rec.autos.simulators

NSR Engine Sound

Tiny Lun

NSR Engine Sound

by Tiny Lun » Thu, 24 Feb 2005 06:44:10

I am having a hell of a time with the NSR sound. The engine volume is so
weak I can't hear my own engine at the starting grid over the others. I put
engine volume at Max and sound effects way down and still real weak. Maybe
they are electric cars? That would explain the cuddly soft engine. Certainly
not the obnoxious roar of a V8!
Mitch_

NSR Engine Sound

by Mitch_ » Thu, 24 Feb 2005 07:40:10


> I am having a hell of a time with the NSR sound. The engine volume is so
> weak I can't hear my own engine at the starting grid over the others. I
> put engine volume at Max and sound effects way down and still real weak.
> Maybe they are electric cars? That would explain the cuddly soft engine.
> Certainly not the obnoxious roar of a V8!

In your .plr file under the sound section there is a line theat is the Other
volume ratio //percent of opponent engine sounds.  I turned mine way down
to 0.03000.  This doenst give the roar you describe but its better than the
Singer sewing machine it sounds like out the box.  

Mitch
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Steve Blankenshi

NSR Engine Sound

by Steve Blankenshi » Thu, 24 Feb 2005 09:08:02



> > I am having a hell of a time with the NSR sound. The engine volume is so
> > weak I can't hear my own engine at the starting grid over the others. I
> > put engine volume at Max and sound effects way down and still real weak.
> > Maybe they are electric cars? That would explain the cuddly soft engine.
> > Certainly not the obnoxious roar of a V8!

> In your .plr file under the sound section there is a line theat is the
Other
> volume ratio //percent of opponent engine sounds.  I turned mine way down
> to 0.03000.  This doenst give the roar you describe but its better than
the
> Singer sewing machine it sounds like out the box.

> Mitch
> --
> Remove "nospam." to reply.
> SuSE 9.2 Pro KDE 3.3.2a

Yeah, and that just highlights one thing about sim sounds that's always
bugged me.  Other cars in sims sound about the same wherever they are around
you, just getting louder as they get closer  But in reality, a car in front
of you sounds far different than one behind you.  Fact is, you pretty much
can't hear one behind you if you're on full throttle, but when someone's
right in front of you, then you practically can't hear your own engine.  I
have several in-car videos where the effect is very evident.  Guy's getting
chased and you hear only his engine; the chaser overtakes and the sounds
blend as they're side by side, then when he gets by all you hear is the
exhaust from the car in front until it pulls away a bit.  Anyone who's ever
stood trackside knows how much different a racecar sounds when the exhaust
is pointed at you as opposed to away from you.  Of course cup cars have side
exhausts, but the same applies.  It would be great to see a sim incorporate
this effect.

SB

David Ciemn

NSR Engine Sound

by David Ciemn » Thu, 24 Feb 2005 10:28:05





>> > I am having a hell of a time with the NSR sound. The engine volume is
>> > so
>> > weak I can't hear my own engine at the starting grid over the others. I
>> > put engine volume at Max and sound effects way down and still real
>> > weak.
>> > Maybe they are electric cars? That would explain the cuddly soft
>> > engine.
>> > Certainly not the obnoxious roar of a V8!

>> In your .plr file under the sound section there is a line theat is the
> Other
>> volume ratio //percent of opponent engine sounds.  I turned mine way down
>> to 0.03000.  This doenst give the roar you describe but its better than
> the
>> Singer sewing machine it sounds like out the box.

>> Mitch
>> --
>> Remove "nospam." to reply.
>> SuSE 9.2 Pro KDE 3.3.2a

> Yeah, and that just highlights one thing about sim sounds that's always
> bugged me.  Other cars in sims sound about the same wherever they are
> around
> you, just getting louder as they get closer  But in reality, a car in
> front
> of you sounds far different than one behind you.  Fact is, you pretty much
> can't hear one behind you if you're on full throttle, but when someone's
> right in front of you, then you practically can't hear your own engine.  I
> have several in-car videos where the effect is very evident.  Guy's
> getting
> chased and you hear only his engine; the chaser overtakes and the sounds
> blend as they're side by side, then when he gets by all you hear is the
> exhaust from the car in front until it pulls away a bit.  Anyone who's
> ever
> stood trackside knows how much different a racecar sounds when the exhaust
> is pointed at you as opposed to away from you.  Of course cup cars have
> side
> exhausts, but the same applies.  It would be great to see a sim
> incorporate
> this effect.

