My ISP is really spotty sometimes, I can see your posts, but not those
that you are responding to, even though I see them in dejanews. Could
be because of the different international areas. So I'll respond to
ttammi via your post :)
>> Ok, could you tell me which racing sims/games have these "different
>> harmonic content over different rpm ranges" well implemented as you
>> are racing, so that I can try them out? So far I've tried for example
>> CPR demo, TOCA, Psygnosis F1 demo, Ultimate Race Pro, Nascar 2, does
>> any of these have it? I can't say any of them have made me say "Gee
>> this is exactly how F1RS should sound". I agree the engine sound in
>> Ultimate Race Pro is more manly than in F1RS, but I'm not sure F1 cars
>> should sound like that anyway. ;-)
sound samples for acceleration and de-acceleration. It also has the
sound modulated when the car travels over bumps or a wheel goes over a
curb. If I recall correctly, CPR also caused the engine sound to
reflect the bounces over bumps as well as having much different
hamonics at low rpm versus high rpm. But its been quite a while since
I ran the CPR demo, and need to download it again.
There is such a thing as a graduated scale between "this is pathetic"
and "this is perfect". I certainly don't expect perfection or an
exact reproduction (imagine having a real F1 car in your livingroom),
but it is possible to make a more realistic sound than provided by a
single sound sample. Apparently you and others don't notice such
minute detail, so it doesn't matter to you. That's fine, but you (and
others) should realize that everyone has different opinions, that they
aren't necessarily complaining, and that calling their discussion a
derogatory term such as whinning is uncalled for. Thats all I will
say to you about this.
Yes, I agree with the volume issue. But I am not dissatisfied about
what is lacking, just expressing my concern that more could and should
be added in future releases. If GP3 arrives first, then that is
great, I'll get it also.
DS