Scawen - MANY thanks for rolling out U33 so quick - really pleasing progress!
BF1 is vastly improved.. At first I was cynical of the "syntheticness" of the sound at high RPM.. now... I think it really is 90% correct.. some tweaks here and there perhaps, but this car has come on leaps and bounds in terms of sound since U32. I find myself listening really carefully for that subtle two-tone howl
Just as a side-note - there should probably be no actual sound produced when shifting gear, but a FRACTIONAL low pitch burble (to simulate the minute cut in throttle that the real thing uses while the next cog is forced into play)?
I'm really happy now with the volumes of most of the 'normal' cars. I had to remind myself that these cars are really intended to be road-going cars, on the track (though fully adjustable) and so there's no real need for them to be louder than a road car would be (if it was being driven hard, of course)
I'm very impressed that the gear whine now starts off quietly and becomes more pronounced in the FZ50 GTR - JUST like the real deal! To be honest, the FZ50 does seem a little more refined that I would imagine... But I've never taken a ride in a Porsche, so maybe they really are this quiet .. or maybe I should be turning up my speakers
Equally, I'm impressed by the cut in gear whine in 'normal' road cars, and the delicious wastegate flutter on the turbo GTRs. Also - THANK YOU for altering the sound option for echo! I've disabled it completely and this has increased my enjoyment.
BallBearingTurbo - I'm intrigued by your comments on the science of the sounds being produced and agree with what you're saying. There is still a bit of rasp missing up at the high RPMs. However, if this rasp is actually caused by vibrations of metal and solid parts of the car, I can imagine that will be tough to simulate :/
There were also comments by jtw62074 about how to possibly simulate sound output variation for the engine block vibrating on its mounts... Very interesting stuff! Wonder if this could make a big difference?
I beg to differ. If LFS is supposed to simulate a full racing helmet and fireproof balaclava, then maybe I can imagine it correct as it is. However, if I'm taking my lovely GTi on a trackday, maybe I don't have to wear a helmet (Tiff Needell doesn't). And maybe I would like to turn 'HELMET SOUND SIMULATION: OFF' for a better, higher clarity experience?
Listen to the sound clip I linked back at page 5 - FZ50 GTR in car.... 911 GT3 in-car..... FZ50 GTR drivepast... 911 GT3 drivepast.... there is a definite element of rasp missing and I'm surprised if you think it shouldn't be there.
Both cars have 3.5L flat 6 engines. I suspect the real 911 GT3 may have slightly more power than the LFS version (haven't found specs from the videos I clipped)
Listen for sound over 5000rpm - LFS does seem to saturate this area with reverberations that make the sound hollow, as if the car is being run in a hallway (echo has been set to 1 in-game)
Also - gear whine is present from 1st gear in the FZ50 GTR, whereas I only ever seem to be able to pick it up at high speeds from the real thing (3rd gear and faster). I could be wrong here, but perhaps the volume should be lower initially?
I do feel the heart of the sound being generated now is spot on - but it's as if I am a molecule inside the engine block, rather than a bystander listening to the rasp of an exhaust as well as the thrum of the motor itself?
Please take this criticism constructively, I am only longing like everyone else for delicious sound in LFS