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SolarLiner a écrit:Pas de compétences spécifiques tu dis ?
SolarLiner a écrit:la prof de Math qui te dis que non, le PGCD de 54 et de 67 ne permet pas de faire un voyage interplanétaire, et enfin la prof de Physique qui de dit que pour des 3e, seul Newton est à savoir, pas de matière noire, ni de gravity-gradient torque
antoo a écrit: y aura t il un son d´accueuil du genre comme sur le xr, "welcome comander, in the Dan's Delte Glider IV-3; all parameters nominal"
DanSteph a écrit:QuoteSolarLiner a écrit:la prof de Math qui te dis que non, le PGCD de 54 et de 67 ne permet pas de faire un voyage interplanétaire, et enfin la prof de Physique qui de dit que pour des 3e, seul Newton est à savoir, pas de matière noire, ni de gravity-gradient torque Des fois je me demande si c'est moi qui ne me souviens plus bien ou si ce sont les programmes qui sont vraiment devenu misérables. !? Ça fait deux ans que mon fils fait électricité en physique (deux fils du jus ça va être bon là?) , la géographie on n'en parle pas et l'histoire est devenu un relais bobo-citoyen-équitable plutôt qu'un enseignement de ce qu'ont fait nos ancêtres.Ça doit aussi pas mal dépendre du prof note.Dan
mais on pourra au moins positionner l'origine en 3d
cslevine a écrit:Hé ben... celà voudrait dire qu'en mode Ground ou Observer, on entendra vraiment le vessel selon la direction du regard ...
Pyro a écrit:Quand tu dis sons en 3D, est ce que cela va aussi inclure les sons exiérieurs lors des vols atmospheriques? Comme dans FSX?
Alexandre a écrit: même en Terminal Scientifique ça sent le "rabotage de programme", nos cours de physique ne sont qu'une révision de ce qu'ont fait depuis la 4eme...
cslevine a écrit:les RCS ne puent plus !!!
antoo a écrit:je dirais que ça fait plutot "TCHOUFFFFF TCHOUUUUUFFFFF"
DanSteph a écrit:Quoteantoo a écrit:je dirais que ça fait plutot "TCHOUFFFFF TCHOUUUUUFFFFF" Mhhhhh Je vais ouvrir un thread sondage...."Trouvez vous que les rcs font POUMM-SHHHHH ou TCHOUFFFFF TCHOUUUUUFFFFF ?" C'est important Dan
antoo a écrit:je dirais que ça fait plutot "TCHOUFFFFF TCHOUUUUUFFFFF"
Maverik09 a écrit:Plus sérieusement, avec orbitersound 4 on va pouvoir facilement choisir le son que feront nos chères montures ? !! et les différencier de chaques machines ?
////////////////////////////////////////////////////////////////////////////////////////////////////////////// ORBITER 4.0 (3D) - SOUND CONFIGURATION FOR VESSEL CLASS// -------------------------------------------------------//// IMPORTANT NOTE://// -Line with '//' before are commented (inactive), uncomment and set value if you want to use them.//// -Sound configuration filename can be found in "Orbiter/OrbiterSound_Log.txt" you'll// have a message "Info: No sound config found for class: XXXXXX". Create and name your file // "XXXXXX.cfg". If you replace sounds "XXXXXX" will be also the name of the folder that must// contain your wavs IE: "Orbiter/Sound/_CustomVesselsSounds/XXXXXX/".//// -This config file have higher priority over programmation and user settings. ie: You can therefore // overwrite one addon's C++ settings and sounds and also user's settings.//// -Make sure to read each section's header, it explain all you have to know about parameters.//// -If you have any problem (eg: sound not playing) remember to take a look in OrbiterSound's log// located in the main Orbiter's directory. (OrbiterSound_Log.txt)//// -Good sound can enhance the visual by 200%, so take time and test, test and test again./////////////////////////////////////////////////////////////////////////////////////////////////////////////////DISPLAYDEBUGHELP =true // This write many info in the OrbiterSound_Log.txt to help you // develloping your sound addon: Camera offset, parameters found etc. // A screen display "SOUND DEBUG ON" show to recall to disable this // display before release./////////////////////////////////////////////////////// General option for vessel// -------------------------// While somes settings are very usefull some make sense only // into C++ SDK because for example disabling main thrust is // used by authors to play manually custom engines (which you cannot do). // In anyway here they are all, even the useless might prove their utility in the future.