View Full Version : OLD test patch thread, up to U35
Scawen
5th July 2006, 19:11
Hello Racers! Here is a new Test Patch U35! :)
There are a lot of changes since version U - all listed below in this post. Important changes include :
Car Sound Improvements
Automatic Update System
Windows Vista Compatibility
New Script System
S2 racers can now see S1 hosts
S1 users can use the skin downloading system
Many Fixes and Improvements Throughout
WARNING : your controls will not be correctly assigned due to the new way the controls are stored in a special file in the data\misc folder. There is a default file included for the Red Momo and the Microsoft FF Wheel so they should be reasonably set up if you have one of those. We will be providing default files for many wheels. We will make a special announcement when we need help supporting more wheels.
NOTE about H-shifters : Since U11, you cannot use an H shifter on a single seater car. If you have a shifter, LFS automatically sets to sequential when you select a single seater. There are two separate versions of these three settings (one for sequential and one for shifter) : AutoClutch, GCCut, GCBlip. That's because a lot of people may wish to use auto clutch with their paddle shift and manual clutch with their shifter.
NOTE about controls : There is a new script system you can read about below. When you select a car with a road / sequential or paddle shifter, LFS will run the file data\script\road.lfs (etc). Some people may want to use the /button command in their scripts, to assign unused buttons. For example when you drive a formula car, you have a spare horn button and you might want to use that for pit speed limiter.
Changes in TEST PATCH U35 (AUTOMATIC UPDATE) :
After installing U32, run LFS and click on List of Games. You'll be given the option to update to U35.
New language included : Galician (Galego)
Language support : wider buttons at bottom left in some cases
Outside car custom view detection for sound (out of car rectangle)
Much easier to get to desired FOV using 5 and 6 zoom keys
Can't join race / leave pits for 12 seconds after green light (stops cheating)
Other cars sound volume increased by 10% - more immersive
V and flat engined cars exhaust pipe separation (stereo effect)
BF1 wind noise decreased / other minor adjustments
UFR sound improved : more race like
Small updates to all car sounds
Changes in TEST PATCH U34 (AUTOMATIC UPDATE) :
Discount immediate pit stops from the "must pit" rule (cheating)
All cars resaved, with minor changes to sound (e.g. less gear whine)
Slightly more sound changes on large GTR cars and LX6
More updated translations
FIX : Entering SHIFT+U from following view played loud car sound
FIX : Move speed slider didn't work in high view if following car
FIX : A few vertices out of place on driver necks and marshall helmet
Changes in TEST PATCH U33 (AUTOMATIC UPDATE) :
Higher Wind and Skid boost volumes (default and maximum)
Small changes to system improving all car engines just a little
An updated BF1 engine sound file (not finished but better)
FIX : Autocross editor did not show "Set as default" button
FIX : Repeated clicking sound while loading cars in garage
FIX : Channel screen brought up a background while in game
Changes in TEST PATCH U32 :
Misc :
Improved car engine and other sounds, added gear whine etc.
Automatic update system gives info, downloads, installs patch
New general purpose save and load dialogs with rename / delete
FF Steps now defaults to 256 (this gives higher resolution FF)
Layouts do not set the number of laps unless a start pos exists
One extra car sound is now played (now 5 including your own car)
One extra car in high resolution physics (car in front at start)
Clicking the selected replay now plays the replay (did deselect)
Centre view and eye position buttons now reset pitch and rotate
Virtual start lights are now displayed on the right by default
Small map is now never shown on the left if right is selected
Option to switch off acceleration view shifts in custom views
Mirror mode for driver and custom views (now in view options)
Added "all" to clocks mode options (off, real, virtual, all)
Some more small improvements to graphics options and layout
Button control rate option now visible in wheel/js mode
Text entry box is smaller and blocks driving view less
Improved multiplayer synchronisation checking (OOS)
Fixes :
FIX : Nasty sound clicks when cars got nearer and further away
FIX : MP slowdown when playing sounds of cars in simple physics
FIX : Force now turns off instantly instead of waiting a second
FIX : Arrow keys work in wheel mode even if assigned to KB steer
FIX : Removed the unecessary FF error message DIERR_HANDLEEXISTS
FIX : Messages were unblocked by sending any command to the host
FIX : Alt+F4 and programmable keys did not work in list of games
FIX : Qualifying countdown was too short if less than 4 in race
FIX : BF1 / FO8 virtual dashboard appeared in player options
FIX : Pressing SHIFT+G during instant replay made it go OOS
FIX : Unlock was lost after hibernation on some computers
FIX : SHIFT+U camera roll function now works as expected
FIX : Button opacity option affected the colour sliders
FIX : Text appearing in middle of screen after a lesson
FIX : Excessive acceleration view shift in fast cars
NOTE - Translatable text updated
Changes from U to U30 :
Sound :
Improved wind volume at low and high speeds
Reduced crackling of sounds related to echoes
Engine can now be heard from a greater distance
Now generated at 100 Hz resolution - same as physics
Engine sound off throttle is slightly louder than it was
Wind sound volume is now linear (avoids excessive noise)
Skid / scrape sounds are now bounded to reasonable level
Sound now plays at low speed, if replay at 0.5 or 0.25 speed
FIX : Corrected volume of interface sounds
FIX : Small clicks audible a few times per lap
FIX : Bug in camera position height part of sound calculation
FIX : No music when watching MP Replay with music in replays ON
FIX : Looping music buffer while selecting a track - now silent
FIX : System messages still audible with messages blocked
Multiplayer :
SHIFT+S when spectating now goes directly to garage
Garage when not in race now shows spectate and join buttons
Clicking join with no car selected goes to select car screen
FIX : Rare crash in blue flags calculation
FIX : LFS online hosts would hang if run for 50 days
FIX : Stuck in entry screen if host has run for 25 days
FIX : Rare problem causing your car to vanish on other computers
FIX : Spectate after autocross run caused "Unknown finisher" message
FIX : A player in pits could be forced to spectate at end of race
FIX : Mandatory pit stop is now not allowed to be on final lap
FIX : RCM now has priority over race finished messages
2D Display :
Misc Option : Show time instead of FPS in-game
Hold CTRL+SHIFT to show time instead of frame rate
Realistic speedometer based on drive shaft speed
New path draw for game setup screen and in-game
User messages no longer obscure the frame rate display
Not recording message is now only displayed for 8 seconds
Messages now visible but dimmed in ESCAPE and OPTIONS screens
FOV adjust keys (5/6) now show the FOV in a temporary message
Message history (H) is now hidden at race restart or SHIFT+F
Removed text "LEFT pit lane" and "ENTERED pit lane"
Option to show small map on left or right of screen
Central text now visible in SHIFT+F mode (option)
Temporary messages now visible even if fps is off
Real mirrors are now invisible if set to virtual
Added UP and DOWN buttons to options screen
Messages are now hidden in the ESCAPE menu
Interface :
Improved instant gear shift mode selection function SHIFT+G
List of games screen allows sorting hosts by clicking column title
Improved replay selection screen, added delete, rename and info
Keys Y/N (yes/no) now work on the replay skins download screen
New track selection screen allows track browsing before load
Graphics options changed around to be intuitive / consistent
New graphics option : Draw sky (replaces screen clear type)
Controls screen now shows the function assigned to a button
Scroll bar added if more than 7 players in list of players
Skip intro option is now very fast (avoids loading track)
Skip intro option renamed to : Load track when starting
Start New Game / Join Specific Game : Added ENTER key
Game setup screen : ENTER key - joins race / sets ready
Game setup screen : now shows local and UTC (GMT) time
Misc Option : 12 hour or 24 hour format selectable
Car picture can now select the car (not just text)
Cleaner replay start - avoiding flashing entry screen
Can now use /spec(tate) X command in game setup screen
Close window button (X) does a quick clean exit
New /exit command also does a quick clean exit
Added ALT+F1 to F12 as programmable text keys
Key ALT+F4 is programmed to /exit by default
Added rename function for car setups
FIX : LOD values were rounding to one decimal place
FIX : Clutch pedal was not shown in controls setup screen
FIX : Mip bias setting was wrongly affecting in-game text
FIX : Clickable buttons in connection list at start of race
FIX : Changes were lost when selecting in car / custom views
FIX : Could not view user names in replay if MP mode was Demo
FIX : Black screen bug changing between full screen and windowed
Views :
Improved position of road car internal mirrors
Separate mirror offset for custom and internal views
Internal mirror offset limit increased to 400 mm
Draw driver / wheel option added to custom views
Roll function added to SHIFT+U free camera mode
TV camera, CTRL + arrow keys change zoom and roll
Maximum value reached marker added to virtual pedals
Single seater car shadows now visible in custom views
Custom view mode selection now separate for main and look
Buttons in view options to set custom view to eye or centre
BF1 / FO8 show virtual clocks if wheel draw is switched off
Custom view settings are now separate for all cars
Custom views are now stored in data\views folder
Controllers :
Axis, button and key assignments stored in .con files
Sequential shift automatically used for single seaters
Separate shift help settings for sequential and shifter
All steering wheels default to separate throttle / brake
Non-wheel game controllers default to combined thr / brk
Controls setup screen now shows the currently pressed buttons
Wheel turn minimum reduced to 90 degrees (for sticks / pads)
CTRL+F1 to F12 text keys are all now assignable to buttons
Car's steering wheel turns now shown in steering settings
Windows Vista Support :
FIX : Sound now works correctly in Windows Vista
FIX : Unlocking is now possible in Windows Vista
New LFS script system :
- Place text file of commands xxx.lfs in script folder
- Then script xxx.lfs can be run by typing /run xxx
- Note : CAR.lfs is run when you select CAR e.g. XFG, BF1
- Note : autoexec.lfs is run when LFS reaches entry screen
New text commands added (see Commands.txt in docs folder) :
/fov [degrees] - field of view
/ff [0-200] - force feedback strength
/axis [axis] [function] - e.g. /axis 2 throttle
/invert [0/1] [function] - e.g. /invert 1 brake
/button [function] - e.g. /button 5 shift_up
/key [key] [function] - e.g. /key Q handbrake
/head_tilt [degrees] - 1g head tilt
/lateral_shift [m] - 1g lateral shift
/forward_shift [m] - 1g forward shift
/vertical_shift [m] - 1g vertical shift
/say [message] - same as typing a chat message
/echo [text] - show text only on local screen
/spec [name] - same as spectate [name]
/ctrlf [num] [text] - change text e.g. /ctrlf 1 hello
/altf [num] [text] - change text e.g. /altf 1 /view=driver
/wheel_turn [degrees] - specify turn angle of controller
/press [key] - simulate key press
/ctrl [key] - ctrl + key
/shift [key] - shift + key
/alt [key] - alt + key
/autoclutch [0-1] - turn autoclutch off / on
/gccut [0-1] - throttle cut on upshift
/gcblip [0-1] - throttle blip on downshift
/axlaps [num] - set autocross number of laps
/view [fol/heli/cam/driver/custom] - select view
IN A SCRIPT : //comment - this line is ignored
IN CHAT BOX : //xxx - short for /run xxx
/hrun X : admin can run script X on host
/exec E C : run program E with command line C
/shifter [auto/sequential/shifter] - shift mode (like SHIFT+G)
/hidetext [no/yes] - hide text (like SHIFT+F)
New file associations system :
SPR / MPR / SET / LYT files can now be opened directly
In Windows, right click and set them to open with LFS
Double clicking a SET or LYT file copies it to its folder
Double clicking a SPR or MPR file copies and runs the replay
Misc :
Added file docs\Commands.txt - listing ALL commands
Updated... docs\Autocross.txt - for new functions
Option : minimum time between gearshifts (debounce)
S1 users can now use the automatic skin download system
S2 users can see and join S1 hosts in List of Games screen
When first run, LFS defaults to desktop screen resolution
Restricted areas and route checkers added to autocross
Welcome / Tracks filename length increased to 31 chars
New car data output files (press letter O in garage)
Gearshift debounced (can't shift twice within 50 ms)
InSim : MCI packets are now available in arenas
InSim : IS_RES qualify packets sent even if not in table
FIX : Outguage reported remote cars fuel load
FIX : Driver's body optimisation was too sensitive
FIX : Selecting drag strip often resulted in 3 lap race
FIX : OutGauge now works on remote cars / MPR / external
FIX : Formula dash live settings now work in custom view
FIX : Reverse driving in hotlapping mode now invalidates HLVC
FIX : Starting LFS with /join command, needlessly loaded last track
FIX : Corrected positions of translator names on credits screen
FIX : Mirrors and clocks sometimes corrupted after minimising
FIX : Mirror option ALL did not show a mirror in wheels view
FIX : Small map sometimes went off screen or overlapped text
FIX : CTRL+F keys did not work during replays
KNOWN ISSUES :
NONE
INSTALLATION :
[B]Warning : If you have edited any scripts, don't overwrite them! Back up your script folder before install!
1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
3) Now you can start LFS in the normal way
DOWNLOAD :
TEST PATCH U32 (IMPORTANT : automatically updates to U35 when you click List of Games) :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_U_TO_U32.exe
DEDICATED HOST U35 (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_U35.zip
Already noted requests :
Here is a list of compatible requests already noted from the previous test patch threads. Please do not repeat these requests. Any requests made must be very close to the topic of this test patch! For off topic or incompatible requests, please use the improvement suggestions forum!
Multiple custom views per car
Separate FOV per custom view
Auto creation of colour files (while still allowing AI colours)
Virtual mirror for follower view / chase cam
Looping and ESC menu for MPR (like SPR)
Replay rewinding / forwarding
TrackIR 6DOF support
SparkyDave
6th July 2006, 00:01
Not sure if this is related to this patch or not:
When in multiplayer mode and in shift U mode .Viewing own car, a race restart does not reset view when the cars reset to grid.
Great work with the black screen fix Scawen thanks!
All these patches give me a good reason to be aloud to race longer
" its essential testing dear Ill be in in a minuite" hehe :D
SD.
dawesdust_12
7th July 2006, 09:10
Scawen, is it possible to read additional mouse buttons and assign them as controls?
Such as my Logitech MX518 has the side buttons and the top "sensitivity" buttons that can be set to normal buttons, that would be nice to adjust menus with for pitting, (+/- for +/- and thumb buttons for selecting which option.
Nick_ll
7th July 2006, 09:51
Got an idea here.
For that we would need to be able to cycle through F9, F10, F11 and F12 with one button only, but then it could work if that's possible.
