Are these three sections 'just' simple resonant filters?
If so, I wonder if adding just a very basic waveguide for the main exhaust pipe(s) might make a big difference - it would give a 'throat' to the sound. I know that this would be some work but I also know it is not a huge task as I have had a go with a basic waveguide implementation myself (flute), and I couldn't believe how simple it is, And how effective.... of course, adding in all the fancy refinements that I was suggesting would be a much bigger job - certainly well beyond my abilities - and if you did, I would probably need to upgrade my Athlon1800+ - but those things are probably just overkill
/me takes a guess...
Maybe because each one is in a different "position" in the simulated chamber/pipe structure, so rather than model a complex structure with a seperate bandlimited filter to introduce each sound exitation at the correct position, he introduces them all at the same position but with a time delay calculated by the speed of sound and the distance down the model.... or something... EDIT: oops, I misread - I guess its just to seperate the two pipes in space - one is always going to be a bit further away from the listner than the other, so a 'tiny' delay is a reasonable approximation ?
@Scawen - does your exhaust model include different diameters of pipe and or slightly tapered sections... or some sort of accurate simulation of joins...
I was wondering if somthing like this would introduce some slightly more chaotic (fractal) results that would give a more lively sounds rather than the current ones that seem very periodic and predictable... like the difference between a saxophone and a clarinet - sax is a cone rather than a cylinder, and this gives it a much wilder more expressive sound..... EDIT2 I guess that even if there are no tapered sections in the system, the violence of the exhaust will be constantly deforming the pipes which will in turn alter their response - this will have a similar chaotic effect - like when you blow a trumpet hard, you get a much more raspy 'rude' timbre
Hmm good point - could the lack of a 'shaky' slightly varying note be related to discussions here on the forum a while back about lack of 'play' in the drive-chain. At the time some of the issues with grip were being partly attributed to the lack of play in the drive chain and mounting points in LFS that would exist in real life... I wonder if this also has an impact on the audio characteristics...
There seems to be less feedback like:
I don't like the new sound because A B C
you could improve it by D E F
and more like:
The new sound sucks - I'm going back to the old version... so there !!
Too many people react with extreme judgements, and thats just wasting a great opportunity to really help the develoment process - the little value that their negative and non-constructive comment adds is easily outweighed by the addition of extra 'noise' to the feedback process.
It would be great if more people would spend more time to try and think a bit harder about why they have the reaction they do and express their views with more accuracy... I guess thats a forlorn hope though...
Basically what this poll does is make the feedback even less precise and less personal - so even less useful ! IMO it would make sense to have a vote like this on a change to a 'release' version, but in the context of an early development test release, I think it is un-helpful.
eg. how can people say that they don't like the new sounds as much but can see a greater potential for ultimate success ?
How can they say what it is that they do or don't like ?
About as far away as we are from having the graphics look as good as video fotage of real cars....
But thats not the point.
My understanding is that the sound enging is supposed to give the driver as much feedback as possible, so there will always be a compromise between visceral raw exitement caused by real sounding engine roar, and the more synthetic but much more useful sound obtained through simulation instead of record/playback.... I think right now its not good enough, but it's brand new and in testing - hasn't even made it to an alpha release, so I think folks are being very premature with their judgements...
I think swimming is a far more appropriate analogy...
You've got racing which is like the swim racing - first to the finish is the winner and where the top athletes are houshold names e.g. Thorpe, Phelps, Spitz, Biondi == Shumaker, Prost, Senna, McRae etc. then you have synchronised swimming that is a points based judged sport where the rules and the top athletes are mostly only known by close followers of the sport.
Of course if you don't like that idea there's always 'rhythmic gymnastics' (the one where they don't even need to be very athletic, just good at doing fancy tricks with high precision....)
Not remotely like a sine wave - there is plenty of spectral content in there.
It would be interesing to see results of your comparisons after putting the wave files through a spectrum analyser - that would give a much more revealing picture of the frequency content.
Try your two car sound clips (and a sine wave just for fun :razz...
Hmmm - I don't like the new sound update... and I do...
Don't:
The final end result doesn't make me feel as good when driving as the U30 sounds.
