Author Topic: Explosion Shock Wave Delay  (Read 975 times)

Offline Windycty

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Explosion Shock Wave Delay
« on: May 04, 2012, 10:58:17 PM »
It would be cool when a bomb detonates in the distance there is a short delay until you hear the explosion.  Kind of like when large fireworks go off you see the flash and then you hear the BANG!  It might give a little more depth to the simulation.   
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Offline kvuo75

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Re: Explosion Shock Wave Delay
« Reply #1 on: May 05, 2012, 12:58:35 AM »
its called the speed of sound, and i completely agree, other than the fact it would completely change the game, espcially for tanks, they wouldn't be able to hear the shot as it's fired.


spawn campers would be safer, etc. etc.
« Last Edit: May 05, 2012, 01:07:42 AM by kvuo75 »
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Offline Mar

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Re: Explosion Shock Wave Delay
« Reply #2 on: May 05, 2012, 12:07:11 PM »
HTC already overhauled the sound system once, I doubt they want to go through that hassle again so soon.
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Offline smoe

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Re: Explosion Shock Wave Delay
« Reply #3 on: May 05, 2012, 06:09:15 PM »
Actually I believe a shock wave travels faster than the speed of sound.

I kind of prefer a non-delayed explosion sound, but probably wouldn't mind is a delay were added. Also, the simulated force of a shock wave hitting your plane/vehicle may be somewhat cool.

One thing I wouldn't mind seeing is the effect of a large canon round jolting an armored vehicle. I've seen at least one ex-Tiger/Panther crew member talk about how the tank (literally) hit them in the head do to a non-lethal hit from another lightly armored Sherman tank.

Offline guncrasher

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Re: Explosion Shock Wave Delay
« Reply #4 on: May 05, 2012, 07:02:56 PM »
It would be cool when a bomb detonates in the distance there is a short delay until you hear the explosion.  Kind of like when large fireworks go off you see the flash and then you hear the BANG!  It might give a little more depth to the simulation.   

it would be cool to have the a26 too.


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Offline bozon

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Re: Explosion Shock Wave Delay
« Reply #5 on: May 08, 2012, 04:20:39 AM »
People are too used to Hollywood physics. They would interpret and explosion with a delayed blast as a lag, bug or snag.

While I love realism, it will add nothing to the gameplay, so not worth the complication.
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Offline RTHolmes

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Re: Explosion Shock Wave Delay
« Reply #6 on: May 08, 2012, 05:50:27 AM »
you should see/feel/hear explosions, in that order.

I'm surprised directsound doesnt already include the delay, it has the 3D location of the sounds :headscratch:

shock wave would be good too for people with 5.1 systems but the game would need to generate a true .1 channel to accomplish this, I'm pretty sure it doesnt at the moment.
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Offline Chilli

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Re: Explosion Shock Wave Delay
« Reply #7 on: May 10, 2012, 04:36:27 PM »
Okay......   

You guys may be on to something... but I will have to try it out........   I will take an explosion sound from a current file and edit it to mimic a delay...

My thoughts are something like an immediate low crack (distant exposion) followed by a very low rumble (wave approaching), then the delayed shell explosion / blast, and finally a lower echoed blast explosion.

I will try it in a tank first and let you know how it works out.

Offline Krusty

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Re: Explosion Shock Wave Delay
« Reply #8 on: May 10, 2012, 04:55:55 PM »
It doesn't work that way Chili. You see it, see the shock wave, feel the blast, then you hear a boom/rumble. THere is no initial "crack" -- the sound waves are too slow. I've seen pyrotechnic shows at airshows and they do this as well. If you haven't, I'd suggest the cement truck explosion in the rock quarry episode of Mythbusters. You see, feel, then hear it all in that order. It's a good reference.



P.S. I have to ask: Is everybody sure that HTC doesn't already model this delay in sound? Has anybody tested it?

Offline RTHolmes

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Re: Explosion Shock Wave Delay
« Reply #9 on: May 10, 2012, 06:09:31 PM »
dropped a cookie on town from 7k offline, no noticeable delay.

heres a good RL example from 1km:

http://www.youtube.com/watch?v=VQ88c9pWjKU
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Offline Chilli

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Re: Explosion Shock Wave Delay
« Reply #10 on: May 10, 2012, 06:17:03 PM »
Well it was for giggles anyhow, and it was pretty funny.  I haven't fired up the ole surround sound chair in a while .... she might just get another wirl  :devil

Krusty, you and Holmes are definitely correct.  What I did, however, was to use the tankgun sound, as I have noticed that the sound of other tanks firing around you depends on the sound files for the tank that you are in (by the way, that in my opinion is a bug). 

I was hoping to get someone to fire back at me online but no luck.  But I did get was a pretty good timed delay for any shells around 3 - 4 k out.  I left the initial firing sound at the beginning (but lowered the volume) and did as I said above.  I tried to emulate the vibrating feeling from a low pitch sound after the tankgun sound.  Then the explosions amazingly were sometime just about synchronized with the flashes.

It would be interesting to hear what the incoming rounds sound like  :x

Offline RTHolmes

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Re: Explosion Shock Wave Delay
« Reply #11 on: May 10, 2012, 06:25:57 PM »
found this as well - nice demo of the difference in ballistics (and deflection!) of sabot (HVAP) and HESH (~AP) rounds :aok

http://www.youtube.com/watch?v=pKe3c75mH5c



edit: looks like 2/3 hits for the sabots, 3 misses for the HESH  :bolt:
« Last Edit: May 10, 2012, 06:29:55 PM by RTHolmes »
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Offline Onfir0NE

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Re: Explosion Shock Wave Delay
« Reply #12 on: May 12, 2012, 10:03:36 AM »
I can see this aiding the spawn campers, we'd literally be in the tower before we even hear a shot fired.
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Offline guncrasher

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Re: Explosion Shock Wave Delay
« Reply #13 on: May 13, 2012, 08:37:49 PM »
I can see this aiding the spawn campers, we'd literally be in the tower before we even hear a shot fired.

not any difference that being in the tower while hearing the round being fired.

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Offline Wildcat1

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Re: Explosion Shock Wave Delay
« Reply #14 on: May 13, 2012, 11:42:15 PM »
IIRC, either HiTech or Pyro said a while ago that modeling the speed of sound was in the Aces High skunk works
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