It's not so much the sound itself I'm worried about, more the link between
the sound and the modelling of the engine RPM.
This is in my view one of the fundamental things in a racing game to cue you
into how fast you are entering a turn.
You need to know:-
1) The gear you are in
2) The revs you are doing - and the primary cue for this is the engine sound
pitch.
- Michael
>Have you tried my replacement "in car" sounds for F1RS? I think you'll
find
>that they're an improvement over the original sounds. Still not as good as
CPR
>or GP2 though.
>http://homepage.tinet.ie/~expatjen/F1RSound.htm
>regards,
>Patrick
>> This is one of the weak spots of F1RS. Try reving the engine in neutral,
it
>> doesn't sound at all as when you hear a real F1 reving :o(. This will
hopefully
>> be fixed in F1RS2 as everything else :o). They even say the physics will
be
>> infinitely closer to the real thing, which sounds like a huge
improvement -
>> http://www.f1rs.com/newseng.html -.
>> /Christer
>> --
>> http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
>> racing"-proposal under "For developers". Read it a couple of times, cause
noone
>> has understood it the first time they've read it yet :o))