Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fineus on September 10, 2005, 06:25:26 am

Title: An Audio Request
Post by: Fineus on September 10, 2005, 06:25:26 am
I was looking at the new Orion remap that has been posted in the modelling forum and it suddenly struck me what was missing. Why I hated FS2s turrets with avengence.

They don't make any sounds. They move too smoothly.

Let me explain. These turrets.. they move instantly and silently.. and completely unrealistically. Granted we're in a sci-fi universe here - but I think it would really add something to the game if the turrets were made to function more as Babylon 5 turrets do. They move quickly - but not instantly - they feel mechanised for that reason. Also, you can hear the mechanics turning them as they focus on a target to fire at. Whereas in FS2 we see an instant, consistent movement and no noise - as if there is absolutely no friction at all.

My suggestion/request therefore is that the turning speed of turrets can be specified on a per-turret basis. A sound attribute can be attached to the turret while it's turning in any fashion at all (although it would have to be a localised noise... it'd be unrealistic to hear each and every turret on a spaceship turning no matter where it is in relation to you.

What do you guys think?
Title: An Audio Request
Post by: StratComm on September 10, 2005, 07:11:37 am
While the Orion's turrets are anything but smooth-turning, I know I've seen turrets swing around more fluidly.  The subsystem-localized noise is certainly something that'd be cool (especially if tied to an event such as turning) but I'm hesitant to ask for a feature that I think is already there.
Title: An Audio Request
Post by: DaBrain on September 10, 2005, 09:02:15 am
Changing the rotatoin speed would have effect on the gameplay, but, I'd still like to see that in new mods. ;)

I really like the sound idea, but I'd certainly use a subtle sound effect for this.
Title: An Audio Request
Post by: Mongoose on September 10, 2005, 02:37:45 pm
A grinding mechanical noise while the turrets are turning would be pretty cool :)
Title: An Audio Request
Post by: Fenrir on September 10, 2005, 02:58:46 pm
Indeed. Since space in FS is quite capable of propagating sound, the turrets may as well make noise too. :)
Title: An Audio Request
Post by: Descenter on September 10, 2005, 03:02:10 pm
There is not supposed to be sound in space, even though they have engine noise and explosions and shot noise, but thoes are there just to make the game more interesting without ruining the "sound"  physics of space.
Title: An Audio Request
Post by: Fenrir on September 10, 2005, 03:09:08 pm
That's why I speficially said "Space in FS."
Title: An Audio Request
Post by: Axem on September 10, 2005, 03:11:33 pm
Plus not all mods take place exculsively in space.
Title: An Audio Request
Post by: DaBrain on September 10, 2005, 04:46:43 pm
That's right. :nod:

;7

(http://img108.imageshack.us/img108/9093/screen38931hz.jpg)
Title: An Audio Request
Post by: aldo_14 on September 10, 2005, 05:31:53 pm
Quote
Originally posted by StratComm
While the Orion's turrets are anything but smooth-turning, I know I've seen turrets swing around more fluidly.  The subsystem-localized noise is certainly something that'd be cool (especially if tied to an event such as turning) but I'm hesitant to ask for a feature that I think is already there.


You can add a sound to subsystems, yes.  I don't remember the exact details of it; it may be in the hosted support forum.
Title: An Audio Request
Post by: WMCoolmon on September 10, 2005, 05:42:04 pm
Yeah, there's incomplete support for subsystem sounds. But only 'alive' and 'dead' sounds (eg subsystem is alive or...dead. :wtf: ) work now.

Also, what you're noticing about FS2's turrets is that they don't take any time to accelerate or decelerate. They 'instantly' change velocity, I believe. I'm not sure if they actually have to slow down if they start turning in the opposite direction that they were.
Title: An Audio Request
Post by: Fineus on September 11, 2005, 03:04:07 am
That's what I mean WMCoolom. While the speed they rotate at can probably be changed - the feel is totally unrealistic. It'd be nice to have a turret acceleration/deceleration time as it rotates into firing position.

Heck... with correct balancing you could have the turrets move at the same speed they do now - with a high turn time when they're moving but a slower start/finish turning speed.
Title: An Audio Request
Post by: Roanoke on September 11, 2005, 07:37:22 am
Homeworld ships have a nice mechanical sound when turrets shift round.