Author Topic: Tank Main Gun Noise  (Read 3062 times)

Offline DLXIRON

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Tank Main Gun Noise
« on: December 21, 2018, 02:26:25 PM »

How impossible would it be to a add noise to the tanks main guns rounds flying through the air at you?  On top of making it more dramatic it would give some sense of direction where the round is coming from. 

Thanks
Dougie

Offline bustr

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Re: Tank Main Gun Noise
« Reply #1 on: December 21, 2018, 03:57:14 PM »
The 88mm does not slow down below 342.9m\sec or 1125ft\sec until about 7000yds. Since that is our largest tank round, are the smaller rounds slower, or do they go sub 342.9 sooner? And that is just the 88mm HE round. I can see this creating a neat effect if they miss by a lot getting that ripping sound after the impact. Unless the explosion sound is louder than the sound of the large steel object ripping over head through the gasses surrounding us. Some players do miss by outrageous margins occasionally. This would be nice receiving rounds from ships or the shore battery.
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Offline DLXIRON

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Re: Tank Main Gun Noise
« Reply #2 on: December 21, 2018, 05:16:00 PM »
The 88mm does not slow down below 342.9m\sec or 1125ft\sec until about 7000yds. Since that is our largest tank round, are the smaller rounds slower, or do they go sub 342.9 sooner? And that is just the 88mm HE round. I can see this creating a neat effect if they miss by a lot getting that ripping sound after the impact. Unless the explosion sound is louder than the sound of the large steel object ripping over head through the gasses surrounding us. Some players do miss by outrageous margins occasionally. This would be nice receiving rounds from ships or the shore battery.


It is not always about being super ultra realistic.  Sometimes it needs to about being fun and entertaining!
Us GVers drive around with neon signs above us only visible to enemy aircraft, not realistic at all!
Us GVers drive 20 plus ton vehicles that are stopped cold in their tracks be a palm tree or a bush, not realistic!
Us GVers can drive our tanks down mountains hitting speeds in excess of 120mph without somehow mechanically over revving the engine and sending every connecting rod flying out of the block at 342.9m\sec or 1125ft\sec!
I could sit here all day giving you examples as to how far from realistic this game is just from the GV perspective.  Maybe we could concentrate more on making the game more fun and maybe that will solve other problems in the game at the same time.

Dougie

 



Offline bustr

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Re: Tank Main Gun Noise
« Reply #3 on: December 21, 2018, 07:05:22 PM »
Hitech already bases the explosion sound delay off the speed of sound. How do you convince him to ignore the physics of sound he introduced with the new sound system? Unless you ask him straight faced to chuck it for what you want, I'm asking my questions based on what he has already created as the standard. Chewing on me for asking these questions does not accomplish anything with Hitech to get him to stop using the physics he has programed into his game. It's not my fault he decided to make this aspect of the game realistic.

It looks like you have a much larger wish to present him with anyway.

Remove GV icons so planes with bombs cannot see them.
Set the collusion bubble around all speedtree vegetation objects to no collision so you can spawn and drive with no hindrance to your objective.
Destroy GV's hurtling down mountain and cliff faces if they achieve more than the real maximum speed of that vehicle.<---- I agree with this.
Ignore the physics of the speed of sound and instead add stereo directional sound effects to the passing through atmosphere of steel objects traveling faster than the speed of sound. Even if the steel object is traveling pointing straight at your position to help you locate hidden tanks. The anime series spin off from Sword Art Online, Gun Gale Online has a line of aim lazer that flashes the bullet trajectory just before the gun fires which would work pretty good in AH3 tank combat since you want some kind of a directional indicator.

You are aware by introducing the speed of sound physics to cannon fire, you don't hear the one destroying your tank anyway, while with an air ripping sound for the round, you are still dead. With a miss, the delayed boom or air ripping sound, even if it has a directional component is not saving you from a competent tanker in this game. I run into that problem a lot flying a storch and listening to the cussing on the ground. Because my guys were waiting to hear the shutdown hidden enemy tank's shot boom to locate him. Half the time I can drop a flare right on the enemy tank and they still get killed if he's shut down. Mano and his friends shut down in tree clumps and can't be seen driving my guys nutz all the time by cherry picking them. Mano and company seem to have quite the mad skills in tanks and appear not to be impeded by the sound system, speedtree objects or, having icons attached to their tanks. Some of my squad mates have adapted to AH3 at that skill level and are impressive tankers.
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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline DLXIRON

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Re: Tank Main Gun Noise
« Reply #4 on: December 21, 2018, 09:12:49 PM »

Bustr follow along with me for a second if you would.  We play a game where supposedly we are operating 20 plus ton vehicles that drive around without leaving any tracks on the ground, drive through through certain vegetation like it is not even there but are stopped dead by other types of vegetation no matter how fast you hit them, can drive up near vertical walls for a thousand feet, can also drive inside/through another vehicle and then you ask me how do I convince HiTech to ignore the physics of sound he introduce???  There is no need to strictly adhere to the physics of sound if your not strictly adhering to the physics of anything else!

Dougie

 

Offline FBKampfer

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Re: Tank Main Gun Noise
« Reply #5 on: December 21, 2018, 10:31:58 PM »
Depends greatly on the ballistic coefficient of the rounds. HVAP will go subsonic much faster (though not within practical gunnery range. I don't have data for the Soviet ammunition on hand, but as a estimated calculation it's looking like they should drop at around 5200 yards.


Standard APCBC rounds (as far as I can tell, every other AP round in the game) would remain supersonic beyond 10000 yards.

