The online racing simulator
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DaveWS
S3 licensed
Check it out.. :headbang:


BTW oval racing is not my thing, just listen though.
DaveWS
S3 licensed
Quote from Jimmy_Lemon :

heh thats awsome. thanks.

but shame you had to use a 4 letre flat 8 tho :S, stock cars are 5.7-5.8 letre V8's with 650bhp to around 800 unrestricted.

god how i hope they make a lfs stock car some day lol

I don't have my wheel with me atm, so if I made it more powerful I wouldn't be able to cope with it. Flat 8 sounds more like a V8, than a V8 in LFS.
DaveWS
S3 licensed
Quote from Jimmy_Lemon :bit off topic of ideas etc for other people, but if you can make a XRT sound like a V8 nascar id be over the moon

doubt its possible tho, xrt hasnt got the right engine to even sound like a stock car in anyway



@icyocean: Nice vid . I am fairly certain his windows are open. Whether or not windows will be able to be opened in LFS I don't know.
DaveWS
S3 licensed
Quote from [Viking] :I love the new sounds Kudos to Dave. Haven't played LFS for over a year since I've moved out from home and my DFP is left back there, but when I heard the new patch with new sounds was out I just had to try it, and I love them. The new sounds for the GTRs really make me feel like I'm driving a charged monster ready to explode and not to mention the LX4/6 and FZ5. I've always felt that the sound department is where LFS was lacking the most. Physics are superb.

Just a quick question though. I see some people mentioning exhaust volume. Is this a default setting in options which I'm just too blind to see, or is it a mod? I would love to increase the volume a little bit. Right now I've got echo a bit down and car sound maxed.

Simply press Shift+A to see the editing menu.
DaveWS
S3 licensed
Quote from Hyperactive :The only reason why I kep using the U30 as long as I did was the simple reason that I had got used to the bad old sounds. With the new bad sounds my ears were bleeding all the time and I couldn't concentrate on driving. It was so damn messy! With the old sound my ears had got used to them and only ever I had problems with the sounds was when I was watching a replay or onboard movie etc. but with the (then) new sounds there wasn't even any reason why bother. Now that I can edit the sounds it is slightly better than the old (<U31) ones but I still have no idea if the distortion/clipping is bad for my sound systems etc..

The sound editor is good (and very useful atm, would make very hard to listen LFS without it) but I fail to see the logic what goes to let us tweak the sounds so deeply. Agreed, the V (and later) sounds should have been a lot better but imho just the volume sliders for different sounds would have been enough.

I have pretty much given all hope that the sounds are going to be updated in S2 anymore, although my I will still be disappointed if there won't be any updates

I'd use CSR more if it was possible to make it automatically load when I double click LFS...

Blimey, we need to get you on some antidepressants...
DaveWS
S3 licensed
Quote from deggis :Thief!

http://www.dotdotdotcomma.com/motorsport/f1/lookalikes

funny site btw.

Damn you got me.. Still, I had to organise them in my post...
DaveWS
S3 licensed
OK, here is my idea. A second exhaust simulation should be generated alongside the present one. The first exhaust simulation should cover the low frequency sounds, and the second one with different settings, should produce higher frequency sounds. This way the sound will have two layers.

I have attached a mix compromising of two different sound settings to produce the multilayered sound I'm looking for.

P.S. Ignore the reverb like sound in the recordings, it's where I haven't quite matched up the two recordings exactly in the mix.
DaveWS
S3 licensed
Quote from Sheepy1977 :but i do feel the off power volume in some of the cars is too high

The off power volume was originally too low, maybe now I've changed it to far the other way. Anyone else have opinions on this?

Quote from Sheepy1977 :also i think the gearwhine in the open wheelers is a bit too high, and the cars sound like some kind of jet plane. is that realistic?

Yes, especially in GTR cars, the whine sound the straight cuts gears produce is often very loud and high pitched. http://www.youtube.com/watch?v=1q8ZNkhxT04

Quote from MoonForce :just tried to set the LX6 exhaust volume from 1.3 to 3.0

I'll agree it can sound nice, however that's purely the distortion you hear. The wave is cut, and therefore the sound is more aggressive, but it's not how the sound should be produced. Just personal preference.

Quote from Ian.H ::faint2:

I agree that the echo is far too great around trees, however under bridges etc it gives a good sense of environment.

Quote from Electrik Kar :...

Yes, that idea sounds good, however Scawen will probably want to simulate it properly which could be difficult as I would guess its to do with the air being compressed / moved quickly..

I agree with the other points also.

