Engine sounds
-
Sorry but no such things for the next release. Maybe on a later update (?) low prio but why not, we keep it in minds.
-
Found the video i mentioned earlier dont know if this is just a sound over but at the 34-35 sec mark it is audible
and this is the balkans theater -
Found the video i mentioned earlier dont know if this is just a sound over but at the 34-35 sec mark it is audible
and this is the balkans theaterI vote for footage’s post effect. In any cases, no way to have this working good in BMS at current state.
-
Iirc there was a mod that made this sound, the ab sound was like 3mins long with that sound in the beginning, could have been FF, but I’m sure I had it in my install at one time.
/f -
Iirc there was a mod that made this sound, the ab sound was like 3mins long with that sound in the beginning, could have been FF, but I’m sure I had it in my install at one time.
/fThat’s what I did with Open Falcon. Put that sound at the beginning of the sound file and make the AB sound file long so you didn’t have to worry about looping. Can’t do it in BMS because the AB sound seems like it is always on in the background. I tried doing the same thing I did in OF with BMS and couldn’t get it to work. It would play the PW nozzle sound at unpredictable times.
-
I don’t think it plays all the time but there is a overlap in the higher rpm region. I have a small memory that it was a little work and testing with that during my work on the JA37 engine sound, it’s connected to the .dat file of the AC. A change in the AC.dat engine section needed a change in the sound file.
/f -
That’s what I did with Open Falcon. Put that sound at the beginning of the sound file and make the AB sound file long so you didn’t have to worry about looping. Can’t do it in BMS because the AB sound seems like it is always on in the background. I tried doing the same thing I did in OF with BMS and couldn’t get it to work. It would play the PW nozzle sound at unpredictable times.
I have same Demo. Long time ago i try that. Sound is looping.
I added for 3 Sound line in f4sndtbl. It afB1(Start) Other afb2(for loop) and final afb3(Ending sound) After Added sounds in aircraft dat.
We must have New sound command as “sndAbExt” -
Where does this sound actually come from. What is its cause?
-
Where does this sound actually come from. What is its cause?
Nozzle actuator.
http://www.f-16.net/forum/viewtopic.php?t=15879
All versions of the F100 make the noise.
The Convergent Exhaust Nozzle Control (CENC) uses 13th stage bleed air from the engine’s N2 compressor to drive its dual-helical-gear air-motor, providing rotational power to the Primary Nozzle Actuator. The Primary Nozzle actuator then shares this rotating power through to the other 4 Secondary nozzle actuators (so 5 total). These actuators are driven and interconnected by ‘flex-shafts’ (like over sized speedometer cables) to turn the rotational energy into linear energy (the actuators are like screw-jacks) to push the nozzle synchronizing ring forward/aft inside the nozzle support assembly. The sync-ring then pushes/pulls on the long links, that turn the convergent lever arms, which push/pull the short links to expand/contract the convergent segments that are hinged inside the nozzle assembly…. and so on and so forth.
So yes, the Pratts all use high-pressure air from the compressor to drive an air-motor driven system to position the nozzle. This varies the exhaust nozzle exit - AKA ‘Aj’ or Area, jet.
TEG is spot on as always! This is a different design than the GE engines. The F100 family of engines use the convergent / divergent balanced beam exhaust nozzle system.
Essentially as the engine receives requests for changes, it adjusts the exit area of the nozzle according to its conditions.
When on approach, as the pilot makes subtle changes to the engine power lever while lining up with the runway, the engine is respondiing by optimizing his request. (not only adjusts Engine Pressure Ratio but also takes into consideration fan stall margin) This results in small movements in the exhaust nozzle which is driven by this very high speed air motor resulting in that voop or hoot sound. It only takes 500 revolutions of the final drive from fully open (in Max Augmentor) to fully closed and that air motor covers that ground in a hurry. The proximity to the ground is the reason you hear it.
While mechanical in nature it is a double redundant drive system so that any one cable failing in the system will not stop the nozzle from properly positioning itself. -
…hmmnnn…so I’ll throw in that GE powered jets must not/don’t make this noise, then. Because the nozzle actuators in GE engines are hydraulic type linear actuators and the working fluid in them is fuel…
…and all of a sudden I know which motor I want in MY Viper…
http://www.geaviation.com/military/engines/f110/
But I may just be partial, because I used to work for GE…
-
If anyone could make this work that would be awesome! like a mod one can install on the models with the P&W engine. make it an exterior sound (which we can turn off in settings anyway if not wanted).
I would very much like this in BMS! -
FWIW (because I like playing with audio) - I had a crack through acdata on an unused ‘sndext3’ row for external engine sounds (modifying acdata isn’t recommended for multiplayer reasons)…results were terrible.
f4sndtbl file will allow you to dictate if a sound is ‘looped’, naturally I removed this condition, however I think the external engine sounds are played to completion (whatever the soundfile length 0:03 or 3:00 etc.) and played as long as the acdata soundchart pair condition for engine RPM is met…which means you get a soundfile trying to play everytime and as quickly as BMS will re-read the conditions…resulting in the sound of a bent jet…that’s how i’m interpreting it.
I’m pretty sure there’s more than acdata telling the sim what sounds to play but I don’t know where that is, I suspect it’s a bit deeper and I’m not sure I’m that keen to get that deep and dirty for this.
-
oh well, maybe in the future someone will write an improved sound script for the vipers and add more detailed sound data. how i read this now would be too much pain in the ass to figure it out indeed.