> SB

http://www.superspeedway.net/superspeedway/modules.php?name=Forums&fi...
Tiny Lun

NSR Engine Sound

by Tiny Lun » Thu, 24 Feb 2005 12:31:13

I tried the soundpack. No change in volume.







>>> > I am having a hell of a time with the NSR sound. The engine volume is
>>> > so
>>> > weak I can't hear my own engine at the starting grid over the others.
>>> > I
>>> > put engine volume at Max and sound effects way down and still real
>>> > weak.
>>> > Maybe they are electric cars? That would explain the cuddly soft
>>> > engine.
>>> > Certainly not the obnoxious roar of a V8!

>>> In your .plr file under the sound section there is a line theat is the
>> Other
>>> volume ratio //percent of opponent engine sounds.  I turned mine way
>>> down
>>> to 0.03000.  This doenst give the roar you describe but its better than
>> the
>>> Singer sewing machine it sounds like out the box.

>>> Mitch
>>> --
>>> Remove "nospam." to reply.
>>> SuSE 9.2 Pro KDE 3.3.2a

>> Yeah, and that just highlights one thing about sim sounds that's always
>> bugged me.  Other cars in sims sound about the same wherever they are
>> around
>> you, just getting louder as they get closer  But in reality, a car in
>> front
>> of you sounds far different than one behind you.  Fact is, you pretty
>> much
>> can't hear one behind you if you're on full throttle, but when someone's
>> right in front of you, then you practically can't hear your own engine.
>> I
>> have several in-car videos where the effect is very evident.  Guy's
>> getting
>> chased and you hear only his engine; the chaser overtakes and the sounds
>> blend as they're side by side, then when he gets by all you hear is the
>> exhaust from the car in front until it pulls away a bit.  Anyone who's
>> ever
>> stood trackside knows how much different a racecar sounds when the
>> exhaust
>> is pointed at you as opposed to away from you.  Of course cup cars have
>> side
>> exhausts, but the same applies.  It would be great to see a sim
>> incorporate
>> this effect.

>> SB

> http://www.superspeedway.net/superspeedway/modules.php?name=Forums&fi...

Mitch_

NSR Engine Sound

by Mitch_ » Thu, 24 Feb 2005 12:41:15


> I tried the soundpack. No change in volume.








>>>> > I am having a hell of a time with the NSR sound. The engine volume is
>>>> > so
>>>> > weak I can't hear my own engine at the starting grid over the others.
>>>> > I
>>>> > put engine volume at Max and sound effects way down and still real
>>>> > weak.
>>>> > Maybe they are electric cars? That would explain the cuddly soft
>>>> > engine.
>>>> > Certainly not the obnoxious roar of a V8!

>>>> In your .plr file under the sound section there is a line theat is the
>>> Other
>>>> volume ratio //percent of opponent engine sounds.  I turned mine way
>>>> down
>>>> to 0.03000.  This doenst give the roar you describe but its better than
>>> the
>>>> Singer sewing machine it sounds like out the box.

>>>> Mitch
>>>> --
>>>> Remove "nospam." to reply.
>>>> SuSE 9.2 Pro KDE 3.3.2a

>>> Yeah, and that just highlights one thing about sim sounds that's always
>>> bugged me.  Other cars in sims sound about the same wherever they are
>>> around
>>> you, just getting louder as they get closer  But in reality, a car in
>>> front
>>> of you sounds far different than one behind you.  Fact is, you pretty
>>> much
>>> can't hear one behind you if you're on full throttle, but when someone's
>>> right in front of you, then you practically can't hear your own engine.
>>> I
>>> have several in-car videos where the effect is very evident.  Guy's
>>> getting
>>> chased and you hear only his engine; the chaser overtakes and the sounds
>>> blend as they're side by side, then when he gets by all you hear is the
>>> exhaust from the car in front until it pulls away a bit.  Anyone who's
>>> ever
>>> stood trackside knows how much different a racecar sounds when the
>>> exhaust
>>> is pointed at you as opposed to away from you.  Of course cup cars have
>>> side
>>> exhausts, but the same applies.  It would be great to see a sim
>>> incorporate
>>> this effect.