Do:
The sound seems more fluid - it seems more like a real organic sound, just not like the sound a car makes .
Here's a guitar analogy...
It's like a nylon strung acoustic when it should be a Strat through a cranked Marshall stack. The old sound was like a synth though a cranked Peavey Bandit... At least now it sounds like a guitar.
Something I've been wondering for a long time (years) is if Scawen could implement some sort of Digital waveguide for the individual cylinder sounds (or for the engine as a whole), and for the exhaust. This would soak up some cpu for sure, but wouldn't need to be of the same quality level as for alias free synthesisers and the like...
I think this (possibly along with some psychoacoustic distortion - to fool the brain into thinking the sound is louder - think aural exiters as used in TV advertising) could make a huge difference to the percieved quality of the sound.
Scawen, have you been here before ?
Would it be possible to use simplified or low-fi waveguides without using way to much CPU? maybe a few for the car 'in focus' and 1 per car for other cars within earshot ?
Yeah? except some of those - like esses(1) and esses(2) have been used since early demo days. If a corner already has an established name, you aren't going to change that with a vote and an announcement...
Like Blackwood T1, there's only one name for that turn and it is 'T1', because is always was - there was a time when that was the only LFS track... folks aren't going to suddenly start saying "you rammed me in Paramount... NOOB".. its always going to be 'T1'.
Problem is that too many folks don't know their history
....
Another thing I noticed, assuming it is the intention, Barnardos has 2 r's, So it would be kinda odd to call a turn Barnados - sounds like an island somewhere or something...
Is there also a charity called Barnados ?
(wouldn't surprise me, I remember in the UK during the general election for one seat, (can't remember where) the conservatives put in 2 candidates - one 'Conservative' and one 'literal democrat' - split the liberal democrat vote and the Conservative candidate won the seat.... because most folks don't read things properly - just happily give their vote or old clothes erroniously)
Nice work - if we have to decide on names artificially, then this is as good a way as any...
One thing I've noticed is that some of the folks suggesting names are obviously not thinking about how these names will sound in usage.
The only point in having names for corners is so that its easier to discuss them... unfortunately too many suggestions are long multiword phrases...
think how your suggested name would sound in some possible sentences such as:
I lost the rear coming out of XXXX
wtf, you took me out just before the XXXX apex
If I get a good second sector, I always lose it in XXXX
XXXX gets me every time
you're losing time in XXXX and XXXX... try braking earlier for XXXX and dont mash the throttle so soon at the XXXX exit.
Either: the guy is too thick to be able to cope with reason, logic and evidence, and prefers to believe marketing..... And anyway, GT4 has loads of REAL CARS and loads of REAL TRACKS, so of course it is more realistic...
SimpleIdiotLogic® says that real tracks + real cars = realistic handling
and conversely that 'fake' cars and 'fake' tracks = 'fake' handling
Or: he has a low opinion of you and cannot concieve that something you like (but he doesn't) could possibly be better than something he likes (but you don't) in any way.
Or: he knows that LFS is more realistic, but he prefers the huge licenced content and more accessible (read: less skill required) gameplay of GT4. However, he knows that it is 'cool' to be more 'realistic', and he also knows that you are more attached emotionally to LFS that he is to GT4. So rather than admit the mildly embarassing truth, he has fun by winding you up all the time, pretending to believe that GT4 is more real than LFS... are you letting him get to you ?
yeah, as you drift wide round the turn, the extreme angle you are at lets you watch the 'grippers' steam past on the inside and see the lines they take
What I go for is a server with at least 3 or 4 people on it with a low ping and a car/track combo I'm competitive at.
I havn't raced much for quite a while. I find that each time more content was added, it became more difficult to find enjoyable races... just finding races with enough folks at about the same skill level can be tricky when there are so many combos.
Its a shame that people don't use the chat...
years ago when I played GPL there was an app called winVROC... everyone congregated there in the chat area and there was a list of servers showing which ones were mid race, and which ones were running qualifying for next race... with this setup, it was easier to get folks together for races.
I guess in LFS its fine if you are in a 'team' you know roughly when other members will be around, and what servers to check on, but for everyone else, it just makes it even harder to get good 'casual' racing enjoyment.
