IVC options
-
Which are the IVC options necessary to make headset human voices more realistic with IVC?
I try to modify Hiss parameter: I didn’t noticed any change…
-
in which folder exactly?
-
I tried to change the ini file in X86 & X64 folders…
-
Did you un-comment the lines? You’re looking for the ini in the x64 folder. Remember to remove the “#” from the option, or else it won’t work.
-
See chapter 14.5 of the BMS manual for detailed explanation of available options.
File to be saved in //localinstall/bin/x86/IVC/
#duplex = 0
#server = XXX.XXX.XXX.XXX
#connect = 0
#nickname = Callsign
#port = xxxx
#key-hook = 0
quick = 1
#word = password
#capture = sound_device
#nofx = 0
#playback = sound_device
#tone =
#loudness = 0
fuzz = 7
hum-level = -18
hiss-level = -18
#toneVol = 0
#uhf = 307300
#vhf = 1234
uhfVol = +2
vhfVol = -1
outsiders = all
#log = 0
#minimize = 0
#force-local = 0
#selfblock = 0 -
Should work, as long as you modified the correct file. So I don’t know what the issue may be then.
-
Through the ivc shortcut i tried changing all options hiss etc everything, but i heard no change in ui when trying to be human awacs. All voices were without radio simulation.
-
does it exist a way to check if all works fine?
what extrem fuzz value is necessary to put to notice a big change?
-
First of all, the effects only apply in the pit. I personally have fuzz at 4, anything higher turns in to a garbled mess for me. But to hear the change, just crank it up and adjust downward until you find something you like.
-
I have put fuzz at 7 …and I didn’t noticed any change
is there a BMS specialist of IVC to explain what it is wrong with my configuration?
-
I have put fuzz at 7 …and I didn’t noticed any change
is there a BMS specialist of IVC to explain what it is wrong with my configuration?
IVC chapter 18 in the BMS-Technical-Manual was written by the ‘IVC specialist’ back in the 4.32 days. Obviously with newer Windows versions Microsoft has changed things to do with sound in Windows, so some options may not work like they used to.
Don’t forget to read the section on Outsiders on page 239. If you have it set to all your human AWACS will not be subject to the radio filter. If you have an AWACS flight in the TE/Campaign mission you would be better off perhaps to set Outsiders = awacs and have your human AWACS join BMS and select the AWACS flight to have the radio filter work as if he was in that jet in 3D, with all the radio sound effects such as distortion due to range etc.
-
Outsiders=all
This setting will allow you to receive communications from (human)ATC / AWACS regardless of your distance from the transmitter. -
IVC chapter 18 in the BMS-Technical-Manual was written by the ‘IVC specialist’ back in the 4.32 days. Obviously with newer Windows versions Microsoft has changed things to do with sound in Windows, so some options may not work like they used to.
Don’t forget to read the section on Outsiders on page 239. If you have it set to all your human AWACS will not be subject to the radio filter. If you have an AWACS flight in the TE/Campaign mission you would be better off perhaps to set Outsiders = awacs and have your human AWACS join BMS and select the AWACS flight to have the radio filter work as if he was in that jet in 3D, with all the radio sound effects such as distortion due to range etc.
Hi,
Does this mean the human AWACS who is in 2d, should also hear distortion radio effects? I haven’t been able to hear the effects as 2d awacs anymore.
-
Does this mean the human AWACS who is in 2d, should also hear distortion radio effects? I haven’t been able to hear the effects as 2d awacs anymore.
That depends on the settings you have in your config file and the way the TE/Campaign mission is set up.
Quoting the person that added this code to 4.33 again:
_For the “all” case, if you select this then you will hear transmissions from any other user who is speaking on the channel that you are tuned to regardless of whether they are in 2D world, connected to the game or completely disconnected and just using the standalone IVC applet.
For the “none” case it’s just the opposite: in that case, you only ever hear players that are in 3D world.
For the “awacs” case, other people must be connected to the same game as you (i.e. they must have joined the host_ and _joined the game) for you to hear them. When they speak, you hear them as though they are talking to you from the AWACS (or equivalent agency) that is controller for your flight and the voice processing code uses your range from the AWACS flight to apply effects. If no AWACS is assigned for the mission and this option is selected then the range used will be nominal (i.e. you hear little to no signal degradation).
For the “seat” case, it’s similar to “awacs” case – remote players must be connected to the same game as you. In this case though, any time they speak the telemetry data used for calibrating the voice signal processing is taken from the flight in which they are seated. Seated for this purpose means the flight in which a jet is shown as “green” with their logbook name beside it (which happens when they click in the ATO screen to select a plane to fly in). This is dynamic, meaning if they select a jet and talk to you, then select a different jet and talk again, then you might hear the same person quite differently depending on where the two flights that they hopped into are relative to your jet.
“seat” is the default so supplying no option or ini file line for this gets you “seat” behavior. If the parser can’t work out what you put – say you typed “outsiders = g1Bb3rIs4” in the ini file – then you get “seat” behavior.
This is a setting for your client only. What you set doesn’t affect anyone else. Obviously it probably makes sense for all players in the same game to use the same setting for this but that’s not necessary per se._
My understanding therefore is that if you want to hear the radio filter sound effects from your human AWACS you had best use the “awacs” config option designed for that scenario and have an AWACS flight assigned to your package/flight for that mission so that the code can use the position of that AWACS flight to calculate the signal degradation due to range, line of sight and whatever else the code takes into consideration.
If you use the “all” option for convenience, or if your human AWACS has not joined the host & game no additional radio sound effects will be added.
-
FYI, the sound effect processing code is not affected by the Windows version/driver – that is implemented with DSP code routines that are carried around with the client app.