>>> SB

http://www.superspeedway.net/superspeedway/modules.php?name=Forums&fi...

A better sound fix for NSR than all the others mentioned is to run GTR ;)
That Saleen sounds great.
--
Remove "nospam." to reply.
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Steve Blankenshi

NSR Engine Sound

by Steve Blankenshi » Thu, 24 Feb 2005 13:38:06



> > I tried the soundpack. No change in volume.
> A better sound fix for NSR than all the others mentioned is to run GTR ;)
> That Saleen sounds great.
> --

Yeah, but it still sounds the same in front of you or behind... ;-)

SB

PS - didn't care for the NSR soundpak, btw.  OEM sounds better on my system,
though I did keep the new bottoming sound.

Tiny Lun

NSR Engine Sound

by Tiny Lun » Thu, 24 Feb 2005 13:50:32

"A better sound fix for NSR than all the others mentioned is to run GTR ;)
That Saleen sounds great"

I agree! Much finer sim all around.



>> I tried the soundpack. No change in volume.




>>> message




>>>>> > I am having a hell of a time with the NSR sound. The engine volume
>>>>> > is
>>>>> > so
>>>>> > weak I can't hear my own engine at the starting grid over the
>>>>> > others.
>>>>> > I
>>>>> > put engine volume at Max and sound effects way down and still real
>>>>> > weak.
>>>>> > Maybe they are electric cars? That would explain the cuddly soft
>>>>> > engine.
>>>>> > Certainly not the obnoxious roar of a V8!

>>>>> In your .plr file under the sound section there is a line theat is the
>>>> Other
>>>>> volume ratio //percent of opponent engine sounds.  I turned mine way
>>>>> down
>>>>> to 0.03000.  This doenst give the roar you describe but its better
>>>>> than
>>>> the
>>>>> Singer sewing machine it sounds like out the box.

>>>>> Mitch
>>>>> --
>>>>> Remove "nospam." to reply.
>>>>> SuSE 9.2 Pro KDE 3.3.2a

>>>> Yeah, and that just highlights one thing about sim sounds that's always
>>>> bugged me.  Other cars in sims sound about the same wherever they are
>>>> around
>>>> you, just getting louder as they get closer  But in reality, a car in
>>>> front
>>>> of you sounds far different than one behind you.  Fact is, you pretty
>>>> much
>>>> can't hear one behind you if you're on full throttle, but when
>>>> someone's
>>>> right in front of you, then you practically can't hear your own engine.
>>>> I
>>>> have several in-car videos where the effect is very evident.  Guy's
>>>> getting
>>>> chased and you hear only his engine; the chaser overtakes and the
>>>> sounds
>>>> blend as they're side by side, then when he gets by all you hear is the
>>>> exhaust from the car in front until it pulls away a bit.  Anyone who's
>>>> ever
>>>> stood trackside knows how much different a racecar sounds when the
>>>> exhaust
>>>> is pointed at you as opposed to away from you.  Of course cup cars have
>>>> side
>>>> exhausts, but the same applies.  It would be great to see a sim
>>>> incorporate
>>>> this effect.

>>>> SB

> http://www.superspeedway.net/superspeedway/modules.php?name=Forums&fi...