You don't need a 'concept' or special rules. If you want 'drift racing', you have to devise race tracks or courses where the fastest way around the corners is to drift - so those who don't drift or drift badly will not have a chance of winning.... You'll probably want to have a fairly loose surface.... and maybe time the cars rather than have them all start together - to avoid the obvious T1 problems when everyone gets sideways together... Maybe you could use existing roads and tracks for this... snow/ice might be good as well... amazing no-ones already done this really
It is lame, but not because the arguement is polarised - it isn't.
polarised would be:
the drifters saying "drifting is great and requires great skill"
the racers saying "drifting is pants and is easy but pointless"
in reality,
The majority of drifters (who are posting) are saying:
"Why do you hate drifting? drifing is great, you just don't understand it" (some are saying drifting makes you faster?!)
The vast majority of non-drifters are saying roughly:
"I have nothing against drifting - I agree that it requires skill, but I don't want to do it as an end in itself - I'm here to race. What I don't like is the attitude of many (not all) 'drifters'."
you see, there is no argument. other than
A Why do you hate it?
B We don't
A But why do you hate it?, its so unfair
B But We don't hate it - really we don't
A I still don't understand why you hate it - you must be stupid...
B We don't hate it, and don't call us stupid...
etc.
yep - it's lame because only one half is arguing - the drifters.... and they are argueing against their false perception of what the non-drifters think...
The truth is that MOST FOLKS WHO DON'T DRIFT DO NOT HATE DRIFTING
If there is a problem its with the part of the drifting commumity that we are most likely to come into contact with - the irresponsible ones who drift in race servers, and love to get into pointless arguements based on false perceptions rather than listening to what people are really saying...
I agree (assuming your distinction is between 4 wheel drift ( like in gpl ) and 'artistic drifting' style drift.
If you mean 'artistic drifting' and 'drift racing' then I LOL at you)
In normal racing you drift when it is the quickest, or most efficient way through part of the track, or because you are doing an in fast out slow overtake/block manouver a la Senna in that AMAZING clip.
In drifting you drift because its the rules.
Good for you
why do you think that, from what I've read, most folks - me included - think it's a difficult skill and when perfected can be entertaining to watch.
You don't get respect by demanding it, you get respect be earning it.
'Drift racing' makes me think of race walking where 'athletes' (who are not good enough to compete in a running race) do a 'race' that has extra restrictions imposed upon it that depend on close monitoring of every competitor.... (and they wiggle their asses). Has anyone here seen race walking without thinking 'why?'
Drifting as a spectacle of skill and artistry, I can understand, a bit like rythmic gymnastics or synchronised swimming. Just don't pretend that it's racing.
Hey, I just broke the 60m world record for hopping backwards with one eye closed while shouting 'spank me sideways I'm a drifter' at an angle of at least 45º - I pwned you all.
Thats called bump drafting, and is a legitimate technique, helps both drivers to faster times, and is a good way to catch a runaway leader, however there are enough LFS drivers who kick up a stink about it that it's probably best avoided except with friends..... And then of course there are accusations of cheating if you do it with team mates... can't win...
The big problem with bump drafting is that if the guy behind gets it wrong it takes them both out, and there are too many eager but unskilled drivers out there... I used to bump draft all the time on the blackwood back straight, and had very few 'incidents', then the anti bump drafting lobby appeared and spoiled my fun illepall
_Looks_ to me like a clear case of the white car being run into the barrier by the blue car. Obviously approaching the turn where the incident happened, the white car has more than 50% overlap and is on the inside - so the blue car should yield the apex, but doesn't. Looking closely you can see that both cars are pointing at the apex, suggesting that the blue car could take a wider line if it wanted. I am surprised that any 'officials' would see this as a 50/50 'racing incident'
(Of course, I would want to see a proper replay before condeming anyone)
But my e-daddy is bigger than yours, and he has a e-axe and will chop your e-penis right off... so there !! HA
Anyway, I would much rather not have enough time to play a great sim like Live For Speed, than not have enough time to try out a game like rFactor in order to make a fair comparison and come to the honest conclusion that LFS is obviously the best!