :o))


