What I'd like to suggest would be that Mouse 3 (pressing on scroll wheel) would be the cycle button, then you use the mouse wheel to go up and down in the menu and then mouse left for + and mouse right for - for the values.
Of course that would only work for people who don't use mouse. Still I think it could be nice.
Scawen, do you think that would be possible to do with scripts?
I know this is kind of OT but is it possible that you add a setup filename to the F12 disply? - would be quite appreciated. :)
Belain
10th July 2006, 08:01
There are a lot of chase view drivers out there! And their only request for future patches is the virtual mirror. So my request is the virtual mirror for chase view!!! Or if not, then delete it from tyre-view as well!!
well i dont support a virtual mirror...but i do! support the possibility for chase view drivers to look back! :)
SatCP
10th July 2006, 23:42
Something I'd love to see is a comments textbox for each setup. One could use it to type in extra information about the setup, like fuel consumption for the tracks it's used for, pit stop strategies, things left to tweak on the setup, whether or not the setup is 'easy' on the tyres, suited for long distance/short stints,...
Right now I'm writing down the fuel consumption and a few other specs for each combo I drive on a piece of paper. But whenever you need it, it's lost. If we could add comments to setups that would be history.
I don't want anything fancy that takes a lot of coding. Just a plain text field somewhere in the garage screen. The "Info" tab is quite filled, but under "braking" there's a lot of open space. It's not really logical to put it there, but it'll do for now and otherwise you'd have way more work repositioning all the stuff.
Another thing which isn't much work to implement (I think :D) and has been asked a few times before elsewhere on the forum, is an extra color for the mini map: Right now you can see whether a car is driving ahead of you or behind you (in terms of ranking position) by the yellow and orange dots. That's very useful, but I miss one thing: I would find it very useful to be able to see whether a car on your tail is in the same lap. So would it be possible to give cars behind you but on the same lap a different color? For example: yellow; ahead, orange; behind but same lap, dark red; lapped.
would it be possible to fix the marshal model? when he is pointing either to left or to right, the hand seems to be "attached wrongly" to the body...and when he is standing "still", his hand goes thru his body...
mrbogeyman
19th July 2006, 21:42
I'm not sure if this should be in here or in Vic's AutoX thread but here we go...
Could it be made possible to send your last used setup?
The reason I ask is because during the AutoX challenge on Vic's server nobody was able to exchange setups as usual, as you are either spectating or racing, and when you are racing you dont have time to send a setup.
So if possible, it would be handy for the last used setup to be cached so that you can send it while spectating after your race. This would also save people from having to re-join a normal race server if they just wish to spectate.
Thanks and keep up the good work :thumb:
Bob Smith
19th July 2006, 23:06
New car data output files (press letter O in garage)
Format : www.liveforspeed.co.uk/CAR_output.txt
For those of you not proficient in reading raw binary, you may find this useful:
Win32 binaries (it's VB, what else it going to produce):
LFS U15 Car Data Output Reader (www.thefloatingwidget.net/files/LFS_U15_Car_Data_Output_Reader.zip)
VB6 Source Code:
LFS U15 Car Data Output Reader (VB6 Source Code) (www.thefloatingwidget.net/files/LFS_U15_Car_Data_Output_Reader_(Source).zip)
Brief instructions:
Change the text in the text box to the relevant car name (must be in the same folder as the program).
Click "Read".
Tweaker
19th July 2006, 23:43
I found a bug Scawen with this new Marshall stuff in the editor.
I cannot show you a replay, because the process makes recording a replay stop, so all I have is a picture and the steps to reproduce it:
1) Take a layout with any static objects present and place some Route Checkers here and there.
2) Save the layout with any name
3) Load a different autocross layout, but stay in the editor
4) Go back and reload the first layout with route checkers present, and then delete the route checkers. Save the layout with the same name again.
5) Exit the editor and drive around. You basically can drive through all the objects and nothing gets hit... nothing. After this step you basically can do this, but until you restart, everything is reset to normal.
~~~~~
I tried to see if substituting route checkers for a typical object would cause this, but it seems only the Marshall stuff creates this bug. I could be wrong, but either way, this is the best way to reproduce this. Between loading layouts causes a replay to not work so here is the screenshot:
Lato
19th July 2006, 23:58
Dont know if this were reported and if this can be changed but imho the marshal model changes much to late from low poly to medium, and from medium to high... u can clearly see his change... :shrug:
RiGun
20th July 2006, 15:46
I don't know if this bug was already known, this happened to me in all of the LFS versions since patch U, I don't know in earlier versions. If you press shift+s and then inmediatly hit esc (hold esc to reproduce) you get stuck in spectate mode but you are not really in spectate mode, you have to go to menu and then go to garage to be able to join the game again.
Kegetys
20th July 2006, 19:54
I got a TrackIR today and upon testing it with LFS I encountered a few (hopefully) simple issues that would be nice to have fixed:
- When activating TIR, the 'pitch view' setting for custom views doesn't work anymore. I have always liked to keep a few degrees of downward pitch in my view, and with TrackIR enabled(Even only with X axis enabled from the TIR properties) this is no longer possible.
- The rear view key doesn't work anymore either, I would still prefer to use it since it is a much faster way to take a quick peek behind you, especially since by turning the view with TIR the car model is on the way unlike with the 'ext 2.' view.
Tweaker
29th July 2006, 08:52
Excellent new track selection techniques Scawen. I think it is a real keeper :up: :) I do think you need to do something about the Auto-X lots and stuff. The Autocross environment could at least have something like this shown, and have the particular sections highlighted: http://www.liveforspeed.net/?page=contents&track=test_area
I do get one strange thing though. I got a "Warning: Shadow error" message that popped up when playing Kyoto Ring GP Rev. I have shadows on and all, and there was no shadow present. Had to restart the game in order for things to come back to normal. It's wierd, it only happens when I am in the cockpit view or something, and then I change views to chase came or track cam. I get that error only in certain occassions, and I am not quite sure what causes it. If I save a replay of it, and load it up, it doesn't happen. It has something to do with changing my views... dunno :shrug:
BTW, do you plan on fixing the view cameras interacting with the g-force settings? (specifcally lateral). Example in BF1 with full setting, the head swings violently outside cockpit. (Needs some limiting to how far the head can move depending on the car you are in I guess).
tripleplay905
31st July 2006, 04:55
Is there some way you could hold a button down instead of just pressing it with the /press command? And there would have to be a way to stop it from holding too. thx.
MonkOnHotTinRoof
3rd August 2006, 17:46
It would be very useful, if typed text would not be shown in public, if it is prefixed with some character, for example "!". Like "/", but it would work also for non-admins, too. Some InSim apps already use "!" as a prefix of commands, but it can be quite annoying, when lots of players start to type these commands...
InSim apps could then use that even for team (group) only communication...
Blackout
5th August 2006, 15:06
When I start dragstrip in hotlap mode the starting point is in the middle and not where it should be, at the start.
Oh, has it been possible to load layouts in hotlap mode before? If not, never mind then.
alliennas
6th August 2006, 10:40
i'd like car's setup list to be sorted by name... :tilt::nod:
Shotglass
6th August 2006, 14:09
i do realize this suggestion is a little off topic but it seems like a small addition that would be really helpful
could you add a textbox that shows the spring frequencies and damping factors normalized to critical damping in the suspension settings ?
hackerx
18th August 2006, 23:17
Info for MPR could also show racer names? Much helpful figuring out what race exactly it is.
ZeroR
23rd August 2006, 03:25
Draw driver / wheel option added to custom views
BF1 / FO8 show virtual clocks if wheel draw is switched off
I'm not liking the virtual clocks for the FO8/BF1, so I switched to the view of DRIVER OFF WHEEL ON for these two vehicles. The only problem is that once I change to any other car I would like to have DRIVER OFF WHEEL OFF. This view option only shows up once you are in the car on the track, so it's a little cumbersome to change back and forth. At first I thought that once I changed the view it would be saved with the particular vehicle and that once I chose the FO8 or BF1 again it would already be set to my preference. But it actually stays set to whatever the previous view option was. Is it supposed to be this way??
If it is, I was looking at the option of making a script for these two vehicles, (even though i know only a little bit about scripting) but just couldn't find the command. Is there a command for this view option??
Kegetys
26th October 2006, 17:10
In the custom view I placed the camera "in" the driver's helmet and it resembles more of what I see when sitting in a car in terms of the mirror position.
Bad thing about this though is that the drivers helmet is still drawn (assuming you have the driver on) and parts of it come visible annoyingly when you have G-forces moving the view...
I'll use this opportunity to slip in a request to have an option to disable the drivers helmet in the custom views :)
Renku
26th October 2006, 17:40
FIX : Small map was too light in open roof cars
this fix doesn't help me in this (http://www.lfsforum.net/attachment.php?attachmentid=18542&stc=1&d=1161880385) situation.
+1 client side option to choose between light and dark small map colour.
I know it is a request in the wrong thread.
detail
27th October 2006, 19:55
So now you get "mirror: real" and the follwoing messages in the FPS line, but other events are still in chat log: sound on-off, playing : %s, mouse locked in window/fullscreen, sound reloaded, controllers reset. What's the system and the difference?
GP4Flo
5th November 2006, 18:44
In German it is more common to write "on/off" instead of "yes/no" in option screens. Would it be possible to add two new strings for the yes/no buttons so they aren't shared with 3a_small_no/yes (used e.g. in the exit message) anymore?
P.s. I'd like to see the sky in the mirrors as well, is it hard to make this option "off, main, + mirrors" like the ones above?
wsinda
6th November 2006, 09:21
A minor point and one that may also have existed before:
- View a replay
- Press P to pause
- Restart replay
- The replay is still paused, but the "PAUSED" message is absent
For a moment I thought LFS had locked up, but then I remembered I had to press P again.
ninja469
7th November 2006, 10:31
The Dedi server patch U30 seems to have a bug.
After a few hours the command window stops displaying any text or commands typed into it and hence it needs to be restarted to change tracks or cars. It will dusplay the F keys msg but nothing else. This has happened twice now the Server is running on XP Pro. I hope this helps track down the bug
axus
12th November 2006, 14:00
Just a little semi-bug report thing, not related to the patch. The calibration per axis buttons in the controls menu don't disable calibration lock when you click them like the master "Reaclibrate Axes" button. It probably would be nice if they did. :) I got slightly fustrated until I figured out why it was doing that.
Chris P
13th November 2006, 01:06
I have an annoyance with the Shift + G function.
If I'm in sequential mode and press the command to switch to automated gears it changes to shifter first, but in doing so it switches to neutral therefore causing me to lose power to the drivetrain. Hitting the command again puts it into auto, but then you need to manually put it into gear. What then happens - at high speed - is that the car wheels want to slow down causing the back to spin, because you shift into 1st gear. Eventually the gears become automated, but it would be best if the gear you were in automatically stays there when you switch to shifter. I've only tested this phenomenon in the FZ50.
Sorry if it's already been posted, but looking at the time you might understand why I cba searching through the forum to see if this was mentioned before. :)
Kegetys
13th November 2006, 21:02
Anyway, when the zonealarm window pops up, there is nothing LFS can do about it, that window has stopped LFS from running until you answer zonealarm.
Have you tried attempting the first connect from another thread? I guess the firewall should cause only that thread to freeze, which would be easy to detect from the main thread and then minimize/windowize(is that a word?) the game... I dont have such firewalls peronally though so it might not work at all.
smith
22nd November 2006, 16:40
U30.
I capture LFS ingame messages via insim's MsgOutPack. The problem is that LFS system messages don't contain proper codepage flag in the beginning of a message, while player messages are ok.
Usage of localized lfs version leads to problems. For example, captured cyrillic text is translated as latin (I assume ^L is default message codepage), what leads to completely unreadable text.
Sample mesages received via insim, the same russian lfs translation:
1. Nikolai^L вышел из боксов (LX4)<br>
2. ^L^JС^Gффб RUS^L присоединился к сессии<br>
3. Не могу загрузить скин : FZR_AttaMatrix<br>
4. smith : ^L^Cмне нужно, чтобы вы проехали пару боевых кругов<br>
Lines 1,2,3 are lfs system messages (pit out, joined session and can't load skin) and specified codepage is ^L, while it should be ^C.
Line 4 is a cyrillic player message with proper codepage flag.
Evasive solution of the problem in case of russian translation is adding ^C to the beginning of every string in russian.txt, but it isnlt quite beautiful.
Scawen
26th November 2006, 06:50
Hello;
I don't konw if this is a bug or not, but when I was in an autocross server, in the session, I changed names to notify people that I wa away from my keyboard, when I got back and changed back to my normal name, I didn't get skidmarks until I pit/unpitted, just letting you know because it happens everytime I do it.I've tried in single player and multiplayer mode, but could not reproduce this bug.
Scawen
26th November 2006, 06:54
Was using this earlier this evening Scawen and I realized that it doesn't exactly have a repeat rate for if you set it to "left" or "right" for example, like when you are in the F11 menu or F12 pit menu and trying to change options. I found this /press function to be useful for changing the menu options with a pov hat, but it is 1 press each time to change something. Have I missed something, and is there some way to make it repeat? Because someone online said they got it working :pillepall (I'd imagine if there was a repeated press, it would be too easy for someone to spam messages, but if the arrow keys were only able to be repeated, that would be ok)... Is there some way of doing this?Yes, instead of assigning "/press right" to the key, you could make a script (rrr.lfs) with "/press right" repeated on a few lines.
Then assign "/run rrr" or "//rrr" to the key, so the key or controller button runs the script.
Scawen
26th November 2006, 07:06
Hello,
i have this problem in U19 and now on U20 too. (i don't know it was in U self too.. because i download all the time the new testpatch..)
I have 2 Nicks saved in LFS.
For Example:
My Nick is ":: Defender Bk"
and a other is "Newbie"
(Without " )
When i try it to change from Newbie back to the :: Defender Bk nick, then LFS say it doesnt goes with the message "Kann Nicknamen nicht teilen".(German Language.. lycos translation: nickname cannot divide)
But, when i'm connectet to a Server, then i can change it...
(Tryed the Search with divide and found nothing.. but i don't know how good the lycos translation is..)I can't seem to reproduce this. Does it happen every time? Is this in game, in a car, as a spectator, in the game setup screen, the main entry screen?
To fix it I guess we'll need all the info about how to reproduce this, step by step.
Frankmd
26th November 2006, 11:35
I hope I am not too late for this future request (or that it has been mentioned already; I couldnt find it anyway).