> A better sound fix for NSR than all the others mentioned is to run GTR ;)
> That Saleen sounds great.
> --
> Remove "nospam." to reply.
> SuSE 9.2 Pro KDE 3.3.2a

elrik

NSR Engine Sound

by elrik » Thu, 24 Feb 2005 15:08:02


/snip

I'm beginning to think you have shares in GTR stock.   ;o)

Elrikk

Dave Henri

NSR Engine Sound

by Dave Henri » Thu, 24 Feb 2005 16:41:51


  well think about it.  Tiburion, an arcade type console company is hired
to port an ISI product.  Simbin, a group of sim racers pays ISI to port
their own product.  Both use an ISI code-base.  But one has access to
actual engine sounds sampled at various tracks all over Europe.(I know
there is lots more but SOUND was the topic after-all)

  I haven't purchased either one,  but I have driven the GTR demo, although
not the NSR demo as yet.  But I would think underneath they are very
similar, but the tiny details are probably mainly in Simbin's favor.  
Simbin also has more freedom to rewrite code or to take advantage of ISI
improvements,  For example the multiplayer codec.  I'd bet real money the
Simbin code is more sophisticated than Tibur's.  

  When ISI worked for EA, they NEVER had a travel budget to visit and map
tracks and record cars.  Simbin went to every round of the last years FIA
events.  I'd think Tiburion's budget more closely resembles the old ISI
model than the Simbin program.

just some thoughts from a lonely old fart.  :)

dave henrie

David G Fishe

NSR Engine Sound

by David G Fishe » Thu, 24 Feb 2005 21:12:12


Here's a post from a guy at onlineracin.com who actually has driven a Cup
car. He has some ocmments on sound.
------------------
I have been running laps at Texas Motor Speedway with my new copy of NASCAR
Sim Racing for several seasons and have some input/opinions about how this
is or os not like driving a Cup car.

I am sure some "real" Cup drivers visit this site under assumed names and I
hope they do and share some input. Also on this site there area a number of
folks who have attended a NASCAR sanctioned driving school. If you are in t
his group please comment on my observations.

I have been doing NASCAR sims from the first Papy through all of them and
also was a HEAT driver. I raced on-line for one season. My real "sim"
experience is in flying. I am a former Marine captain and have both Navy &
Army wings. I flew two tours in Nam in Huey gunships. When I got out I flew
as a commercial pilot and left that to become a test pilot for Singer
AeroSpace (We made military simulators). I was a program pilot on the T-38
Talon and the German F5E. However my big thing was being the Project lead
pilot on the Navy F14 Tomcat. I have over 6,500 in military sims so I have
an idea of how or what a sim can do. That being said I have right now three
things to say about NSR.

1.) I enjoyed all the sims especially NR03 with the many fixes (check out
jjohnston at Speedway, he is still doing stuff). I enjoyed it until I
attended Team Texas Driving School at Texas Motor Speedway. I was one of 49
drivers that day and had the 2nd fastest time overall and passed four cars
(six on track) and needed two more laps to pass the last one. I had driven
1,800 laps in NR03 at TMS. Did it help? Yes, I knew where I was, my spots,
etc. Did the CUP car drive like my NR03 sim? No! Granted the rev limiter
kicks in at 152-156 mph, but the Cup car "STICKS," The Papy sime does not
simulate that well. However, As Dale Jr. has said the truck mod drove more
like a Cup car. NSR sticks and once I tweaked my Act Labs Force RS the wheel
even feels right (In a Cup car it is stiffer at low speed and takes little
movement at speed) at least at 155 mph. NSR has the car physics closest to
any sim I have driven.

2.) Sound? NSR has it down. I pulled out my Team Texas in car video and
played it. The NSR sound is right on the money. You hear wind, screaming
***, road noise, and motor pretty much in that order

3.) Graphics? I ran 60 laps roght out of the box at TMS and it looks just
like it from in car. They have done well. and I was impressed.

Now for patches. Cars don't have the right look yet. When They pop into the
pit they have this odd black shadow under the rear end. There is some sound
issues when cars drive by you. I can't hear the spotter or crew chief real
well but I am sure DWarehouse gang will come up with something. Please let
us drive back to the pit if we can when we wreck. The way it is now is poor.

Finally as to realism. If you want to have just your pit shown, or ride on
the roof with your heels banging the windshield and bugs in your teeth, you
want something other than realism. If multiplayer testosterone fixes are
your thing I can't comment at this point. The career option looks like fun.
I hope we can paint our own cars and load them easily. I believe this sim
has great potential. If you have been in a Cup car then by all means comment
on how it is or isn't like one.