There would be a small sonic boom off the rounds as they pass, but it would mask any "whoosh" you might possibly hear.
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Online The Fugitive

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Re: Tank Main Gun Noise
« Reply #6 on: December 22, 2018, 10:10:21 AM »
Bustr follow along with me for a second if you would.  We play a game where supposedly we are operating 20 plus ton vehicles that drive around without leaving any tracks on the ground, drive through through certain vegetation like it is not even there but are stopped dead by other types of vegetation no matter how fast you hit them, can drive up near vertical walls for a thousand feet, can also drive inside/through another vehicle and then you ask me how do I convince HiTech to ignore the physics of sound he introduce???  There is no need to strictly adhere to the physics of sound if your not strictly adhering to the physics of anything else!

Dougie

The things you list are due to problems in physics. You would need a super computer to have tracks show, trees and vegetation that could be destroyed, and faster than light internet so that lag doesnt have a chance of vehicles being inside of the other vehicles. The sound on the other hand is as accurate as it can be. Changing it for a "gamey" style wouldn't hurt/help anything. It may sound cool on those few times you would hear it, but thats about it.

Id rather see them spend time on figuring out ways to get more players into the game and retain them. 

Offline Chalenge

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Re: Tank Main Gun Noise
« Reply #7 on: December 24, 2018, 12:19:23 AM »
The problem is one of limited cpu cycles. Applying the effect of paper tearing as a round passes by (anyone that has ever been in the target "pit area knows that sound) would be a matter of applying the sound to each and every round fired. Unfortunately, that can be extremely costly in some situations (think strafing passes). Even if you limited the effect to ships and tanks that could hammer even a powerful system.

Just saying.
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Offline ccvi

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Re: Tank Main Gun Noise
« Reply #8 on: December 24, 2018, 03:27:47 AM »
Applying the effect of paper tearing as a round passes by (anyone that has ever been in the target "pit area knows that sound)

Ignoring technical issues, would this provide a sense of direction as suggested in the original wish? Or is it just some ambience noise like sitting und a tree with leaves in the wind, except that in this case some papers are bring torn?

Offline DLXIRON

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Re: Tank Main Gun Noise
« Reply #9 on: December 24, 2018, 03:11:52 PM »
The problem is one of limited cpu cycles. Applying the effect of paper tearing as a round passes by (anyone that has ever been in the target "pit area knows that sound) would be a matter of applying the sound to each and every round fired. Unfortunately, that can be extremely costly in some situations (think strafing passes). Even if you limited the effect to ships and tanks that could hammer even a powerful system.

Just saying.


Bombs falling already have this effect and so do machine gun fire to a certain degree but I have not "tested" if it is directional.

Dougie




Offline Chalenge

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Re: Tank Main Gun Noise
« Reply #10 on: December 24, 2018, 04:35:15 PM »
Ignoring technical issues, would this provide a sense of direction as suggested in the original wish? Or is it just some ambience noise like sitting und a tree with leaves in the wind, except that in this case some papers are bring torn?

That depends on the system being used I would think. There is no way to test it until it becomes part of a project, but I think it will be a long, long time before computers can handle it.


Bombs falling already have this effect and so do machine gun fire to a certain degree but I have not "tested" if it is directional.

Bombs, maybe. Machineguns, no. If you have your system set up correctly you may hear which side your tank is hit by machinegun fire, but you will not hear the "tearing" sound because it's just not included.
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Offline ccvi

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Re: Tank Main Gun Noise
« Reply #11 on: December 24, 2018, 05:29:57 PM »
That depends on the system being used I would think. There is no way to test it until it becomes part of a project, but I think it will be a long, long time before computers can handle it.

Misunderstanding, sorry. With 'anyone that has ever been in the target "pit area knows that sound' you were talking about reality, weren't you? My follow-up question on that was if in reality the paper ripping sound provides a sense of direction.

Offline ONTOS

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Re: Tank Main Gun Noise
« Reply #12 on: December 24, 2018, 07:44:15 PM »
I like tank sounds

Offline Chalenge

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Re: Tank Main Gun Noise
« Reply #13 on: December 25, 2018, 03:57:35 AM »
Misunderstanding, sorry. With 'anyone that has ever been in the target "pit area knows that sound' you were talking about reality, weren't you? My follow-up question on that was if in reality the paper ripping sound provides a sense of direction.

Yes, but only relative direction rather than pinpoint. Ricochet rounds in the smaller calibers take on a cartoon whistle-like effect for whatever reason. Heavier rounds do ricochet, but I wouldn't know how to describe it. I recorded .50 cal automatic fire passing through a derelict car. We had to make one area of the car a non-target, because at even 600 yards the M2 is armor piercing even without a steel core (no way to protect a mic or recorder without getting prohibitive). The same is true of many .30 caliber guns at short ranges (.300 Mag for instance). If I was going to try to capture this sound I would probably use regular and subsonic ammunition through a suppressor, and then shoot at a target another 200 yards beyond my recording equipment. There have been people that tried it in the past with varying degrees of success. As for tank rounds it could be done, but also expensive.

The number one problem in AH is that sound is limited to 3.2k range. Otherwise, we could have great audio as formations pass overhead, but again the burden on your CPU would be pretty heavy at times.
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Offline Mano

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Re: Tank Main Gun Noise
« Reply #14 on: December 27, 2018, 06:16:55 PM »
maybe it would be as simple to add a wav file similar to what we hear when AP's are going through the air like in the movie
Kelly's Heroes.  :D

that would be cool
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