It is possible to let LFS join a server automatically by adding /join=[servername] to the shortcut (or using a cfg file). There is no command however to join a certain server from ingame. The reason I request this is to be able to disconnect and reconnect from a certain server, to start a new replayfile. There is a /leave command, but no /join_server command. At the moment I would have to use /exit and then use a cron job or something to start LFS using /join=[servername], but then LFS will have to load the textures again which is taking a lot of time.
Woz
29th November 2006, 18:51
Using U30 and in the viw settings under the area that holds settings per car the wheel display settings are not remembered. Either the option for "wheel+hands/wheel/none" is in the wrong area or the setting is not being saved.
I notice this a lot as I only display the wheel in cars that display info on the wheel otherwise I hide it. At the mo it means going into settings and manually changing each time.
yaper
30th November 2006, 16:19
As it happens, I have done a little work on the view options already for the next patch, and there was an old bug / request about the head G shift being too much at some times in the powerful cars - so it was a good time to add this option. Thank you, it's now done in my version (you can switch it off in any custom camera).
Being on this topic.
Same or even more valuable will be an option to turn off the Steering look in the same circumstances. Because now when you are watching replays you have to turn off Steereng look, to be able to rotate the camera.
duke_toaster
2nd December 2006, 18:32
I'm not too sure how on topic this request is, (it's to do with views and stuff) - but hey, it's remotely nearer to the topic than the settings problem.
Please could we have a /lookat command to save tabbing through people or bringing up the connections screen (both of which are ugly when using FRAPS). Move it if you guys think it isn't on topic enough, but it's half on topic and half isn't.
duke_toaster
2nd December 2006, 19:13
additional to duke_toasters idea, maybe a /lookat 1 would look at the leader?
Yes, have numbers to go to that position, A go to the server admin if there is only one on track, and the licence name go to that guy.
robt
4th December 2006, 15:18
Not 100% sure if it is a bug or just something not implemented, but as its to do with sound i was guessing its either to do with the new sound "system" on U30 or i guess could be placed in easy (i await getting told off for saying that) but.....When in 1st gear 2nd gear etc etc and you spin the wheels you hear the revs rise and the sound of the wheels spinning. If you try the same in reverse gear, there is no wheel spin sound, just the sound of the revs. I found this rather strange, is it a bug? Or just something thats not completed yet? I cant really remember if it happened pre-U30, but i thought it might be worth adding as the sound has been tweaked recently.
detail
4th December 2006, 16:34
I'd appreciate very much a pause for 2-3 secods when starting a practice session with AI-s. The way it happens now, in the very first moments, CPU is occupied loading all the graphics stuff, while the race is already started. Physics engine works, and consequently AI-s ram into your back when you still wait the PC to unlag.
Hallen
4th December 2006, 16:47
i have u30 patch. I download drift setting on inferno home page. I put them in the settign folder, nut when i enter the game and go to the car i don't see any settings!! why? it's a partch proiblem or i put the settings in the wrong folder?
If the official car name has a space in it, I have been seeing that space replaced with an "_". If that is the case, the game won't recognize the set as a valid set.
For example "Formula V8_BL1_Set.set" will download as "Formula_V8_BL1_Set.set" if you use the Open option in the download dialog box.
I do not know if this is an issue with the site you are downloading from, or if it is an LFS issue. I have seen it happen multiple times when using the Team Inferno setup field.
SamH
5th December 2006, 20:28
We've had our first DEDI U30 crash. OS is Windows Server2003. Unfortunately, we didn't have Dr Watson running at the time. We've since resolved that, and we'll have more information next time (if there is one). In the meantime, we only have the following:-
Reporting queued error: faulting application LFS.exe, version 0.0.0.0, faulting module LFS.exe, version 0.0.0.0, fault address 0x0004c4dd.
tomylee
7th December 2006, 22:45
Since U30 LFS is faltering during SKIN download and sometimes when somebody does join session.
wsinda
8th December 2006, 07:29
Minor UI inconsistency:
In the replay selection screen, to return to the main menu you must click "Cancel". In similar screens (multiplayer, single player, hotlapping) this button is named "Back".
PLAYLIFE
8th December 2006, 20:09
U30 crash whilst driving XRT on autocross
Running ghost mod at that time
Sry I dunno if its my comp or the game or what it is.
Juliet
10th December 2006, 01:41
Installed this patch (U30) a couple of days ago and have a small query/pointer to make.
When screen is loaded (On-line 22 cars, Conedodgers ASNational GTR league) going into a hairpin, say, then it sometimes makes the sound mute. This is the whole system (Audio Properties) gets a check in the Mute All box.
Doesn't do it without the patch. Doesn't do it in any other configuration of LFS. I also run LFS PitSpotter v1.1b but it mutes the sound whether I run Spotter or not.
I run an Athlon 1.4 and a Radeon 9550 card with 512 M system Ram and 256 M Video Ram. (Old system for an old man ... it doesn't keep up properly but works well enough for now)
Gotta say, the update makes track selection a breeze and it's nice to see 'proper' pointers to cars on track. ;)
HorsePower
10th December 2006, 09:32
I know this should be posted in the improvement suggestions thread, but I think it is so easy to implement, that it could be done in 3 minutes. And I really would like to have this in the next test patch.
Whenever I /unban someone (or /ban while the racer is absent), could there be a system message like "racerxyz successfully (un)banned" or "no racerxyz in ban list" if the racer is already unbanned?
Thx.
detail
10th December 2006, 16:12
A proposal: if in the car select screen, car codes are shown near their names, why not write track codes the same way?
Scawen
16th December 2006, 18:45
With Automatic Update System and Improved Sounds. :)
See first post of thread for download link.
AndroidXP
16th December 2006, 18:46
Wheeeeeeeeeeeeeeeee :D
tristancliffe
16th December 2006, 18:47
Oooooooohhhhh
Sauber doesn't sound like it revs to 19000rpm, sounds too much like 8000rpm to me. But the rest of the sounds are quite nice, a bit too 'plastic' and samey, but not bad, and nicer than before generally.
AndroidXP
16th December 2006, 18:51
Had to unlock again, is this expected?
E: Oh god, everything sounds so different! :D
Scawen
16th December 2006, 18:53
Yes, about half of you will need to unlock again because of an unlocking bug fix.
Becky Rose
16th December 2006, 18:56
I just wish Scawen would turn up tomorrow and say, here's U31 - it's got all new sounds - enjoy.
I just wish Scawen would turn up tomorrow and say, here's a million quid Becky - enjoy.
Scawen
16th December 2006, 18:57
Yeah I noticed you had foreseen this in your crystal ball! :D
AndroidXP
16th December 2006, 18:57
^lol
Oh god we have gearshift clonks :D :hyper:
E: Darn I'm an idiot. Next time I should back up my road/sequential/paddle configs
Ball Bearing Turbo
16th December 2006, 18:58
Downloading Now
Yipeeeeeeeeeeeeeeeeeeeeee
St4Lk3R
16th December 2006, 19:17
Scawen, please make the engine sound a bit more quiet. I can not hear my car getting damaged or sliding any more (which is a bit problematic for me driving a wheel without FFB). The engine is definitely a bit too loud / The other car sounds are too quiet.
Greetings.
BTW: A great job you did with the sound system. Really sounds awesome. Anyways, I have a question: Why do I hear the noise of a supercharger in cars that do not have one (i.e. FZR)?
Scawen
16th December 2006, 19:19
Scawen, please make the engine sound a bit more quiet. I can not hear my car getting damaged or sliding any more (which is a bit problematic for me driving a wheel without FFB). The engine is definitely a bit too loud / The other car sounds are too quiet.
Greetings.
BTW: A great job you did with the sound system. Really sounds awesome. Anyways, I have a question: Why do I hear the noise of a supercharger in cars that do not have one (i.e. FZR)?Turn up your skid volume boost in your audio options if you want louder skids.
You are not hearing a supercharger or a turbocharger, you are hearng the whine of straight-cut gears. They are stronger gears used in race cars but they are not used in road cars because they are noisy.
Becky Rose
16th December 2006, 19:30
GTR's sound reasonable, but TBO's are quite intollerable. I think for the moment i'm going to stay with U30 but i'm looking forward to see how this new system progresses.
axus
16th December 2006, 19:30
Thanks! :thumb: The improved interface looks much better. The sounds are very gnarly if the GTT is anything to go by. Love the gear whine and the gear change sounds. :D
AndroidXP
16th December 2006, 19:32
Bummer, the gearchange clonk doesn't seem to be a separate wav :(
I would've liked it a bit louder...
Blackout
16th December 2006, 19:32
A great step forward and weeks well spent but are you planning to add exhaust sounds? The updated engine and gearwhine sounds nice, but after playing around in all cars I somehow feel they sound more the same than before. There should be some differences made, and I think adding one more extra layer, the exhaust, could maybe make the cars a bit more unique. After all, it's the exhaust which is the loudest to outside isn't that correct? And I feel the BF1 has lost some of the high pitched sound F1 cars have highly owling exhaust could make that better too? :)
But good job, like always, that whine does adds a lot :thumb:
BlakjeKaas
16th December 2006, 19:38
YEEY! A new testpatch :)
tnx Scawen I almost love you :)
Bawbag
16th December 2006, 19:40
I started off in the UFR and when spinning off the line the gear whine sounded weird, it was like a high pitches screetching noise, but it sounded better than previous.
Alot of the cars have been improoved but the BF1 has gone way back, sounds like the "Atari Pole position" game, it really does sound awfull.
But I can say there is more good than bad in the new sounds, like the FZ5 sounds or the LX4, sounds great. :thumb:
The FXO sounds really off though, it's like a Porsche Boxster sound or something, same with the FXR, bit of a let down.
Shotglass
16th December 2006, 19:41
Turn up your skid volume boost in your audio options if you want louder skids.
even with the boost set to its maximum the skid sounds are barely audible
csimpok
16th December 2006, 19:45
If you want my opinion:
1. BF1 sounds as if the car is with pitlimiter on. Sound amplitude should be much higher. For me the old sound of bf1 was better.
2. There should be some separate and much stronger gear change voice for the cars.
Anyway thanks for improvements.
GP4Flo
16th December 2006, 19:47
GTR's sound reasonable, but TBO's are quite intollerable. I think for the moment i'm going to stay with U30 but i'm looking forward to see how this new system progresses.
What about constructive criticism to help the system to progress? If the devs don't know what's wrong they cannot improve it.
MagicFr
16th December 2006, 19:47
GTR's sound reasonable, but TBO's are quite intollerable. I think for the moment i'm going to stay with U30 but i'm looking forward to see how this new system progresses.
intollerable.. thanks for this "usefull" input ::scratchch
MagicFr
16th December 2006, 19:48
even with the boost set to its maximum the skid sounds are barely audible
Same probleme there, workaround :
I set engine volume to 5 and skids to max, and then i increase my speakers volumes :D
Frankmd
16th December 2006, 19:48
Just a question: is it on purpose that the wind sound is tuned down so much? With it set to max it is still very hard to hear. In the old versions I had it quite high since it added a lot of grunt and noise. Now it is more like a breeze'ish sound :)
I do like the new sounds though :thumb: They sound more complete.
Hyperactive
16th December 2006, 19:49
I'm sorry to say this but imho it sounds bad, even worse than it did. Accelerating the UFR from a standstill for example. And all the cars sound way too similar... I'm all for the gearbox sound whines but it just doesn't sound good. A moped is what I hear with U32.
What LFS sounds lack before this patch and after it is the engine tone on the higher revs. It lacks all the exciting noise that makes an engine sound an engine.
Sorry, I'm sticking whit the U version, (or the U30). I kndly ask you to work little more with the sound, please :shy: :)
EDIT: after a whole night trying to like the new sounds I just have to admit that there is no way I can like them. ...
EDIT2: took the harsh words out
NotAnIllusion
16th December 2006, 19:53
I got a graphics problem, textures aren't being applied in full screen (see att.). Changing resolution alt-tab doesn't work, only workaround I've found so far is to run in windowed mode, which doesn't have the same problem. I have the same graphics driver as I've used previously in several other test patches with no problem, but who knows.. Never had this problem before.
*edit: It first got fixed when I restarted my PC and ran LFS. I then quit it, re-opened LFS and it happened again.
*edit2: This happens in other games too, it is *not* an LFS issue
traxxion
16th December 2006, 19:57
I'm sorry to say this but imho it sounds bad, even worse than it did. Accelerating the UFR from a standstill for example. And all the cars sound way too similar... I'm all for the gearbox sound whines but it just doesn't sound good. A moped is what I hear with U32.
What LFS sounds lack before this patch and after it is the engine tone on the higher revs. It lacks all the exciting noise that makes an engine sound an engine.
Sorry, I'm sticking whit the U version, (or the U30). I kndly ask you to work little more with the sound, please :shy: :)
Was coming here to post exactly that Hyper. Agree with you fully... yes the gear whine is nice, but the rest is just (sorry) nonsense. The BF1 is worst of all... to be honest Im a little disappointed that this BF1 sound is even approved and released... I had a little more faith in devs and bèta testers. This is not even close to the Forti Corse V8 F1 we've seen on track ages ago...
What the cars need (in my opinion, and no I don't say I can do this myself) is a powerful, aggressive sound. High pitched, screaming kind of sounds... not the low buzzing and humming as it is now... I want the feeling that Im actually going FAST, sense of speed is missing.
Maybe it is something to get used to, but damn, what a pity, Im truely dissapointed. :shrug: :(
SabersKunk
16th December 2006, 19:58
even with the boost set to its maximum the skid sounds are barely audible
Same here, hard to hear with skid on max and engine turned down.
Not liking the GTR sounds much, sorry.
Ball Bearing Turbo
16th December 2006, 19:58
Geez, listen carefully guys... This is a huge step in the right direction. The turbochargers sound like... turbochargers now! Air rushing in, much more accurate turbine sound, the engines are completely beleiveable at all RPMs now, much less synthetic sounding.
The only things I would would wonder is - where is most of the high(er) frequency content... LFS has always had a muffled sound even before, and now that the sounds are improved (they ARE improved, that's for sure!) this is even more apparant. Also, some stereo separation for the car sounds (your own car - engine / whines etc) would make everything sublime even as it is now! Even just the stereo "presence" would make you feel like you're sitting in the car and more attached and immersed. There's no question at all that they are FAR better than before; if you stick with U30..... you're :pillepall
axus
16th December 2006, 20:01
After getting an unlock and hearing all the cars...
The BF1 sounds seem to have a bug.
The cars sound way too similar.
The gear whine does sound wrong IMO.