Quote from Vain :From comparing LFS's engine sounds with onboard videos I think there are two points I can put my finger on.
1. LFS seems to lack a bit regarding very low frequencies. Maybe those aren't produced by the combustion but rather by other resonating objects (cylinder block, chassis) which would also explain why it is so difficult to grasp.
I don't know how far LFS simulates this, but a real exhaust system oscillates quite heavily under revving. This could cause sound itself, or might be an indication of other oscillating parts.
2. Many high end vehicles sound very much like a trumpet. Click here for a real vehicle (...with wrong description...) and here for an LFS car.
You can also nicely hear how the real engine sound 'flitters', while the LFS sound is very monotoneous. This might have something to do with the oscillation from point 1.

Vain

I agree, and I have an idea which I will post in a minute.

Quote from icyocean :imho it'd be a good idea to have dynamic volume for engine sounds, like low rev = low volume and high rev = high volume. and when the volume is already at its maximum maybe the volume of other sounds can be dynamically lowered so relative loudness is changing.

also a higher maximum wind volume would be nice, with more significant volume change when driving in slipstreams.

You can change the wind volume in the Shift-A menu. Dynamic volume is already present. The cars grow louder already with revs.
DaveWS
S3 licensed
Quote from deggis :Btw what actually causes this clipping? The sound engine just can't take it and then it goes like that?

Sometimes the wave produced by the synthesizer is an exaggerated shape it seems when certain pulse samples are used. But in general, clipping occurs when the amplitude of the wave exceeds the limit of volume LFS can produce which cuts off the top of the waves (clips).
DaveWS
S3 licensed
Now we're talking.
DaveWS
S3 licensed
Quote from Shotglass :calculated (white) noise as the excitiation updated for every single stroke of the engine to make it sound more random and rough ... could help a lot with the engines current way too clean sound

Yeah. Possibly another simulation. Currently we have an exhaust simulation only. It would be good if another metallic (property) type object could be simulated which would vibrate based on the engine strokes, and resonate loudly at certain frequencies based on its mass to produce more "layers" to the sound. Just an idea.
DaveWS
S3 licensed
Quote from dpcars :been playing with the W patch on my newly built system - finally can run it at 1920x1080 and it looks great! getting over 90 fps at that resolution at LOD 1.0 when i don't limit it. whether my car will ever make it into the game or not i don't know (would be great, obviously) but i like the improvements in rendering. as i said before, i'm sure the devs can manage their priorities

btw, after a couple RL trackdays i got a whole lot worse at LFS - not that i ever got good at it to begin with but it is more clear to me now where the differences in skillsets lie. LFS is definitely useful and continues to impress. a friend of mine tried it yesterday and immediately asked for the link to download. he is a hardcore car guy and was involved as a sort of informal 'consultant' in development of both PS and Xbox games a couple years ago (one of his cars was recorded on a dyno by microsoft for the game sound) and he said it was the fist time he saw a game that was reasonably close to driving, as opposed to just being a game.

Have you tried the new test patch? It has preload added to the setup options, and makes a major difference imo.

http://www.lfsforum.net/showthread.php?t=23009

Patch W car sounds any better to you? (seeming as you aren't in the situation where you are used to the old ones)
DaveWS
S3 licensed
Hmmm, didn't make an impression it seems.... oh well I tried. :P
DaveWS
S3 licensed
Quote from deggis :damage is just "crash a wall and bumper drops off" type of damage

Not only that, but IT STAYS THERE..... FOREVER....
DaveWS
S3 licensed
Quote from avaran :In some cars (UFR? for example) the gear whine seems to loop badly. It's not a constant whine. The sound will 'pop' or 'jump' rythmically. I'm not sure if my explanation makes sense.

Yes this is where I would like people to post things like this. I know exactly what you mean about the looping sound of the GTR cars especially. The problem is this, due to copyright issues, the only way to extract a usable gear whine from within the law is to record the whine from an in-car video. From here the whine has to be isolated from the rest of the sound as well as I can, cut to length, the pitch levelled, and looped. The chances of the loop sounding perfect are far from good. Even with days of tweaking, the current whine is the best I can come up with. Yes I know it's not perfect, and feel free to try making your own, as long as it is copyright free.

Quote from Ian.H :Lose 95% of the echo and they'll all sound 200% better (this obviously doesn't strictly relate to just engine sounds). Trees do not sound like echo chambers
More environment sounds are needed.. rumble strips are a _must_ but it'd also be nice to hear under-chassis noises like loose stones in the wheel arches which get more intense as you drive off the tarmac etc.

I can't really say much more about the engine sounds in particular as they're just drowned out by an echo effect even after adjusting the header etc tones. Lose the fake echo around the tracks and I'd be able to give a better opinion (FWIW) on the rest of them

The only one can comment on is the turbo sound.. sounds more like a whistle than any turbo'd car I've ever been in (with and without dump valves / oversized actuators etc). I'd like to hear the turbo spool up in the likes of the XRT and XRR, but as it stands atm, I turn that volume as low as it'll go so I don't as it just sounds wrong. Actually, IIRC, the induction noise is similar too as should be more of a "slurp" than a breeze blowing between a Nun's legs

I think that the echo sounds pretty accurate when set at the minimum setting.