Enjoy the big Daytona weekend folks...

pjk66

Tiny Lun

NSR Engine Sound

by Tiny Lun » Thu, 24 Feb 2005 23:25:49

"In your .plr file under the sound section there is a line theat is the
Other
volume ratio //percent of opponent engine sounds.  I turned mine way down
to 0.03000.  This doenst give the roar you describe but its better than the
Singer sewing machine it sounds like out the box."

Thanks Mitch, That made it better/tolerable.



>> I am having a hell of a time with the NSR sound. The engine volume is so
>> weak I can't hear my own engine at the starting grid over the others. I
>> put engine volume at Max and sound effects way down and still real weak.
>> Maybe they are electric cars? That would explain the cuddly soft engine.
>> Certainly not the obnoxious roar of a V8!

> In your .plr file under the sound section there is a line theat is the
> Other
> volume ratio //percent of opponent engine sounds.  I turned mine way down
> to 0.03000.  This doenst give the roar you describe but its better than
> the
> Singer sewing machine it sounds like out the box.

> Mitch
> --
> Remove "nospam." to reply.
> SuSE 9.2 Pro KDE 3.3.2a

Steve Blankenshi

NSR Engine Sound

by Steve Blankenshi » Thu, 24 Feb 2005 23:47:49



If I might hijack the sound thread for a moment.  I had to resist getting
into the wasp's nest that thread turned into at OLR, but since you brought
it up... ;-)  The first thing I thought when I read that paragraph was yeah;
I'm sure a Cup car IS "stuck" circulating at 40mph below qualifying speed.
A Yugo on bicycle tires would be totally stuck lapping at 40mph below it's
limits.  Or a lawn cart.  As illustration, I saw a 60 Minutes piece Mike
Wallace did on Dale Jr. before this year's Daytona 500, and in one spot they
were lapping Daytona in a stock C6 Corvette at around 120-130.  In casual
clothes with no helmets, chatting calmly about racing while Jr. drove with
one hand.  He was telling Wallace it was just like cruising on the freeway
at that speed.  And Wallace, somewhat surprised, agreed.  I suspect both of
them would've behaved rather differently if they'd been doing 180.

The complaints about NSR's handling involve limit behavior, not how it feels
trundling around in cruise mode.  Good show by the way; showed Jr. racing
online, which struck Wallace as incredible; this wealthy superstar
racedriver playing a racing game on his computer at home.  Nice setup Jr.
had, too; 3-screen surround video and all.  Won't even get into what sim he
was driving.  ;-)

SB

David G Fishe

NSR Engine Sound

by David G Fishe » Fri, 25 Feb 2005 00:29:08




> > Here's a post from a guy at onlineracin.com who actually has driven a
Cup
> > car. He has some ocmments on sound.
> ---------
> > 1.) I enjoyed all the sims especially NR03 with the many fixes (check
out
> > jjohnston at Speedway, he is still doing stuff). I enjoyed it until I
> > attended Team Texas Driving School at Texas Motor Speedway. I was one of
> 49
> > drivers that day and had the 2nd fastest time overall and passed four
cars
> > (six on track) and needed two more laps to pass the last one. I had
driven
> > 1,800 laps in NR03 at TMS. Did it help? Yes, I knew where I was, my
spots,
> > etc. Did the CUP car drive like my NR03 sim? No! Granted the rev limiter
> > kicks in at 152-156 mph, but the Cup car "STICKS," The Papy sime does
not
> > simulate that well. However, As Dale Jr. has said the truck mod drove
more
> > like a Cup car. NSR sticks and once I tweaked my Act Labs Force RS the
> wheel
> > even feels right (In a Cup car it is stiffer at low speed and takes
little
> > movement at speed) at least at 155 mph. NSR has the car physics closest
to
> > any sim I have driven.