As for the skid sounds, they sound a lot more muffled in cars that have a roof. I'd just like to confirm whether that's some attempt to make the sounds seem like they're coming from outside on some cars and so forth.
Having said all that, I feel there's been a general step forward in sounds but I hope that this is not the end of it for now. :shrug: I'd really like to see LFS sound "great" for a change. There have been general improvements over time but I don't think the job was ever finished properly - ie. there's been a sense of "oh ok, this sounds better - it will do for now". I hope that isn't offensive because it isn't meant to be and it certainly isn't something that runs through the game, its mainly with sounds.
SamH
16th December 2006, 20:03
Guys.. it's the first time out of the box for LFS with this new system. Nobody's required (or surely even expected!) to like the first rendition of the new sounds. If someone doesn't like them on their first outing, they surely can say so!?
I'm enjoying the new sounds in MOST cars, but some of them definitely need work. The most important thing is that it's a massive advance in core LFS technology.. and it opens the door to future sound enhancements.
TEST patch, guys!
csimpok
16th December 2006, 20:04
http://www.youtube.com/watch?v=4iOJ4vRCy1Y
I know its not that easy to do it but maybe the cars should sound somehow like this :)
For me the old BF1 sound was maybe the best of all LFS car sounds, interesting that it had the biggest change.
Scawen
16th December 2006, 20:06
I've added an unlock for all licensed racers now. That means, everyone has at least one unlock spare.
AndroidXP
16th December 2006, 20:07
Maybe it's some getting used to, maybe it's my soundcard, but from my first impression I think some of the engine sounds still need a update before going official. If only to prevent a flood of complaint threads.
It seems like some cars have gained something, but the road ones sound... wrong... to me. Also the BF1 sounded more like a F1 car before, not that I drive it much (at all). Every car seems to sound somewhat the same, too. :shrug:
This is only talking about engine sounds - everything else is fine by me so far. Skid sounds are much quieter and much more like I'd expect them to be in reality, and at the same time you hear them louder in an open roof car, and slicks also sound different than road tyres. This is a definite improvement towards realism :)
Overall I'd say make some good use of the auto-updater to improve sounds before releasing V, other than that I've yet to find something to complain about. :thumb:
Omen
16th December 2006, 20:08
Very nice new patch. :)
But i dont like the new sound. :shy:
I would describe why, if i could speak better english. :x
Walaki_DLair
16th December 2006, 20:10
Test patch or no...the sounds are rubbish...it feels like i am sitting in a pool filled with water...terrible...:shrug:
ORION
16th December 2006, 20:11
What about making a special thread for people to discuss if they like/dislike the new sound system. imo test patch threads should be used only to report problems/bugs/crashes etc. so sc can work them out by reading facts rather than reading opinions.
.
.
.
Very nice new patch. :)
But i dont like the new sound. :shy:
I would describe why, if i could speak better english. :x
schreib in deutsch, wird sich schon einer finden der das übersetzt ;)
write in german, there are enough ppl who can translate ;)
(like me ;))
RudolfR
16th December 2006, 20:14
I don't like the sounds , they are so similar.. even BF1 sound was changed ... im depressed :D
Scawen
16th December 2006, 20:15
What about making a special thread for people to discuss if they like/dislike the new sound system. imo test patch threads should be used only to report problems/bugs/crashes etc. so sc can work them out by reading facts rather than reading opinions.It's ok. if I make another thread, people will still post in this one. Sounds are the main thing so let's allow people to discuss it on this thread if they like. It would be easier to strip out the first two pages into a new thread in a few days time if needed, than to make a special thread then try to move nearly every new post into the "right" place.
Shotglass
16th December 2006, 20:16
after playing around for a few secs with all cars:
- theres something seriously wrong with the bf1
- same for the fxo it doesnt sound like a car
- improvements on all other cars
- still no change in engine note across the rev band
- transmission it too strong on the highs and to low in the lows and doesnt change enough with varying load
Geez, listen carefully guys... This is a huge step in the right direction. The turbochargers sound like... turbochargers now! Air rushing in, much more accurate turbine sound, the engines are completely beleiveable at all RPMs now, much less synthetic sounding.
im starting to believe lfs has some sound card compatibility issues now ... i dont hear the turbos at all with u32
Bawbag
16th December 2006, 20:16
Not liking the sound IS a problem.
By the amount of complaints i'm seeing and suggestions about better sounds it is a good idea that a thread with suggestions on what can be bettered.
Csimpok - We can all dream.....:(
EDIT : Oh I see, post in here it is.
Hurts2bStock
16th December 2006, 20:20
It's a start, but far from a finish sound wise.
Gear change is good, let's make it scarier and louder on the race cars........Ive been to over a dozen IRL/Cart races and the snap of the gear change is always amazing.....loud like a small lightning strike.
I have to agree with the BF1 being the biggest letdown since it was the one car that had half decent sound before...:shrug: ....As fore mentioned the sound needs a few more layers, exaust and high end gear/motor sounds perhaps. It really is missing the higher pitched sounds like BBT said.
Race cars sound like they are going explode any minute when going full out, not like you have a bunch of wet towels wraped around your head:thumb:
Mc21
16th December 2006, 20:24
Has the virtual mirror gone? Also I want to update back to my custom horn's and skid sound.. Since it's all in sound not snd.. It doesn't work either way.. still the default ones.
AndroidXP
16th December 2006, 20:27
Has the virtual mirror gone? Also I want to update back to my custom horn's and skid sound.. Since it's all in sound not snd.. It doesn't work either way.. still the default ones.
You have to use wav's now (in "sound" folder, not "snd")
i30i3i3y
16th December 2006, 20:30
Had a quick go in the XFG and I also don't like the new sound system. It makes me feel like its pressurized inside the cockpit or something, I'm frantically trying to wind down a window :P. The whining sound made me chuckle, sounds like I'm going to take off any second. Maybe this is how race cars sound in reality from inside the cockpit, but all I know is it started giving me a headache.
Kid222
16th December 2006, 20:31
I feel bit weirdo, when i say, i like new sounds more than old ones.:D
Maybe it needs some small improvements but...it's very good! :thumb:
Oh and excuse my "english".:x
RoCkBiGdAvE
16th December 2006, 20:32
Loving the update. Even if its only a minor change, any sounds that sound different are a nice addition. :)
Agreed with the BF1 sounding a bit naff, but otherwise a good update. :thumb:
axus
16th December 2006, 20:34
I've been driving the LX6 and I'm finding it much easier to drive and I actually know what's going on. I agree with Jeff's comment about the need for a more stereo-like sound - I'm sure that the engine note somehow changes pan with rpm because of different cylinders firing and so forth. That would be hell to simulate in real time but maybe something that can be done with a simple wave, I dunno. It'd take some looking into but it would add so much to the sounds because of it varying with RPM etc. Again, I also agree with him about the cars sounding muffled, they need more shrieking high pitched sounds.
About the tyre sounds, I think they sound too muffled in roofed cars and too shrieky in open-topped cars.
Lastly, sorry I'm making a bahzillion posts but there's just too much of a gap between posts to just go back and edit the old one and I think (hope) I'm adding something to the discussion. :)
Bean0
16th December 2006, 20:34
For me, the engine sound is a bit quiet when just idling. In some of the cars it's barely audible until 3k revs or so, even with the volume up to 10.0.
[RCG]Boosted
16th December 2006, 20:35
ok...first of all i like to see that ur working on the sounds :)
but... :)
main problems:
the sound in general (not only the car sound) is dully/mustily (hopfully the translator didnt trick me here!).
secondly as few times said, at least the roadcars sound very simmiliar to eachother and cars like the XFG sound just out of order :/
it seems like the more power u have the louder the car is?
the UF1 is hard to hear but the LX's practically scream! (i know RPM's but the the volume in general is alot higher).
also, the only car where i could hear the gear changing sound is the FZR, needs to be adjustable (for every car custom setting).
and as alot ppl i have the problem that i can barely hear the tires.
skid sound is all the way up but yea :shrug:
anyway im sure lfs is on the right way :)
NotAnIllusion
16th December 2006, 20:35
IMO, all engine sounds are synthetic, muffled, spongy potato mash, and are too loud in comparison to other sounds. With engine sound at the minimum setting in LFS, and in Windows at such level that it's comfortable in LFS the engine is still overpowering. Can't hear tyre squeals etc. properly. Give us settings for other sound vols too, or reduce engine volume, please.
I realise this had to be a compatible patch, and Scawen has said only a minor tweak is possible. I pray that the sound engine will be thought through again, and completely reworked in future incompatible patches before S2 final ships, because at the moment they are just so very bleh.
Btoryo
16th December 2006, 20:35
Im having trouble it says
EDIT: FIXED
ORION
16th December 2006, 20:37
I tested a few road cars, and they sound really better. FZR sounds very different than before, but still ok. BF1 is horrible.
Generally, the sounds went from bssss (S1) to brrrrr (S2) to brooooom (U32).
what I want is rrroooooaaaaawrwrrwrrwararararrrrrrr :D
I need to get used to the sound more, in order to say if I like it more or not. Problem: broken wheel and not enough time to play LFS :/
Hurts2bStock
16th December 2006, 20:40
For open wheelers
http://www.autospeak.com/grpsndc/indycar.wav
http://www.autospeak.com/grpsndc/atspeed.wav
Gearing Down
http://www.autospeak.com/grpsndd/geardown.wav
I think we need the cam and valve sound like this
http://www.autospeak.com/grpsnda/loud02.wav
Basically I think I would rather it sound like a chainsaw than a vacum
Also the little cars should sound a bit ricey, as low end racecars do
http://www.autospeak.com/grpsnda/hothonda.wav
Azaazaa
16th December 2006, 20:43
Anyone else got sound crackling like this? Seems to be worst in the FXR and BF1.
EDIT: Recording and then encoding the sound to mp3 changed the sound a bit, it sounds even worse in-game.
mrbogeyman
16th December 2006, 20:44
As Scawen has said we can discuss in here then I will post my 2p.
Definately a step in the right direction. However, I think the gear whine is unrealisitic, especially in the road cars. I have never heard a road car with such prominent gear whine. SOME GTR/race cars have gear whine, but not all even at that. IMO gear whine should be either car restricted, or blended into the background rather than being such a prominent and individual layer of sound.
In general I think LFS sounds are too prominently layered, i,e, far to easy to distinguish what each sound it. There should be some subtle sounds which add together, not a mash of whine/engine/skids etc.
Anyway, for a start I think the whine should be reduced at least, just to allow us to hear what the new engine sounds are like on their own. The whine is just too overwhelming, especially in-cockpit.
Sorry to pick up on that so much, but atm it bugs me a bit. With the right adjustments I think it will be fine.
Id also like to echo the request for an added exhaust note. IMO this is the most crucial part of any car sound and so should be a main focus.
:thumb:
edit: I actually think the mp3 of the FXR above sounds awesome, especially for a GTR. The whine etc are just not suitable to road cars with sounds proofing etc etc.
Mc21
16th December 2006, 20:44
How to convert raw to wav?
Hurts2bStock
16th December 2006, 20:48
Anyone else got sound crackling like this? Seems to be worst in the FXR and BF1.
I just did 3 laps in each and none of the cracklin' sound from your MP3:shrug:
troy
16th December 2006, 20:49
like already said it misses a lot of the high pitched sounds now
i drive around and cant stop thinking that something is missing there
or somebody played around on the equalizer and accidentally turned
down the higher kHz but (but!) i think with a few adjustments this
could sound great in further versions
a big + also for the more believable TC sounds
(or is it just me who thinks they sound different now)
Vain
16th December 2006, 20:50
@Hurts2bStock: What you heard in a kart was a motorbike gearbox. A H-Gate gearbox makes only a very small sound when you put in a gear, because the mechanism is totally different.
@Sounds:
1. Where are the higher frequencies? I remember the sound of my little race-prepped 2.5L I-4 and it had more higher frequencies when you listened to it through two thick walls at idle than the XRT at 7000 rpm.
Death to the dampening! We don't want dampening. Remove the muffler, remove the dampening materials from the chassis, remove the carpets, the passenger seats, remove everything that kills sound. From all cars. XRT, FXO, RB4, FZ5, all of them!
Really, the road cars are poor. Just remove the muffler. I don't want to listen to a road car on a racetrack, I want to listen to a roadcar that has been turned into a racecar for the track.
2. The tyre sounds get dampened away a bit too much. Right direction, a bit over the top. When I drove a normal street car on a racetrack I opened the windows a bit to hear the tyres better. Where are the open-windows keys? :tilt:
3. Why does the gearbox whine loop near topspeed? There's a very noticeable loop, which was the reason why I stopped using CSR. This is most obvious in the UFR.
4. The FZR gets a :thumb: from me. There's a nice tone to it's engine sound that's quite similar to real cars of that type. The FZ5 would also get that opinion from me if the sound wasn't dampened away.
Vain
ORION
16th December 2006, 20:51
http://www.autospeak.com/grpsnda/hothonda.wav
This is the only sound that can actually help, the others are soooo low quality :(
NotAnIllusion
16th December 2006, 20:51
The crackling I think is just wind boost, reduce it (you can try reducing the Wave slider in Windows volume control too) and see (hear) what happens.
duke_toaster
16th December 2006, 20:52
Without rubbishing God's work (Even God can have a bad day at the office), the sounds smack of a real bad GeneRally sound pack. The FXR sounds rather castrated - it doesn't sound like the turbo 4 banger beast it is. The FO8 also sounds like a hairdryer.
MoonForce
16th December 2006, 20:53
hi, first i love most of the new sound improvements...
the turbo sounds are really great...
the gear sound is not real life but it fits lfs sound scheme (not like when u hear a real life recorded in a synthetic soundsystem that really doesnt fit) good work here
i love the difference esp. in the XFR, if u switch from cockpit to chasecam and back u can really listen a harsh difference in agressional sound :) not THE much it needs to make me shivers but its one of the best improves :)
i love vrooming mufflers :)
(i made a video bout this, so in that case i am pleased lol)!!!
it is always the kind of used to sounds when u get new ones BUT
* road cars sound kinda synthetic now, also all kinda bit same
* where is the agressive sound of the rac? HELL MAN TIGER BECOMES A PUSSY CAT
* where is the vroom of the 4wd FXO?