I agree with you about more environment sounds being added. More impact sounds, from the suspension / tyres etc; ambience, birds / planes / people, everything you would hear IRL.

Some of the sounds / samples, yes, aren't fully accurate either.
Sound Improvements/Ideas Log
DaveWS
S3 licensed
Basically I want to start a thread for discussing the current sounds. I would like to hear ideas on how to improve my sounds, and maybe future changes to the sound system for Scawen. Any criticism/comments are encouraged in this thread.

I have many ideas for the sounds in LFS, but I want to hear your thoughts.

For anyone reading this thread, I'll make a log of all the (sensible) suggestions:

- Noise generator to produce a constantly changing pulse sample (in realtime)
- Secondary exhaust simulation covering different frequencies running alongside current one
- Controlled distortion / dynamics editing
- Simulation of an object of a certain mass who's oscillations and therefore sound are driven by the engine rotations
- Lose the echo around trees
- Ambience / environmental sounds (birds, people, mechanics, flies, planes etc)
- Better collision sounds
- Improved skid sounds
- Suspension / wheel impact sounds (especially over curbs)
- Stones / gravel noises
- Backfires
- Chassis stress noises
- Pedal noises
- Steering noises
- Indicator noise
- High frequency noises fade with distance
- Whoosh as you drive past objects
- Minor reduction in off power volume
- Sounds heard from greater distances
- Support for 5.1 surround sound systems
- Sound is directional i.e. directed from exhaust
Last edited by DaveWS, .
DaveWS
S3 licensed
Ok, MEGA POST ALERT:

Toht - Raiders Of The Lost Ark:



Ross Brawn:


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David Coulthard:


Easter Island Statue:


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Kelsey Grammer:


Rubens Barrichello:


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Bernie Ecclestone:


Lurch:


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Craig Pollock:


Ed Burns:


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Takuma Sato:


Tutankhamun:


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Mark Webber:


Rupert Everett:


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Michael Schumacher:


Beaker from The Muppets:


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Jean Todt:


Alvaro Vitali:


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Ralf Schumacher:


Oliver Bierhoff:


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Neil Ressler:


Spike Milligan:


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Jacques Villeneuve:


Christian Slater:


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Flavio Briatore:


David Dickinson:


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Michael Schumacher:


Alex Winter:


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Frank Williams:


Mr. Burns:


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Nic Kiesa:


Jonathan Edwards:


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Zsolt Baumgartner:


Oddbod Junior:


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Olivier Panis:


Geoffrey Rush:


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Paul Stoddart:


Tom Sharp:



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Antonio Pizzonia:


Jimmy Carr:


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Mario Theissen:


Mr. Potato Head:


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Jean Todt:


Mel Brooks:


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Alex Wurz:


Jaws:


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Nigel Mansell:


David Haig:


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Felipe Massa:


Jamie Cullum:
DaveWS
S3 licensed
Quote from Linsen :That's basically what Dave was saying. But he was also saying that the highspeed behavior is not due to unfinished aero modeling. Or did I get it wrong?

I've re-edited my post.

Yes, that was basically what I was saying. Highspeed behaviour IS due to unfinished aero modelling (because you basically have just as much downforce / grip when sliding). If there were no downforce at all, people would make much less mechanically oversteery setup's, as they would if the aero model was more realistic (I would think). So the mechanical grip / handling at low speed is fine in the BF1, but the aero means at high speeds the rear is more planted then it needs to be (so people make oversteer biased setup's)?

But, this is only a theory it could be all down to tyre physics.
Last edited by DaveWS, .
DaveWS
S3 licensed
My best explanation for the "bad low speed BF1 behaviour" is all related to the aero modelling. The current aero modelling allows you to make a very oversteery (mechanically) setup, which is still drivable at speed due to the seemingly never ceasing downforce when sliding. This however would mean when driving the BF1 at low speeds (when aero has little or no effect), the car has an awful amount of oversteer.

Edit: Stupid internet died while I was correcting a spelling error and missed the following out:

I think when the aero physics are completed / improved, poeple will be forced to make understeery (mechanically) setup's, because of the lack of downforce which would be inevitable during a high speed slide / yaw angle, and the BF1 would behave much more stable at slower speeds.

Does anyone else agree?
Last edited by DaveWS, .
DaveWS
S3 licensed
Sounds like a V10. Edit: But it's an inline 5, which still sounds like a V10.
Last edited by DaveWS, .
DaveWS
S3 licensed
And there was me thinking you were incredibly busy with life atm. Guess I was wrong.
DaveWS
S3 licensed
Quote from niall09 :i cant find how to edit it, where do i go?

Interesting name then. I'm not sure, my best bet would be to contact Victor.
FGED GREDG RDFGDR GSFDG