Using pilot breathing sound as G-meter cue [idea}
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<p>Hi,<br /><br />I was wondering about solution to one quite known problem of the flight simulations: which is player is not able to know how much gs he pulls without looking at g-meter.<br />I’m thinking about g-strain sound that appears at given g level and becomes more abrupt and intense as g load increases<br />While it might be not 100% realistic it could be ballpark cue of the gs pulled to the player, similar way as some change the gear while driving car/riding the motorcycle: if engine sound pitch is too high shift gear up, if too low, shift it down.<br />I wonder if it even makes sense and how hard it would be to implement in some future release of BMS.<br /><br /></p>
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<p>@Xeno <br /><br />Doesn’t the breathing sound already change based g? <br /><br />What you need is a device strapped around your chest that tightens when g increases, that would be more immersive g, but I’d hate there to be a power cut in the middle of a high g manoeuvre
<br /><br />I tend to ignore the breathing as it disconnect from my experience. <br /></p>
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<p>Breathing sound are made on purpose.</p>
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<p>@Xeno The data is there, in the shared-memory export section. I’d been thinking of doing similar, in my ThrottleOverlay tool… I’d planned to add a visual effect to indicate realtime G. But audio is interesting.<br /><br /></p>
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<p>@Dee-Jay, @CriticalMass <br />Thanks for the info. I’ll have to pay more attention to it, once I’ll get my flying rig assembled, up and running.</p>
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<blockquote>@Xeno <br /><br />Doesn’t the breathing sound already change based g? <br /><br />What you need is a device strapped around your chest that tightens when g increases, that would be more immersive g, but I’d hate there to be a power cut in the middle of a high g manoeuvre
<br /><br />I tend to ignore the breathing as it disconnect from my experience. <br /><br /></blockquote><p><br />Now, that would be a cool project! Definitely needs a manual quick disconnect, lawl, but probably wouldn’t even be an expensive project. Could get a small air compressor designed for a motorbike, and maybe modify a tire innertube into a belt that can latch tight around the chest with velcro so any inflation could be based on degrees of G’s sent through shared memory into a microcontroller like Arduino. Would want to be able to inflate to a specific pressure with little latency, and go between inflated and deflated states swiftly and in a controlled manner. Surely will have some challenges, compromises, and failures, but would be damn immersive! …a man can dream…</p>
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<p>@Dee-Jay @CriticalMass <br />Is there some cfg setting which controls the breathing sounds … relative volume, or how it changes in response to G?<br /><br />(all I see is the green on/off checkbox on setup screen)<br /><br />I’ve kept this turned off. It seems too loud/noticeable, during level 1G flight… and while pulling moderate/heavy G, the change is pretty subtle.<br /><br />The shudder/buffeting effect is really good though… (but I think that’s a function of AOA more than G?)<br /></p>
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<blockquote>@Xeno <br /><br />Doesn’t the breathing sound already change based g? <br /><br />What you need is a device strapped around your chest that tightens when g increases, that would be more immersive g, but I’d hate there to be a power cut in the middle of a high g manoeuvre
<br /><br />I tend to ignore the breathing as it disconnect from my experience. <br /><br /><br />Now, that would be a cool project! Definitely needs a manual quick disconnect, lawl, but probably wouldn’t even be an expensive project. Could get a small air compressor designed for a motorbike, and maybe modify a tire innertube into a belt that can latch tight around the chest with velcro so any inflation could be based on degrees of G’s sent through shared memory into a microcontroller like Arduino. Would want to be able to inflate to a specific pressure with little latency, and go between inflated and deflated states swiftly and in a controlled manner. Surely will have some challenges, compromises, and failures, but would be damn immersive! …a man can dream…</blockquote><p>Already possible. I use a TN 3rd Space Vest via PS Cockpit in BMS and my own crappy program for DCS. Rear bottom bladders inflate first at lower G threshold, then uppers at the higher. Right now 4.5 and 7.0. Then the front bladders inflate for negative Gs, top first (simulate shoulder straps digging in first) at -1.0 and bottom at -2.5. With the Jetpad and bass pucks, I get a lot of great tactile feedback.</p>
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<blockquote>Already possible. I use a TN 3rd Space Vest via PS Cockpit in BMS and my own crappy program for DCS. Rear bottom bladders inflate first at lower G threshold, then uppers at the higher. Right now 4.5 and 7.0. Then the front bladders inflate for negative Gs, top first (simulate shoulder straps digging in first) at -1.0 and bottom at -2.5. With the Jetpad and bass pucks, I get a lot of great tactile feedback.</blockquote><p><br />OH! that is sooo cool!!!<br /><br /></p>
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<p>@Xeno In the simulators of the former Soviet Union, specifically for the MiG-29, the Soviets had something called SMART CHAIR in the Western world, which is nothing more than a chair where the butt and the back rest move in dependency of the Gs overloads, also the harnesses are tightened, adding that the anti Gs suit (PPK) is inflated, all this gave a more real sensation.<br /><br />As experienced pilots comment here, it could be possible through the shared memory of the falcon to send certain acceleration values in the xyz axis added with overloads and angle of attack and program in the arduino IDE a specific behavior for each flight condition, which another would be to build this smart chair with the backrest but back and the herneses that tighten to the body.<br /><br />GREETINGS.</p>
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<blockquote>@Xeno In the simulators of the former Soviet Union, specifically for the MiG-29, the Soviets had something called SMART CHAIR in the Western world, which is nothing more than a chair where the butt and the back rest move in dependency of the Gs overloads, also the harnesses are tightened, adding that the anti Gs suit (PPK) is inflated, all this gave a more real sensation.<br /><br />As experienced pilots comment here, it could be possible through the shared memory of the falcon to send certain acceleration values in the xyz axis added with overloads and angle of attack and program in the arduino IDE a specific behavior for each flight condition, which another would be to build this smart chair with the backrest but back and the herneses that tighten to the body.<br /><br />GREETINGS.</blockquote><p>Multiple “G Seats” with belt tighteners are out there, here’s a couple:<br /><a href=“https://bergisons.simpit.info/motion-integrated-g-seat” target=“_blank”>https://bergisons.simpit.info/motion-integrated-g-seat</a> <br /><a href=“https://simxperience.com/shop/gs-5-g-seat-711#attr=” target=“_blank”>https://www.simxperience.com/shop/gs-5-g-seat-711#attr=</a><br /><br />I think these are better than even 6DOF motion platforms for fighters. I was going to make a run at a DIY one but decided that I’m already getting about 80% (80/20 rule
) of that feedback with my system of Jetpad/bass pucks/TN 3rd Space Vest.<br /><br /><br /><br /></p>
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<blockquote>I’ve kept this turned off. It seems too loud/noticeable, during level 1G flight… and <span style=“background-color:#dcdcdc”>while pulling moderate/heavy G, </span>the change is pretty subtle.<br /><br />The shudder/buffeting effect is really good though… (but I think that’s a function of AOA more than G?)</blockquote><p><br />In your Sound Setup, uncheck “Pilot Breathing mask” … you will not hear the calm breathing. Only High G.<br /><br />Aero rumbles sound are indeed AoA and not Gs (it is another kind of realistic feedback).<br /><br /></p>