* whats up with the bf1? great improve here really great but there is the high freq typical f1 thing missing to sound like formula one, sounds like champcars v8 now...
generally missing some high freqs sumhow, like u forgot 3 lines in code :)
i love this patch very much esp. of the turbo sounds and all other stuff, but there are sum issuses that need to be patched.
in detail i mean the synthetic sound of road cars if u compare to u30 rac, fxo and surely the bf1...
fix that and the sound improves are hell awesome :)
cheers thanx for that on my birthday too :P HURRAY!!!
okijuhans
16th December 2006, 20:56
The patch U32 is very bad ! :really:
It has bad sound , but options are great :nod:
AndroidXP
16th December 2006, 20:57
Okay, gave each car a quick run. So far:
XFG sounds weird/off/not right
FXO the same, a bit better on the FXR, but still not right
BF1 is truly the worst of all now, IMO. In extreme situations, like a spin or a crash where you go airborne or sometimes with TC kicking in the sound goes weird and doesn't make any sense. Sometimes the engine seems to quiet down completely (?)
All other cars seem quite good actually
Generally the gear whine is too audible in the road cars, I think. I seriously can't remember actively/distinctly hearing the gearwhine in any of the cars I've driven in real life, so it is kinda weird to make it out even at slow speeds in the UF1000/XFG/XRG. Can't comment on the TBO, as obviously the turbo masks/mixes with the gearwhine.
All cars, while sounding differently, seem to have the same "base". A bit more variety would be good.
Engine noise in general could use some detail. They all sound very clinical and too "perfect" at the moment.
axus
16th December 2006, 20:57
Generally, the sounds went from bssss (S1) to brrrrr (S2) to brooooom (U32).
what I want is rrroooooaaaaawrwrrwrrwararararrrrrrr :D
I agree completely, you hit the nail on the head there. :thumb:
To add to mrboogeyman's post, I think part of the reason why they sound so layered is because say, the gearwhine sounds shrieky, the tyres sound shrieky but not so much so open cars and too muffled in closed cars, the engines sound muffled, you get the point. It doesn't sound coherent. IMO LX6 sounds best of the new batch. It was the FZ50 before. :) Definitely a step up in informativeness though.
Patussay
16th December 2006, 21:00
I tested a few road cars, and they sound really better. FZR sounds very different than before, but still ok. BF1 is horrible.
Generally, the sounds went from bssss (S1) to brrrrr (S2) to brooooom (U32).
what I want is rrroooooaaaaawrwrrwrrwararararrrrrrr :D
Totally agree, BF1 now is more far from its real sound. Nice represatations of the sounds :D... i like more the actual brooom, than the brrrr :tilt:.
Why with the custom view, when i put it outside of the car, the sound is still like it was inside of it? :pillepall
sinbad
16th December 2006, 21:01
OK gave it a go. I'd like to be more constructive, but short of actually fixing it myself (impossible for numerous reasons :) ), all I or any of us can do is criticise things we think sound wrong :)
Diff/transmission whine: Hurrah it's there, thought it might be a possibility on the UF1000 but I certainly wasn't expecting it in the TBO cars, much less the FR cars. Doesn't seem to be a reason for it. Straight cut gears? Mini-esque engine-transmission layout/angle? Doubt it.
In the LX4, 9krpm sounds like 7krpm. The engines hardly seemed to be screamers anyway, but now they sound more choked than ever. This applies to all the other cars in fact, to varying degrees. Muffled, restricted, gutless, muted. Tickover is like an electric car.
There's also still, perhaps even less, of a metallic element to the sounds. Nothing sounds tinny, not on even the puniest motor with the peashooter exhausts. There's no rasp, no zing, no easy way to describe it :)
UFR and XFR just sound bizarre at low speed. Almost like pod-surfers. A combination of the overly smooth and muffled engine with the not-quite-right transmission whine.
They seem to sound a bit better from outside than inside the cars, but generally I prefer the previous sounds. They sounded more alive, more soulfull. U32 sounds are as if you're listening to a muffled bad recording of car sounds and the levels are all wrong. Which is a good thing, because less elements are missing than before, but it's actually further from being "right" than before.
Oh and BF1 sounds like a duck-call when you go through the gears, quack quackquack-quaack-quaack-quaaack :)
Disclaimer: The above = IMO. Not a statement of fact :)
Hurts2bStock
16th December 2006, 21:01
@Hurts2bStock: What you heard in a kart was a motorbike gearbox. A H-Gate gearbox makes only a very small sound when you put in a gear, because the mechanism is totally different.
By cart I ment Champ car, not go-kart
This is the only sound that can actually help, the others are soooo low quality :(
Just for examples, not donating sound files....I was only trying to help describe my suggestions:nod:
AndroidXP
16th December 2006, 21:01
I tested a few road cars, and they sound really better. FZR sounds very different than before, but still ok. BF1 is horrible.
Generally, the sounds went from bssss (S1) to brrrrr (S2) to brooooom (U32).
what I want is rrroooooaaaaawrwrrwrrwararararrrrrrr :DSaw this too late, but I completely agree.
jayhawk
16th December 2006, 21:01
Some of the sounds are good (the XFG doesnt sound like a vaccum cleaner anymore! And the LX6...wow!) and bad (BF1 is just plain weird) but overall I like the new sounds. Truth be known, they sound like what I expect an engine to sound like if I was driving the car with the windows rolled up.
Suggestion: would it be possible to make the gear changes sound more of a "chuck" sound than a "chick" sound? The "chick" sound you expect to hear in a slotted metal shifter, like an old Ferrari. "Chuck" sounds more like a cable operated gear shift.
zockmachine
16th December 2006, 21:02
would it be possible to set the minimum of the car sound lower than 2 ? or the tires sound higher than 2 ? because i cant really hear my tires while drifting... :shrug:
Hurts2bStock
16th December 2006, 21:05
good example of how painfullly loud a race car is from inside a ferrari 355http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en (http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en)
Mc21
16th December 2006, 21:05
How to convert raw to wav?
anyone know a converter?
Hurts2bStock
16th December 2006, 21:08
anyone know a converter?
I use this one for makking OGG's it say's it will do raw to wav
http://www.mp3towav.org/Alive-MP3-WAV-Converter/
Blackout
16th December 2006, 21:11
good example of how painfullly loud a race car is from inside a ferrari http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en
After that video, I can double my last post and say that LFS really really needs an exhaust sound. Metally, raspy kind of thing, the sounds are too clean and pretty for cars and like Orion said not violent enough, BWAARARARRROOOIIIIUMBANG is what we would like to hear :tilt::D
MoonForce
16th December 2006, 21:11
good example of how painfullly loud a race car is from inside a ferrari 355http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en (http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en)
yeah but thats already in u32, if u sit cockpit u listen more noize of turbo and wind than screaming engine/muffler. if u are behind car u listen more vroom (not THAT MUCH more but its more :) )
dunno if mentioned already, rpms sounds (still?) weird, 3000rpm in almost every car sound like 900-1100 rpm and 6000-8000 rpm sounds like 3000 rpm, dunno if i am wrong, what u think?
PSX
16th December 2006, 21:16
First of all, I'd like to say that I'm really glad the sound is being worked on now - it's great to see improvement :)
Second - in many situations (generally, low RPM), every car seems much more realistic for me....
Third - however... at high RPMs, it seems the reverb is drowning out the delicious rasp I would love to hear from cars in LFS
please listen through this comparison file I bashed together and see what you reckon: http://lfs.psx9.co.uk/FZ50_vs_911_GT3.mp3 - (thats FZ50GTR being recorded)
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
PSX
wheel4hummer
16th December 2006, 21:20
YAY! A Chanukah present from the devs!
ORION
16th December 2006, 21:22
good example of how painfullly loud a race car is from inside a ferrari 355http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en (http://video.google.com/videoplay?docid=-7627780648210449057&q=ferrari+f50gt&hl=en)
Thats _EXACTLY_ the rrroooooaaaaawrwrrwrrwararararrrrrrr im talkin bout :D
amazing
R1K89
16th December 2006, 21:23
HEY i had to unlock again:shrug: , Scawen can you pleas give me an extra unlock ?
axus
16th December 2006, 21:26
HEY i had to unlock again:shrug: , Scawen can you pleas give me an extra unlock ?
You already got one. Everyone did. :)
Hurts2bStock
16th December 2006, 21:26
dunno if mentioned already, rpms sounds (still?) weird, 3000rpm in almost every car sound like 900-1100 rpm and 6000-8000 rpm sounds like 3000 rpm, dunno if i am wrong, what u think?
I agree, perhaps if a layer of higher pitched engine noise faded in at 4 or 5000 rpm ......also I need to hear the cam popping at idle, and a rough idle, race cars like the xrr would have a crazy sounding set of cams.
Ger Roady
16th December 2006, 21:26
YAY! A Chanukah present from the devs!
its more a bloody sunday :banghead:
RSchumacher
16th December 2006, 21:26
HEY i had to unlock again:shrug: , Scawen can you pleas give me an extra unlock ?
write them an e-mail ;)
al heeley
16th December 2006, 21:27
err, we all did, why do you need another? Do not use this thread for unloack requests please, it is a U32 patch thread.
Gimpster
16th December 2006, 21:28
I will not get a chance to test this until I get home tomarrow night but as for gear whine in a street car, my miata has audible gear whine above 50mph and it does have a rymthic harmonic pulsing at steady RPMs opperating on a 4-5 second cycle. I probaly hear it more being that it a close ratio trans in an open top car will little sound damping material.
Netcar and RBR/DR have nice take on the synthetic engine sound system. Its a multi-layered setup where som layers add new sounds and some alter the sound. Idealy it woudl be somthign like this: The begining sound is just the moment of detonation in the cylinder, add to this valve/cam noises, belt noise and intake noise and then pass it through a filter/amplifier based on load contidions and a second filter/resonator for the exhaust. Transmission whine, tire humm, wind noise, and other sounds are seperate related but non-blended sounds.
But thats in an ideal world.
CLRS530
16th December 2006, 21:28
HEY i had to unlock again:shrug: , Scawen can you pleas give me an extra unlock ?
Read back
I've added an unlock for all licensed racers now. That means, everyone has at least one unlock spare.
al heeley
16th December 2006, 21:30
TBH I don't really like the new sounds. :( Maybe a bit of what we are now so used to, but for me they are more muffled, less treble and sound like I've put my PC speakers in a cardboard box in the hall.
Brainblaster666
16th December 2006, 21:32
This carsound is a bad joke!! :pillepall:pillepall:pillepall Now I definately stay on GTL!!
Best wishes for the future!! LFS can suck my balls!!!!!!!!!!!
Vain
16th December 2006, 21:32
HEY i had to unlock again:shrug: , Scawen can you pleas give me an extra unlock ?You recieved an extra unlock. Everyone did.
@Sounds: I think I got the right words for it:
LFS dampens the "wrrrrrrrooom" away to a "mmmmmmmmuummmmmummmummmm". I wouldn't be surprised if LFS's engine sounds looked pretty much like a simple sine-wave.
By the way the best sounding car I ever heard in my life was at the Nurby in the pits of the GP track (I was allowed as a racing team member), and there was an old Jaguar V8 standing there *without a muffler*. There was basically nothing between me and the spark plug except 5 meters of air. It was absolutely georgeous. I have never heard such a great sound in my life.
It was unbearably loud, but I didn't want to miss anything of it. I would rather have turned deaf. It would've been worth it.
When that monster blew past the pit-straight it was - well, that's where words stop being able to describe how good something is.
Vain
Hurts2bStock
16th December 2006, 21:34
This carsound is a bad joke!! :pillepall:pillepall:pillepall Now I definately stay on GTL!!
Best wishes for the future!! LFS can suck my balls!!!!!!!!!!!
Way to be a smart lip, on the internet were unlike real life you walk away with out a broken nose:thumb:
al heeley
16th December 2006, 21:35
I wouldn't be surprised if LFS's engine sounds looked pretty much like a simple sine-wave.
I would, they are a mile away from a simple sine wave, this is a ridiculous comment, but I'm still not keen on them.
axus
16th December 2006, 21:35
This carsound is a bad joke!! :pillepall:pillepall:pillepall Now I definately stay on GTL!!
Best wishes for the future!! LFS can suck my balls!!!!!!!!!!!
ROFL. You stay there, mate. With that attitude I don't think we want you near LFS. Did you care to note that this is a TEST patch and these are probably not Patch V sounds?
dawesdust_12
16th December 2006, 21:37
This carsound is a bad joke!! :pillepall:pillepall:pillepall Now I definately stay on GTL!!
Best wishes for the future!! LFS can suck my balls!!!!!!!!!!!
Have fun driving with those unreal "physics" and those canned sounds that tell you about as much as a hooker tells you about her life.
duke_toaster
16th December 2006, 21:45
Have fun driving with those unreal "physics" and those canned sounds that tell you about as much as a hooker tells you about her life.
:nod:
But these sounds do suck as much as the previous ones TBH - the FO8 is now a 3 litre hairdryer.
wheel4hummer
16th December 2006, 21:49
This carsound is a bad joke!! :pillepall:pillepall:pillepall Now I definately stay on GTL!!
Best wishes for the future!! LFS can suck my balls!!!!!!!!!!!
TEST Patch U32... I like the sounds better then the earlier TEST patches.
Mc21
16th December 2006, 21:52
Converting RAW to WAV I used a Alive MP3 Wav converter.. Which uses RAW aswell.. But the sound has gone high pitched.. Any ideas?
Humbleridderen
16th December 2006, 22:00
I also noticed that the "sliding" sounds is very weak and it doesn´t look like changing, if I adjust the sound setting.
The little map of the track, doesn´t apear on the right side of the screen, when I try to select it.
Blaeza
16th December 2006, 22:01
I've only listened to one of my replays quickly, but the sounds are much more 'authentic' now. The XFG used to sound horrible, now it sounds like a Type-R off NFS, as in 'WAAaaaaaaaahhhhhhhh, Whoooooaaaaaaa'! Great improvements, oh almighty ones...:thumb::nod:
Crazy Harry
16th December 2006, 22:04
Happy Birthday (EAGLE)Dygear!!! :tilt:
Ups, wrong subfolder.
BTW: I was interested in my old love so I installed the test patch 2343,641 or 2343,642 or so. Blaster is right. Sounds crap. LFS was IMHO much better before patch q. :nod:
MillerM
16th December 2006, 22:05
I must say the sounds are very promising. I feel many people are unrealisticly difficult about them.
Overal my opinion is, listening on a high end soundsystem;
The sound now consists of so many more details and it feels much more like real life. Which is the ultimate goal of this SIM. Skid soundlevel is perfect as standard, you really can tell the skids are coming from outside the car.
Allready I like it a lot more. I see how much is possible by just equalizing/mixing what we have now. Yes some cars sound a bit off. But overal it is increadible for what is a new sound system. And the system is great. The sounds delivered in this testpatch are more than good enough in showing the potential.