> If I might hijack the sound thread for a moment.  I had to resist getting
> into the wasp's nest that thread turned into at OLR, but since you brought
> it up... ;-)  The first thing I thought when I read that paragraph was
yeah;
> I'm sure a Cup car IS "stuck" circulating at 40mph below qualifying speed.
> A Yugo on bicycle tires would be totally stuck lapping at 40mph below it's
> limits.  Or a lawn cart.  As illustration, I saw a 60 Minutes piece Mike
> Wallace did on Dale Jr. before this year's Daytona 500, and in one spot
they
> were lapping Daytona in a stock C6 Corvette at around 120-130.  In casual
> clothes with no helmets, chatting calmly about racing while Jr. drove with
> one hand.  He was telling Wallace it was just like cruising on the freeway
> at that speed.  And Wallace, somewhat surprised, agreed.  I suspect both
of
> them would've behaved rather differently if they'd been doing 180.

> The complaints about NSR's handling involve limit behavior, not how it
feels
> trundling around in cruise mode.  Good show by the way; showed Jr. racing
> online, which struck Wallace as incredible; this wealthy superstar
> racedriver playing a racing game on his computer at home.  Nice setup Jr.
> had, too; 3-screen surround video and all.  Won't even get into what sim
he
> was driving.  ;-)

> SB

I've been trying to avoid getting into NSR discussions everywhere actually.
:-)  The negativity is mind melting. I said at the RASCAR forum that I don't
think NSR has it right while driving on the limit (ass hangs out too far
:-) ), but N2003 doesn't have it right either, and there's nothing we can do
about it.

Earnhardt said the CTS mod felt more like his Cup car than the Cup cars do
in N2003. The real Cup cars do "stick". They look like slot cars. They
definitely aren't twitchy. I watch the in car shots and they look like they
are on a Sunday drive most of the time. They run multiple lines, inches
apart, and the drivers sure aren't doing Michael Schumacher impersonations
with their wheel. Sure they make corrections, but most of the time they look
very calm in that***pit. Those cars look like they drive themselves, and I
think that's how NASCAR wants it. They want the drivers racing each other,
not their own cars.

I love the way the GTP cars feel with that game engine. Tremendous. The Cup
cars aren't right though. I think there's a place somewhere between N2003
and NSR that would be just about right. Maybe locking the rear differential
in NSR would make it feel a lot better? At least we can adjust NSR. Overall,
I think NSR will simulate NASCAR driving significantly better than N2003
once someone plugs in the right numbers.

Again, that Earnhardt comment is huge IMO. Many people choose to ignore it,
but there is a big, big difference between the Cup cars and the CTS mod. The
issues with NSR aren't that big IMO.

--
David G Fisher

Steve Blankenshi

NSR Engine Sound

by Steve Blankenshi » Fri, 25 Feb 2005 01:22:25



Yeah, people do seem pretty fired up about it.  Guess it's a positive metric
about how much they care about sim racing!

If memory serves, I think Jr. was driving a truck in the game in the 60
Minutes piece.  As for the twitchiness/slot car thing, any car will be
stable and not requiring of corrections when it's below the limit.  It's
only when you exceed the limits that the wheel starts moving around rather
quickly!  And watching race coverage, you often hear the comentators talking
about steering wheel movement and how it shows whose car is working and
whose isn't; the guys with funky-handling cars are BUSY.  But really; the
Schumi thing is way off-base.  Watch some F1 in-car sometime; the guy looks
like he's half asleep.  Alesi would have been a much better pick... ;-)

Locking the diff does help, as does messing with the tire model parameters.
Did some "tire testing" last night and don't doubt you could come up with
something good for offline - it's quite flexible.  But unless EA/Tiburon
commit to a harder-to-master game than they now have, that'll be the only
place you can use your new car.  And while it would be nice for NR2003 to be
just a bit more forgiving and tolerant of online car-to-car contact, my
experience with NSR is that the current settings just lead to a bash fest.
When they know they're not going to go boom, the online morons just ram you
at will now if they can't get past legitimately.  Not much fun unless you're
into bumper cars.  Might make a great BTCC sim, though - points deducted if
you finish with all your bodywork intact.  Those guys go after it!

The NSR physics issues would certainly appear to be solveable, if only the
developers choose that path.   I just think they wanted something that makes
everyone feel like a hero behind the wheel.  Driving should be easy; driving
on the limit should not.  There's a reason only a few guys get the best
rides and the big bucks.


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