// Note: -parameters have the same name than in C++ SDK// -Those setting overwrite C++ SDK and user's setting. /////////////////////////////////////////////////////PLAYCOUNTDOWNWHENTAKEOFF =false // the countdown of apollo11 when you take off//PLAYWHENATTITUDEMODECHANGE =true // play "rotation" "linear" sound when you change mode//PLAYGPWS =true // the GPWS sound//PLAYMAINTHRUST =true // main thrust sound//PLAYHOVERTHRUST =true // the hover thrust sound//PLAYRETROTHRUST =true // the retro thrust//PLAYATTITUDETHRUST =true // the attitude thrust sound//PLAYDOCKINGSOUND =true // the docking sound and radio//PLAYRADARBIP =true // the radar bip when near another vessel//PLAYWINDAIRSPEED =true // the wind airspeed when atmosphere//PLAYDOCKLANDCLEARANCE =true // the landing clearance you can hear bellow 3000m or near a station//PLAYLANDINGANDGROUNDSOUND =true // Rolling, landing, speedbrake, crash sound//PLAYCABINAIRCONDITIONING =true // play the air conditionning sound//PLAYCABINRANDOMAMBIANCE =true // play the random pump and rumble sound//PLAYWINDAMBIANCEWHENLANDED =true // play the wind sound when landed//PLAYRADIOATC =true // play the atc radio sound//DISPLAYTIMER =false // display the timer text at the bottom of the screen when you take-off/////////////////////////////////////////////////////// Replace default sound of vessel// -------------------------------// Here you can replace many sounds of the vessel with your own.//// IMPORTANT: All your custom wav must be placed in "Sound/_CustomVesselsSounds/[VesselclassName] folder.// Example: "Sound/_CustomVesselsSounds/DeltaGlider/" for Deltaglider.cfg. // ELSE THEY WILL NOT LOAD. (create the folder if it doesn't exist)// // ALL sounds must be PCM (uncompressed) wav 16 bits, OrbiterSound is set to// play at 22050hz, so higher frequency is only a waste of place.//// Some sounds frequency are controlled by OrbiterSound, this is the case for // example of the main engine which is played at differents frequency in // internal or external view. Before replacing a sound it's a good idea to // look first the frequency of the default wav. (in "Sound/Vessel")//// Note: -parameters have the same name than in C++ SDK// -If you don't know what a sound is for launch Orbiter/SoundConfig.exe and click "test" buttons/////////////////////////////////////////////////////REPLACE_MAIN_THRUST = main.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)REPLACE_HOVER_THRUST = hover.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)REPLACE_RETRO_THRUST = retro.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)REPLACE_AIR_CONDITIONNING = aircond.WAV // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)//REPLACE_RCS_THRUST_ATTACK = // MUST BE STEREO FOR LOCALISED RCS IN 3D (see note below)//REPLACE_RCS_THRUST_SUSTAIN = // MUST BE STEREO FOR LOCALISED RCS IN 3D (see note below)//REPLACE_COCKPIT_AMBIENCE_1 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_2 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_3 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_4 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_5 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_6 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_7 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_8 = // played only mono in 3d.//REPLACE_COCKPIT_AMBIENCE_9 = // played only mono in 3d.//REPLACE_MODE_ATTITUDEOFF = // mono, radio play "Attitude off" when you change rcs modeREPLACE_MODE_ROTATION = rotation.wav // mono, radio play "rotation" when you change rcs modeREPLACE_MODE_TRANSLATION = translation.wav// Mono, radio play "translation" when you change rcs mode//REPLACE_WIND_AIRSPEED = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)//REPLACE_LAND_TOUCHDOWN = // Mono wheel ground contact (skreech)//REPLACE_GROUND_ROLL = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)//REPLACE_WHEELBRAKE = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)//REPLACE_CRASH_SOUND = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)//REPLACE_DOCKING = // Mono or stereo the docking sound effect//REPLACE_UNDOCKING = // Mono or stereo the undocking sound effect//REPLACE_RADIOLANDCLEARANCE = // Mono the "your are cleared to land" announce (armed >10000 played <3000)//REPLACE_RADIO_DOCKING = // Mono the docking radio announce//REPLACE_RADIO_UNDOCKING = // Mono the undocking radio announce//REPLACE_RADAR_APPROACH = // Mono, the 2001 Odyssey "bip"//REPLACE_RADAR_CLOSE = // Mono, the 2001 Odyssey close "bip"//REPLACEALLGPWSSOUND = true // Mono, if true you must provide all the 12 GPWS sound in your folder. // (ie: -10.wav, to -2500.wav see "/vessel/" folder)// NOTE ABOUT 3D LOCALISED RCS: (REPLACE_RCS_THRUST_ATTACK & REPLACE_RCS_THRUST_SUSTAIN)// -----------------------------// The 3D RCS use 8 sounds (4xstereo) but might fail in ship that have special RCS position, // if the result is not good you can force deactivating 3D RCS and revert to 2D RCS by // providing mono wav. (either attack, sustain or both, I recommend only attack)/////////////////////////////////////////////////////// 3d sound position// -------------------------------// By default the 3d positions of the sounds are calculated, for example the main engine position // is an average of all main thrusters and the two sounds (stereo) are offseted left and right// for a better result.//// But the calculation might be innacurate so you can fix here the position.//// Some other sounds position are calculated in "Pseudo random position" this mean // vessel's class name is used to generate a logic random position wich is always the same. // example: The position of the radio sound will always be the same for a vessel type. // (the radio instrument don't move in reality but it might be different for another vessel type)//// The ambients sound are also automatically spread in "pseudo random position" around defaut camera. // (pump and switch don't move also)//// Sound position are in X,Y,Z LOCAL VESSEL COORDINATE (internal cockpit sound must take in account// the camera offset position, see debug parameter in top of this config file to get its value)./////////////////////////////////////////////////////////3dMainThrustPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)//3dHoverThrustPos ={0,0,0}{0,0,0} // left/right channel (stereo, in this case front/rear offset give better results)//3dRetroThrustPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)3dRcsFrontRearPos ={0,0,10}{0,0,-7}// Front rear RCS position, the sound must be stereo ! (see note below)//3dRcsLeftRightPos ={0,0,0}{0,0,0} // Left right RCS position, the sound must be stereo ! (see note below)//3dAircondPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)//3dCockpitAmbience1Pos ={0,0,0} // mono//3dCockpitAmbience2Pos ={0,0,0} // mono//3dCockpitAmbience3Pos ={0,0,0} // mono//3dCockpitAmbience4Pos ={0,0,0} // mono//3dCockpitAmbience5Pos ={0,0,0} // mono//3dCockpitAmbience6Pos ={0,0,0} // mono//3dCockpitAmbience7Pos ={0,0,0} // mono//3dCockpitAmbience8Pos ={0,0,0} // mono//3dCockpitAmbience9Pos ={0,0,0} // mono//3dWindAirspeedPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)//3dLandTouchDownPos ={0,0,0} // mono//3dGroundRollPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)//3dWheelBrakePos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)//3dCrashSound ={0,0,0}{0,0,0} // left/right channel (in case of stereo)//3dRadioPos ={0,0,0} // Set pos for all radio sound: Rcs mode,clearance, dock/undock,radar, ATC chatter.//3dGPWSPos ={0,0,0} // Set pos for all GPWS sound.// NOTE ABOUT DOCK/UNDOCK:// -----------------------// Dock/undock sound effects are at the exact docks position calculated during // dock/undock (up to 9 dock). A manual setting would have been to complicated, // so sorry you cannot set the dock/undock position.// NOTE ABOUT 3D RCS:// ------------------// The automatic guess of RCS's position might fail because the exhaust thruster position // is not available in SDK and the logic position is often not at the exhaust point.//// 4 independant sound for RCS correctly positionned was possible at the expense of volume // and dynamic. (Without volume reduction they overlap and give bad harmonics) if you don't// like this effect for your ship (Or RCS are not standard cross positionned) you can deactivate// it by replacing stereo wav by mono. See Above "NOTE ABOUT 3D POSITIONED RCS".