(And I never drive the BF1 anyway) :scratchch
Falcon140
16th December 2006, 22:05
omg these new sounds suck
we have a hairdryer, a jet engine, and other assorted appliances.
just sent my unlock request im back to u
XCNuse
16th December 2006, 22:05
its a step up i guess, gear whines shouldn't be heard in the more standard daily commute cars though thats for sure
tire squeels are WAAAy to quiet now, even though i have them boosted up to full they are juts way quieter than they are in real life
the cars do sound extremely similar now though, but its a step away from the normal so i can't complain
i do however like the new sound the LX6 makes (haven't heard the 4) but its fantastic if it keeps being worked on
lol @falcon, nice descriptions, especially the "assorted appliances"
Falcon140
16th December 2006, 22:07
hehe:thumb:
axus
16th December 2006, 22:12
I saw someone comment on their sound system above. Thought I'd note that I'm listening to these on a pair of Sennheiser HD-595's which are considered relatively dark. However, most gaming headphones (ie. anything mid to high end from Logitech etc.) are way, way, way, way darker than my Senns so I don't think you should expect good results on them anyway. As for standard computer speakers (ie. the $10-20 ones), those ought to fall apart trying to play an engine sound.
sil3ntwar
16th December 2006, 22:13
I like the new sounds. They have more meat to them. Except the BF1 which has just become a lot worse.
amp88
16th December 2006, 22:14
As I understand it this is the thread that was formerly for U30. Can we have a download link to U30 for those of us who have tried U32 and want to go back to U30 please?
LFSn00b
16th December 2006, 22:16
im starting to believe lfs has some sound card compatibility issues now ... i dont hear the turbos at all with u32I don't hear neither. And i wanted to hear a turbo sound... :D
But, it's great, Bf1 voices are a little worse and imo all sound a little similar. But, great job Scawen, as usual :)
loopingz
16th December 2006, 22:17
First thanks for the work.
You are not hearing a supercharger or a turbocharger, you are hearng the whine of straight-cut gears. They are stronger gears used in race cars but they are not used in road cars because they are noisy.
I just wanted to correct you about the straight cut. They (or there i dont know) are not stonger (you can do stronger or not as you when you design it but straight cut are known to last a bit less because it is less smooth (each teeth make a little shock at start)) but more efficient, creating less 'drag'. Typical values are from 95% for a good not straight to 98% for a good straight (may be some people have more correct numbers...). Anyway straight cut are noisy !
NetDemon01
16th December 2006, 22:18
What is this "lfs_restart.exe" that showed up in my directory?
EDIT: Nevermind, just got brave enough to double click it....it's part of the autoupdate :-)
axus
16th December 2006, 22:19
Shotglass/LFSn00b, can we have a recording? I can't see how you have all sounds EXCEPT the turbo sound if its a sound card thing. Perhaps the names of your soundcards would be helpful anyway to double-check that others with the same cards have/don't have the turbo sound. Its more likely a code bug. :shrug:
EDIT: loopingz, I'm sure I've heard of values of transmimssion loss of 17% for road cars, are you referring to the entire transmission or just the gear?
NetDemon01, probably the thing that will restart LFS after a new patch is downloaded by the auto-updater. :p
Blas89
16th December 2006, 22:20
Imo the sounds are really bad, the bf1 doesnt sound like a bf1, and the others just doesnt sound like they would.
It should be very good if we have the GTR cars with a Louder sound:)
Ill go back to U30.
Check this out, really good sound: http://www.youtube.com/watch?v=uQlrq57GmWA&mode=related&search=
Falcon140
16th December 2006, 22:23
can someone post a link to u30?
EDIT: Nevermind here it is if you want it.
TEST PATCH U30 :
http://www.liveforspeed.net/file_lfs.php?name=L...
DEDICATED HOST U30 (for hosting only) :
http://www.liveforspeed.net/file_lfs.php?name=L...
Ball Bearing Turbo
16th December 2006, 22:33
im starting to believe lfs has some sound card compatibility issues now ... i dont hear the turbos at all with u32
Something is for sure wrong then because they've been vastly improved. There is now the sound of air rushing into the engine (heard even more on the RAC; presumably because the mill is behind your melon) and the turbine itself is no longer (one) simple sinewave. Great! (edit: forgot about the new BOV.... Not sure if I like it a whole lot, but it needed to be different to differentiate it from the air rushing in sound (which seems like it's the old BOV sound))
Which is a good thing, because less elements are missing than before, but it's actually further from being "right" than before.
I think it's much closer to right in terms of characteristic; however there is clearly some things missing that could make it visceral... Having just went for a cruise in my car; I note just how muted the sound really is in my real car... Now I am confused :shrug:
The gear whine in the road cars might be a bit too prominent. That probably REALLY depends on the car though. I know I can hear some in mine at low speeds, 1st gear. Older cars (70s/80s?) I've been in it was much more obvious (still only at lower speeds). I lean towards it being a tad to strong in roadgoing cars though.
Truth be known, they sound like what I expect an engine to sound like if I was driving the car with the windows rolled up.
This is true; as I said above. Everyone go get in your car, go for a cruise and pay attention. It's like LFS is trying to replicate what really happens (IRL most roadcars ARE muted sounding); but is going about it the wrong way. Life doesn't just put a high pass filter on your ears to acheive this. Note in the Ferrari video above - you can barely hear the car that the camera is in!!! The exhaust note from the F50/F40 in front absolutely DOMINATES the soundscape on that video.
I'm not trying to say something isn't wrong - there is, but I don't think "what" is wrong is totally cut and dried. Praise the Lord we're even having this discussion though :D :D :D
Edit: And why is everyone surprized that the I4s sound pretty similar? :really:... If you mean they ALL (meaning all cars) sound similar then you can't hear. The LX6 sounds different than the 4 (it sounds like a 6cyl, the 4 like a 4cyl :shrug:) lol Bound to happen in a game with a crapload of I4s :D
Righteous
16th December 2006, 22:34
I like the sound of the LX6 now, but I liked it before so...
For me everything sounds muffled and the same. I figure it's an attempt to simulate being inside a car, but for me it just sounds terrible. I like the UF1 with the top off too. That sounds fine.
As for the gear noises, sounds like a mouse click and the gear whine is so "electronic" that it depresses me.
Really glad to see that the sound is being worked on, but for the moment, I want to go back to u30 sounds.
Hurts2bStock
16th December 2006, 22:36
Well I shut up and spent more time listening and changing the sound card props etc.....and I have to say a few of the cars are really a huge improment;
LX6:thumb:
LX4:thumb:
FOX:thumb:
loopingz
16th December 2006, 22:37
EDIT: loopingz, I'm sure I've heard of values of transmimssion loss of 17% for road cars, are you referring to the entire transmission or just the gear?
Well it is what I have in mind for just a couple of gear. For the entire transmission 17% of loss sounds good to me. Because You have some some loss in all the bearing and also on non working gears. Anyway my value are from my little experience and it is two years ago so may be they are a bit optimistic.
Well after some check on wikipedia, loss is <5% for "good gears" (so my 95% of efficiency were not so bad !) but I didnt find a good comparison between straight and not straight.
And also straight cut are more efficient because they dont make any axial forces just the good one (and with no axial forces ball bearing are smaller and more efficient).
Vain
16th December 2006, 22:41
Well, I postulated that LFS's sounds aren't much more interesting than a sine-wave. I thought so because the sounds seem increadbily dampened. But I had no proof beside the feelin in my ear.
Thus I quickly started audacity and compared the FZ50 to the 911 GT3 from the video posted earlier. I picked sound-positions of similar speed and made a comparison of the two waves at the same zoom-factor. Same displacement, same engine layout. Here (http://img186.imageshack.us/my.php?image=spectrofo8.jpg)'s the picture. But really, it's not about the specifics of the sound sources. It just shows how far away LFS is.
I suggest everyone to load up the file in audacity. The picture of the waves tells so much about what LFS lacks...
Compared to the GT3 the LFS sounds really do look as interesting as a sine wave.
Vain
BlackMan
16th December 2006, 22:43
I dont like a new sound just only with one car, sry...but of course i will stay with LFS.
XRT - Where is a turbo sound?
LX6 - Awesome
BF1 - TC sounds so funny and so weird that after 50meters i couldnt drive longer
Well, another cars most sound the same, no diferrence...anyway in that new sound for LFS, there not only negative points, positives are too!
- gearing
- GTR`s now sounds more like GTR`s than earlier
IcYX
16th December 2006, 22:44
oh my god... i hope it was a joke by the devs and the old sounds will be released in a modified version with shifting sounds for christmas...
Unhappy about the patch :(
kaynd
16th December 2006, 22:44
I also don’t like new sounds. They definitely need more treble… Engine sound lacks the hid frequency hi revving tones.
And it seems like the same adjustments made to all cars no mater the unique characteristics every one has.
Differential sound needs improvement but it is definitely one step to the right direction. As for the engine sound I am not sure if there is any improvement or just bad tweaking.
I found that my force feedback does not work correctly… some curbs don’t even appear… So I settled again to 128 steps at the cfg.txt and works ok.
Is it normal for my wheel (driving force pro with the 4.60 drivers) not to be able to work in 256 ff steps?
Yaamboo
16th December 2006, 22:45
its a step up i guess, gear whines shouldn't be heard in the more standard daily commute cars though thats for sure
I disagree with that one - I have quite a lot of gear noise even in my standard Fiat Uno 1.5 :D
I love the new gear whines and stuff, but the car engine notes have lost a lot of treble. It feels like having his head in a barrel. The LX6 sounds nice though.
But, I'm sure we will have the best sounds ever quite soon :) Keep up the good work! :thumb:
geeman1
16th December 2006, 22:45
I can't hear the turbo sounds at all. I have Windows XP SP2 and Realtek's onboard sound card.
Also the skidding sounds are barely audible inside the car. Starting sound and gear change sounds could use a boost too.
axus
16th December 2006, 22:47
Some clear transmission whine sounds can be heard (its not just transmission whine but you can clearly seperate it from the rest) in this video towards the end:
http://youtube.com/watch?v=nkfvQvc9ipI
This is when the McLaren is being driven. Also note the sound of the transmission on lift-off. :) Sorry its quite a long way into the video.
Ball Bearing Turbo
16th December 2006, 22:48
Well, I postulated that LFS's sounds aren't much more interesting than a sine-wave. I thought so because the sounds seem increadbily dampened. But I had no proof beside the feelin in my ear.
Thus I quickly started audacity and compared the FZ50 to the 911 GT3 from the video posted earlier. I picked sound-positions of similar speed and made a comparison of the two waves at the same zoom-factor. Same displacement, same engine layout. Here (http://img186.imageshack.us/my.php?image=spectrofo8.jpg)'s the picture. But really, it's not about the specifics of the sound sources. It just shows how far away LFS is.
I suggest everyone to load up the file in audacity. The picture of the waves tells so much about what LFS lacks...
Compared to the GT3 the LFS sounds really do look as interesting as a sine wave.
Vain
Nice picture and good idea.
It seems to confirm that the major low frequency component is quite correct, but there are many high frequecies missing from the LFS sample. I wonder what it would sound like if that massive amplitude wave in LFS was diminished - what are the other components that you see? Was this done with all other sounds (wind etc) turned as low as possible and the engine sound all the way up?
Fordman
16th December 2006, 22:49
Well here goes. As previously mentioned, the sounds are wrong " for the high powered cars " The BF1 has taken the biggest nose dive of all. The GTR cars, sound like a ...cannot explain what. The only cars, and this is for me, that sound ok, is the XFR and the FOX. the FOX has slightly more gear whine than that is normal, but its there.
Brake Squeal? surely this would of been the easiest to implement, where's that? That would off been a major asset if added.
OK I am no programmer, nor sound expert or anything else but an MCSE and gamer, but for me, CSR does way more for my gaming fun that patch U32( for sound ) .
I know CSR uses pre-recorded sounds from other game, and if you up the timing on the programe, it works in time with LFS, but maybe its time for LFS to look in this direction? There is plenty of royalty free sounds out there to play with?
For me, dissapointed
Ball Bearing Turbo
16th December 2006, 22:52
Brake Squeal? surely this would of been the easiest to implement, where's that? That would off been a major asset if added.
Since brake heat cannot be implemented in a compatible patch, it probably isn't the right time because I would bet my left nut it will be connected to it.
Hurts2bStock
16th December 2006, 22:52
.
BF1 - TC sounds so funny and so weird that after 50meters i couldnt drive longer
I agree the BF1 is as unplayable as racing with no sound at all.
Yaamboo
16th December 2006, 22:53
Oh yes, forgot to say - there still isn't a sound when you run over a kerb :D
(Ok, this is kind of an inside joke ;) )
Jonas8431
16th December 2006, 22:55
:shrug: mmmm I want to believe that I´m on 15/dec/06 and the LFS car sound are well. but...
is already u32 and the sounds just...mmm...
come on! the gtr cars (XRR, FXR, FZR) have 365 KW of power they would sound like a electric storm or a prey overturning a sound that you think that the car is on the verge of breaking.
Vain
16th December 2006, 22:55
Was this done with all other sounds (wind etc) turned as low as possible and the engine sound all the way up?As said, I didn't make the sounds, I just opened the previously posted FZ50 vs 911 GT3.mp3 in audacity and took screenshots of section that had approximately the same speed.
But yes, the FZ5 shot was with wind sounds, just as the GT3 shot (obviously, duh).
The situation was when accelerating at velocity of some 80km/h (rough estimate, might be wrong by 50%!), so tyre sounds aren't as much of an influence as when accelerating at 30km/h, while wind isn't yet too loud.
Vain
tommer
16th December 2006, 23:01
I like This Patch-but i think some changes should be optional - like the sounds - i hate em! lol also i dont like the fact theyve taken the map away from the autocross as people still use it id like to have that as my request
thats all :)
LFSn00b
16th December 2006, 23:01
After that video, I can double my last post and say that LFS really really needs an exhaust sound. Metally, raspy kind of thing, the sounds are too clean and pretty for cars and like Orion said not violent enough, BWAARARARRROOOIIIIUMBANG is what we would like to hear :tilt::DNot BWAARARARRROOOIIIIUMBANG, but Grr.... GRR.... GRRRAAAAANNNNNNHHHHHPRAAAAAMMMMMMMGRRUUUUUUNNNNSKR EEEEKKKKCRASH!
Yaamboo
16th December 2006, 23:02
Oh yes, forgot to ask - are the gear whine sounds generated on-the-fly, or are they sampled?
S0ul
16th December 2006, 23:07
I like most of the sounds,especially MRT and FOX are soo great...Okay,BF1 is not great at all...Theres still lots of potential there,but i really have to agree that some cars sound almost the same....still big thumbs up
Jakg
16th December 2006, 23:12
if its sampled, i cant find the samples!
deggis
16th December 2006, 23:19
I was bit surprised that Scawen has been working on the sounds in the first place. That is really great. This kind of hints that we could expect to see bigger sound improvements in the next in-compatible patch, no?
As said 10+n times, BF1 was really horrible. Previously it was good, sounded like a bee but at least it was totally different to other cars. On the other hand LX6 was great, though it was probably previously the best sounding too, now the engine tone is really spot on.
With gear shift sounds I wasn't impressed at all... mostly because I've already used to them with CSR. It needs to be louder and noisier. Gear whine sound like a jet engine, but definately better than no gear whine at all.
If I was Scawen I'd get in contact with Todd Wasson and ask how he implemented these. :) Check these out, according to Todd these are fully generated. In my opinion sounds better than LFS - sounds also very synthetic but these also has a bit of that noisy rrooooaaarrr feel that LFS competely lacks.
http://www.performancesimulations.com/files/EngineWave13.wav
http://www.performancesimulations.com/files/EngineSim1.wav
Netcar and RBR/DR have nice take on the synthetic engine sound system.
RBR is sampled, just a bit differently than most of the sampled engines. Also DR is sampled, and it is very basic system. Though haven't played it in couple of months... but I guess that part hasn't been changed.
wheel4hummer
16th December 2006, 23:19
Why would the gear sounds be sampled?
Campos_MIC
16th December 2006, 23:20
I like the sounds...
But I cant listen the skid sounds... :(
zurdospeed
16th December 2006, 23:23
Hi, what is this new "lfs_restart.exe" that came up after the upgrade?
bbman
16th December 2006, 23:24
It's true that the cars sound more similar than in previous patches and the BF1 is obviously bugged, but it's a good, strong step in the right direction (I love the sound of the XFR and the FOX) and it is very much an improvement (anybody who denies that should have his ears checked), but with much room for improvement still... I love the turbo-sound and how the sounds inside the car differ from the outside... Anyway, I'm confident that those issues pointed out here will be adressed in the future and that we have taken another step towards LfS' goal... I for one wouldn't mind sending Scawen in his christmal holidays - the big job is done, the fine tuning can wait till next year. Happy holidays!
axus
16th December 2006, 23:26
If I was Scawen I get in contact with Todd Wasson and ask how he implemented these. :) Check these out, according to Todd these are fully generated. In my opinion sounds better than LFS - sounds also very synthetic but these also has a bit of that noisy rrooooaaarrr feel that LFS competely lacks.
Actually, I had the pleasure of hearing some of his more recent sound stuff and it was much less synthetic sounding. ;)
Jonas8431
16th December 2006, 23:36
:) Check these out, according to Todd these are fully generated. In my opinion sounds better than LFS - sounds also very synthetic ...
http://www.performancesimulations.com/files/EngineWave13.wav
http://www.performancesimulations.com/files/EngineSim1.wav
JAJAJAJA that sounds like beatbox
Hurts2bStock
16th December 2006, 23:37
I was bit surprised that Scawen has been working on the sounds in the first place. That is really great. This kind of hints that we could expect to see bigger sound improvements in the next in-compatible patch, no?
As said 10+n times, BF1 was really horrible. Previously it was good, sounded like a bee but at least it was totally different to other cars. On the other hand LX6 was great, though it was probably previously the best sounding too, now the engine tone is really spot on.
With gear shift sounds I wasn't impressed at all... mostly because I've already used to them with CSR. It needs to be louder and noisier. Gear whine sound like a jet engine, but definately better than no gear whine at all.
If I was Scawen I'd get in contact with Todd Wasson and ask how he implemented these. :) Check these out, according to Todd these are fully generated. In my opinion sounds better than LFS - sounds also very synthetic but these also has a bit of that noisy rrooooaaarrr feel that LFS competely lacks.
http://www.performancesimulations.com/files/EngineWave13.wav
http://www.performancesimulations.com/files/EngineSim1.wav
RBR is sampled, just a bit differently than most of the sampled engines. Also DR is sampled, and it is very basic system. Though haven't played it in couple of months... but I guess that part hasn't been changed.
Those I like, they have the agressive (almost hammering) cam sound and its poppy at idle......I would like to have more extreme sounds that sound synthetic, over realistic sounds that sound wimpy:shrug:...but that's just me
Jakg
16th December 2006, 23:40
:( - So little feeling, sounds like the engines in a glass jar, Back to U30 for me :(
mrbogeyman
16th December 2006, 23:42
Purely to come back with some more positive feedback, I would like to say that the external sounds are a great improvement IMO.
I just joined an XF/XR server, and as soon as I joined I thought that it sounded pretty realistic for cars of that type. Once the revs are up to racing speed I can't really fault the external sound - bar an exhaust note. Low revs are a tad strange sounding, but I can't put my finger on it.
The difference between the XF & XR was also easily noticable, and I disagree with those who say all the cars now sound the same. I think this has more to do with people not being used to the new system.
The external view sound is obviously the same engine noise as in-cockpit, but with the cockpit noises removed. Therefore my conclusion is that too much emphasis/volume has been put on the effect noises rather than engine noise.
edit: enginewave13.wav sounds awesome :)
the other one is a bit funky.
mkinnov8
16th December 2006, 23:46
Erm.. nice work there with the new bits and pieces.. But please, whats the thinking behind the GTR-esk Sounds for the Formula cars.. The poor fox..:(
Bf1 is almost unchanged, thankfully, F08 is.. ok.. but seriously.. :(
If I want sound like that for those cars, I can play GTR.. or use the third-party sound mod. No disrespect intended, but please.. Prefered LFS's non (or not so) sampled sounds.
My first negative post about changes to lfs..
Yaamboo
16th December 2006, 23:54
Just noticed, we seem to have a starter sound now too :D
Gener_AL (UK)
17th December 2006, 00:02
not just that also this
http://www.lfsforum.net/showthread.php?t=5888&highlight=sound
:( ahh damn , i had CSR running and forgot about it.
TagForce
17th December 2006, 00:02
The external view sound is obviously the same engine noise as in-cockpit, but with the cockpit noises removed. Therefore my conclusion is that too much emphasis/volume has been put on the effect noises rather than engine noise.
Or, there are too few effects/cockpit noises. If you listen to a real onboard video you can hear all kinds of stuff going on, which you can't in LFS. Also, the sounds lack treble. Everything seems to be muffled, even though that's not the case IRL. If there's some high frequency noises added throughout the resulting samples, the sounds will be so much better.
My verdict: The sounds are ok, but they need a whole lot more artifacts per cycle in the higher frequencies to make them sound authentic.
drift_apprentice
17th December 2006, 00:08
I agree with the previous post, I dont like the new sounds either, they are WAY too muffled, unlike the previous versions', very clear and lots of treble. I can't even hear the tyre scrub noise properly...
All the engine sounds are very similar, boring! But other little upgrades like the menu system and fonts etc is great.
HorsePower
17th December 2006, 00:09
Im quite satisfied with the sound of the FOX and the street cars (don't know how else to call them). I especially like the damping of sounds from outside the car (in cars with a roof).
The GTRs, FO8 and BF1 still need lots of improvement IMO. I was especially shocked by the BF1 sound. From stinging bee to toothless tiger. :(
But clearly the sounds have been developed in the right direction! :thumb:
Shotglass
17th December 2006, 00:10
Shotglass/LFSn00b, can we have a recording? I can't see how you have all sounds EXCEPT the turbo sound if its a sound card thing. Perhaps the names of your soundcards would be helpful anyway to double-check that others with the same cards have/don't have the turbo sound. Its more likely a code bug. :shrug:
its a realtek alc850 ... pretty crappy tbh and my speaker arrangement is as well turns out with headphones the turbo is (barely) audible but to me its nowhere near as good as bbt makes it sound
anyway heres a recording of the rac xrt and xrr
Actually, I had the pleasure of hearing some of his more recent sound stuff and it was much less synthetic sounding. ;)
i so want to hear that
Just noticed, we seem to have a starter sound now too :D
which sounds rather off on the big gtrs tbh
edit: forgot the attachment ... how embarassing
Leifde
17th December 2006, 00:10
Wow. That's all I can say about the LX6. It sounds so good, like a proper car should sound! The FOX is a bit smooth IMO, it's a race car so I think it could do with being a bit harsher - although that might come with exhaust sounds.
Overall a good patch! :)
P.S. You went all auto-unzipper on us!
EDIT: I cannot hear the turbo sounds either. I'm using Windows XP Home SP2 with onboard sound.
amp88
17th December 2006, 00:15
I really hope the sounds can be modified before the release of patch V in the next few days. My thoughts on the sounds are found numerous times throughout this thread. Among others, the BF1 used to sound semi-realistic but now it's miles off what a 2006 F1 car should sound like. I know that it's easy to criticise someone's hard work and that you can't expect a new implementation to be perfect right out of the box, but I think everyone could at least agree that in parts the changes to the sound are a step back - even if the change in implementation in itself is a big step forward. I'm not the only one who thinks this isn't ready to be put in a public patch, I'm sure...
col
17th December 2006, 00:16
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 (http://www-ccrma.stanford.edu/%7Ejos/wg.html) 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 ?
Col
herki
17th December 2006, 00:24
For me, the engine sound is a bit quiet when just idling. In some of the cars it's barely audible until 3k revs or so, even with the volume up to 10.0.
Yep, definatly too quiet. And it would be nice to have a bit of "unsteadyness" for the race-prepped engines in lower rpm-ranges.
And I love the sound of the straight-6 engine now :D :thumb:
shim
17th December 2006, 00:32
Hi, what is this new "lfs_restart.exe" that came up after the upgrade?
bumpin this post cause id like to know wha its about aswell :)
SamH
17th December 2006, 00:34
Not a programmer, here, but my best guess is that it's an application which is launched on auto-update, to restart LFS with the new patch installed after a successful/clean exit of the main LFS.exe application :)
Vain
17th December 2006, 00:36
Some more sound analysis (http://img338.imageshack.us/my.php?image=spectroku1.jpg). This time taken under different conditions:
Car flipped to the roof, no wind, 7000 rpm. But I forgot to disengage the gear. The results are obvious enough anyway. I wrote the numbers of the firing cylinders and the names of the car.
Like a sine-wave, I told you. Interesting how especially the XRT felt dead boring to listen to. This is the reason why.
Vain
col
17th December 2006, 00:47
Some more sound analysis (http://img338.imageshack.us/my.php?image=spectroku1.jpg). This time taken under different conditions:
Car flipped to the roof, no wind, 7000 rpm. But I forgot to disengage the gear. The results are obvious enough anyway. I wrote the numbers of the firing cylinders and the names of the car.
Like a sine-wave, I told you. Interesting how especially the XRT felt dead boring to listen to. This is the reason why.
Vain
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:)...
NetDemon01
17th December 2006, 00:56
The XRG graph is like a 5th harmonic square wave, near identical.
DrDNA
17th December 2006, 00:59
Personally, I don't think the sound system is as simple to work with as some of you seem to think! It isn't a matter of assigning a few variables and voila! a perfect recreation of an engine. I'm sure it's largely experimental and that at this point there are limits to what can be acheived. Manipulating synthesizers to sound like real engines with character takes some doing.
I agree that a lot of the cars sound similar to each other and several of them sound worse, but this is an ongoing process and things are simply going to get better from here on out. I do wish the BF1 and FZ50 sounded closer to how they were, though, especially since I've been putting in several hours a day with the BF1 in the past two weeks or so :).
At least the newest sounds help mask the synthesized sound a bit.
Blackout
17th December 2006, 01:01
Just viewing some replays, and I wonder if the gear whine should be that loud outside? You can clearly hear the whine when the cars go by the camera, and it seems to cover the engine, well maybe because there is no exhaust but still, is that like it should be?
I feel bad to criticize Lord Scawen's work, don't you guys? Maybe his first bad patch (but still a leap forward)? :D
SamH
17th December 2006, 01:10
I feel bad to criticize Lord Scawen's work, don't you guys? Maybe his first bad patch? :D
Yes!! No!! Umm.. maybe!?
Yes.. I know Scawen's slogged his butt off the last few weeks, which is why he's not been around very much.. so I feel kinda gutted for him, that the patch hasn't gone down as well as previous patches.
This is why I'm keen to keep a finger on the broader picture: that this is only the first deployment of the new extensible sound system; includes a new auto-updater; a bunch of other modifications; a collection of gratefully received fixes; and so far (touch wood) is pretty darn stable.
But yeah.. I feel bad! :(
filur
17th December 2006, 01:11
New sound sounds like the old sound sent thru a lowpass filter with some added resonance, with gearbox whine on top, outside the filter. I only watched a replay of a full grid LX6 start and drove a few cars very briefly, but the overall impression is that everything is quieter, muffled, blurred, skid sounds way less audible, engine sounds of surrounding cars much quieter. I don't like the new sounds. :(
Hurts2bStock
17th December 2006, 01:25
No one is pulling any punches, but in a real company making a game people would be just as candid, 90% of people here do nothing but say how great this game is compared to any other on the market.....the Devs get plaenty of compliments for making the greatest sim racer ever!...
As far as the FOX is concerned, I'm watching "Star Racer" today and the new FOX sounds almost the exact same as the mazda speed open wheel racer they race on that show, so it's not as bad as some people think.
I think this is what a patch forum is all about, lots of honest feedback = amazing final S2 and S3:nod:
Ball Bearing Turbo
17th December 2006, 01:40
Only hear any BOV on the GTRs and RAC :( The TBOs are probably more like stock that way, but not necessarily so (SRT-4?). I agree the FOX sounds really good now - but the engine on the FOX kind of sounds like I think I was expecting the sound on the XFI to sound. The default level of wind noise really needs to be increased though that's for sure.
I don't know... Probably needs a few days to sink into everyone's head. Sure does sound too muted though. I still think it's definitely going the right way but some things really need to be balanced / tweaked & fine tuned. Bleh.
BWX232
17th December 2006, 01:44
-here is the problem with the sounds...
There is no control over the sound volume levels!! :wtf2:
All I hear is the engine droning on and on.. with no control over any of the sounds that make any difference at all.
How can you even tell if it sounds good or not? You can't hear anything but the engine!
The engine sound is ok but needs to be leveled out- there seems to be a huge volume peak on one tone.. what sounds like midrange- or mid-bass.. everything else is hardly even audible. This is with the engine sound all the way down and everything else all the way up.
Tested on RB4 GT and a few other tin tops..
What we NEED is an engine EQUALIZER... like in RBR, so we can dial in the perfect amount of bass, midrange, and treble for just the engine sound so we can tune it so it sounds good on our speakers, not just so it sounds good on the LFS devs speakers.
I have a Hercules Fortissimo III 7.1 with Sennhieser headphones and a 5.1 Creative PC speaker system. It doesn't sound like these sounds were tested on a system with a subwoofer, or tweeters for that matter.. Everything is midrange, no treble, no bass in the engine note. Sounds really bad as it is.
I can't even barely hear the gear wine, I can barely hear the skidding sounds, I cannot hear the wind noise, I cannot hear the turbo or blow-off valve or any of that. it is all drowned out by that huge mid bass peak in the engine "tone"..
We need a skid sound slider that can be pushed above the sound level of the engine note... as it is, that slider is useless.
We need a separate BOV sound slider.
We need a separate gear whine sound slider.
We need a separate turbo sound slider.
We need an engine sound equalizer..
We need these sliders to "stick" for each car so that when we get it tuned right, it stays that way. if we had all that, we could at least tune the sounds to sound as good as they can on our own personal soundcard/speaker/headphone setup.
Ok, separate but even more important bug/issue-
After hitting a wall with the RB4 GT, at Aston Nat. - the force feedback totally reverses and stays like that until you go back to the garage. There was no damage at all to the suspension, and as soon as I hit the wall (I was testing sounds), the FF reversed.
I tried again to see if I could duplicate it and the same thing happened every time. basically in a straight line the FF will pull the wheel to the opposite lock and hold it there.. If you let go of the wheel you will just go in circles with the FF pulling the wheel to the left or right, instead of centering the wheel.
Using Driving force Pro, latest drivers. 70% overall force in DFP control panel, no centering.. About 50% FF strength in LFS..
720 degree rotation in DFP control panel.
Hurts2bStock
17th December 2006, 01:48
Also I think everyone should have their wind, echo, and skid volume boost on max for the time being.....and it also sounds much better through the stereo with your sub cranked than headphones.
Glenn67
17th December 2006, 01:54
Firstly I think the sounds in general are an improvement :) and the FFB feels great (I must have had it lower than 256 steps before :x )
I like some others though rely on the sounds of tyres for vital feedback on what the car is doing, so like to have there volume loader than RL
I found even with the car sound volume down to 2 and skid volume boost to 2 it wasn't clear enough :shrug:
I amplified all the skid volumes by 10db and found that was about right with car sound volume at 2 and skid volume boost at 1.7 :tilt:
Have attached the modified sound files if anyone wants to use :shy: they need to be extracted to the sound folder in LFS (Backup the folder first!)
As to the outcry about muffled sound, if you stick some ear plugs in and then put a helmet on and then go for a drive in your car whats it sound like :p
Chris P
17th December 2006, 01:54
It goes without saying that we all appreciate the effort, but I really do not like the new sounds! Only the XRT is okay!
One of the main things I don't like is the urge for whining gearboxes... an lx4 would have a normal gearbox in real life.
We made a kitcar at my old college similar to lx4 which had a stock Sierra gearbox. That's how it should be imho!
BWX232
17th December 2006, 01:55
By equalizer- this is what I mean.. Look at the amount of control RBR gives you- this is why everyone can make it sound good.. to them..
[AMP::SOUNDS]
Engine=1.7
EngineTransmission=0.19
TransmissionDiff=0.19
Turbo=0.45ts
BlowOffValve=0.37
DriveShaftBroken=2.5
GravelParticles=1.7
Squeeks=2.0
Suspension=2.0
Horn=0.6
Helicopter=0.36
Bird=0.40
Wind=1.0
EnviormentalReflections=1.0
Offtrack=1.4
Pop=1.5
ExhaustPop=1.0
Bang=2.2
Ignition=1.0
Enginefire=2.5
BrokenCooler=1.7
WiperEngine=0.2
Wiper=0.5
Impacts=1.7
ImpactScreams=1.5
Servicepark_BG=1.0
Servicepark_FX=1.0
Rain=1.0
[OPTIONS::SOUNDS]
NumberChannels=48 ; 0 means use all hardware channels
; 32 means 32 audiochannels
;Citroen
[EQ_NOLOAD::CAR1]
31Hz=0.6
62Hz=0.4
125Hz=0.1
250Hz=0.1
500Hz=0.1
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR1]
31Hz=0.4
62Hz=0.7
125Hz=0.7
250Hz=0.2
500Hz=0.1
1KHz=0.2
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
Now LFS doesn't have nearly that many different sounds, but what if we had control over the sounds that ARE there in LFS? Wouldn't everyone benefit from that? Wouldn't it sound better for everyone on their own PC?
Blas89
17th December 2006, 02:04
I played with the XFR and sounds good.:)
banshee56
17th December 2006, 02:08
I'll have to admit that the new sounds are not as good as the ones as late as U30. However, given the other updates and fixes that we get with U32, I would much rather tweak on my sound card settings and the available volume settings in LFS that see disconnects during a league race. I can deal with the new sounds until Scawen makes some more improvements.
Cheers to Scawen for making forward steps overall! :thumb:
J.B.
17th December 2006, 02:12
Is there a way to switch off the gear whine? I don't like it at all and I'd like to compare the new engine sounds directly to the old ones without the whine overlayed. The whine sounds far too "electric" like some sort of kitchen appliance. Also I'm not sure it should be audiable from the cockpit of an open wheel car at all. Here's a video of an FF at Donington: http://video.google.com/videoplay?docid=6583307406038254401&q=dawkins+donington
But good to see the sound is being developed. I hope the BF1 is a bug and the other things can be tweaked.
XCNuse
17th December 2006, 02:20
ok well i can't say i've ever heard the gear whine in my car.. ever.. or in any car i've ever been in to be honest
plus.. why does it whine when the car is in neutral? anyone figure that one out? after you punch the gas in neutral and then release it immediately you can hear it whine (and im talking about any car here, UF1k to the BF1) they all do it
oh i forgot to mention that besides liking the LX6, i do also like the FOX
and another thing i forgot to mention, yes the turbo is literally.. silent here too
god i can't remember anything, i do however LOVE the new smoke and how much longer it lasts, its much better now; but the grass still needs to be a totally different texture and amount of "dust" pickup
askoff
17th December 2006, 02:22
I have a few improvement idea for the sounds. First of all, every car should have its own sound enviroinment. Some real car manufacturers have also people tuning the sound enviroinment for the cars (like BMW).
Second, the exhaust sound should be added so that there are more sound behind the car and less at front of the car.
Third. I would like to hear much more higher frequency sounds.
XCNuse
17th December 2006, 02:26
@askoff, there is, listen to a car driveby in LFS or use inside view and then switch to chase view and you can hear a totally different sound
that was something new that came out at the beginning of S2 anyway
they do however.. actually they most likely are the same sound at a different pitch but, its better having multiple sources than 1 like in S1
they do need a larger difference though
HondaCivicSI
17th December 2006, 02:29
I just downloaded the patch and I think its horrable. The car sounds are very bad. I'll take the stock ones. and I couldn't figure out how to get my wheel setup with it. the options look the same as test patch U30. I drove with the mouse and was still disapointed. I'm going back to U30
XCNuse
17th December 2006, 02:31
options looked the same??
hell it took me like 10 minutes trying to find where it was to turn the centermirror off.. and i kept loosing where it was its rediculously different
i do like it though, plenty of options.. although not all work ei: wont show the map on the right side of screen for some reason (or atleast it doesn't when finished places are up, i didn't check if it appeared when that was off)
wheel4hummer
17th December 2006, 02:58
plus.. why does it whine when the car is in neutral? anyone figure that one out?
Because there are still gears rotating in the differential, and transmission.
XCNuse
17th December 2006, 03:01
in neutral..?
lol last time i checked no gear in the trans is moving when a car is in neutral
gremwood
17th December 2006, 03:02
Skid sounds are a little... soft. They can't be excessively loud, but skid volume at max sounds as if I was at home with cars skidding. The XRT sounds boring too :(
Ball Bearing Turbo
17th December 2006, 03:04
@BWX
Wow I actually agree with you... :scratchch I wonder if hell HAS frozen over? :smileypul
plus.. why does it whine when the car is in neutral? anyone figure that one out? i do however LOVE the new smoke and how much longer it lasts, its much better now; but the grass still needs to be a totally different texture and amount of "dust" pickup
Just tried replicating "gear whine in neutral" with the LX6, can't. Got going in 1st, slipped the shifter into N, gear whine immediately ceased - no load on the gears. Parked, when into N, revved nothing. CLutch in / out, nothing. :shrug: Anyone else get this?
NEW SMOKE? *goes to test
Incidentally I do like how the gear whine is actually attached to the physics in LFS... Clutching in at speed make it stop, then if you quickly let it out you can hear the gears being tortured for a split second :D
Ball Bearing Turbo
17th December 2006, 03:05
in neutral..?
lol last time i checked no gear in the trans is moving when a car is in neutral
Actually, they are all moving all the time if the clutch is out ;). The dog wheels just have none of the ratios engaged to the output :tilt: shaft.
I used to drive a POS truck where I could hear the input shaft & gears whirring away with the clutch out in N. Never noticed it in a non POS vehicle though. :razz:
Actually, with the wind noise up, the tire noise up, and the engine noise mostly down... Take the RAC out for a spin - it sounds really really good IMO.
Slidaaaa
17th December 2006, 03:07
New sounds are sweet but really, i have to complain about tire sound volume, its Way too low, sorry but thats really affecting my driving feedback, even if i max tire sound and low engine sounds it is still very low inside cockpit :(
XCNuse
17th December 2006, 03:09
i dont know, i just especially noticed it in one car.. er.. now which was it, .. let me check
uh.. maybe i was hearing something? okay this is weird..
oh i think i know what it was, in the LX6 is just has a whine sound, so thats probably what it was
i think we all agree on a few things here:
skid sounds are WAAAY to quiet no matter what
engine sounds can use some improvement but of course are in the right direction (er.. i hope? we got a few new folders so how bad could it be right?)
options are nice
and.. we can't hear the turbos unless we turn up the sound so loud we go deaf.. in which case we wouldn't be able to hear it anyways because.. then we would be deaf
i actually have one other thing i need to comment on
..buttons, when the computer is computing, and it keeps making that mouse click sound, and it repeats it several times.. that is VERY annoying (had that problem since U30 i believe)
Shotglass
17th December 2006, 03:24
bug: move speed slider in shift-u overhead cam mode doesnt have any effect (move speed is taken from the slider setting in low cam mode)
actually i think all sounds except the engine are too low in u32 ... button clicks are a lot quieter as well
Some more sound analysis (http://img338.imageshack.us/my.php?image=spectroku1.jpg). This time taken under different conditions:
Car flipped to the roof, no wind, 7000 rpm. But I forgot to disengage the gear. The results are obvious enough anyway. I wrote the numbers of the firing cylinders and the names of the car.
Like a sine-wave, I told you. Interesting how especially the XRT felt dead boring to listen to. This is the reason why.
Vain
its not a sine at all ... it is however perfectly harmonic (all the way across the rev band) which is the reason why it sounds boring
todds samples have a whole bunch of am characteristics with varying amplitudes and frequencies which is the main reason why it does sound like an engine ... not everything is as perfectly in synch as it currently is in lfs
wheel4hummer
17th December 2006, 03:30
in neutral..?
lol last time i checked no gear in the trans is moving when a car is in neutral
Well, there is the output shaft, and there are gears that are attatched to that even while in neutral, arent there?
Hurts2bStock
17th December 2006, 03:36
Well, there is the output shaft, and there are gears that are attatched to that even while in neutral, arent there?
Yep, thats why you can't just slam it in reverse when your parallel parking, you have to wait for the the OS to stop spinning first, but i don't think it would make any sound:shrug: without gear to gear contact.
KiDCoDEa
17th December 2006, 03:39
Generally, the sounds went from bssss (S1) to brrrrr (S2) to brooooom (U32).
what I want is rrroooooaaaaawrwrrwrrwararararrrrrrr :D
ahahaha that cracked me up :D
quite close to the truth. nice sinthesis ability there.
Hurts2bStock
17th December 2006, 03:41
ahahaha that cracked me up :D
quite close to the truth. nice sinthesis ability there.
It's called onomatopoeia.....is a word that imitates the sound it represents.
Ball Bearing Turbo
17th December 2006, 03:47
without gear to gear contact.
But the gears ARE turning, there's just no load on them so they probably won't say much. Every ratio in your manual transmission is contantly turning, provided the input shaft is turning. Every gear is always enmeshed with his buddy on the other shaft - When you switch gears, a certain ratio is locked to the shaft and pow, that's the gear the transmission is in (hence the need for synchromesh - to match the gears current speed to the shaft's actual speed). All other ratios rotate freely and simultaneously even when not engaged :nod:
Shotglass
17th December 2006, 03:48
Yep, thats why you can't just slam it in reverse when your parallel parking, you have to wait for the the OS to stop spinning first, but i don't think it would make any sound:shrug: without gear to gear contact.
the gears are always in contact with each other but as long as theres no torque transfered through them they are silent
plus the main noise you hear is from the differential which on most cars is the part of the transmission that has the tightest mechanical (and thus sound guiding) connection to the cars body
wheel4hummer
17th December 2006, 03:49
you have to wait for the the OS to stop spinning first
And the syncros.
KiDCoDEa
17th December 2006, 03:59
I really hope the sounds can be modified before the release of patch V in the next few days.
most important part of patch imo, was assuring they can ;)
It's called onomatopoeia.....is a word that imitates the sound it represents.
sure i know what an onomatopeia is, thanks for recalling the latin roots of my native tongue :)
the nice synthesis is in the staging of the events thru onamatopeias in relation to lfs dev thrutime, not in the onamatopeias themselves.
Flycantbird
17th December 2006, 04:14
synthesis.
SamH
17th December 2006, 04:23
I went out in an XFR earlier. Gotta say I loved the new sound. Definitely not all bad :thumb:
I did get a crash, though. Unfortunately I forgot to have Dr Watson on at the time. It crashed when trying to go to spectate, while a race was restarting (during the countdown). I'll be trying to emulate it again with Dr W.
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