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CFS2 Sound.cfg: Water touchdown sounds.

Hello Folks, Hello Shessi,

OK, it´s done! The Floatplane is uploaded. Let me know if something´s amiss...
It´ll be available as soon as it´s approved in the library.

http://www.sim-outhouse.com/sohforum...d=124&id=25814

I have included a text describing how to implement working water-sounds for CFS2, for floatplanes with and without tail-float.

A flying boat can of course also be made to work with these water-sounds, by conveniently managing the different contact-points
involved in the Aircraft.cfg. The Sound.cfg would not need changing, except for the personal choice of water-sound wav files.

Left and right floats would correspond to left and right hull-sides, and the tail float would correspond to the centre-aft keel area.

I have also put in examples of the code needed in the Aircraft.cfg and the Sound.cfg, so it should not be too obscure.

Anyway, I hope you enjoy the dip!
Cheers,
Aleatorylamp
 

Attachments

  • WD7 Screenshot.jpg
    WD7 Screenshot.jpg
    55 KB · Views: 11
...slide landings now?

Hello S,
OK!
ernaehrung004.gif
Let me know if there´s any doubts.

I just got an idea for your slide-landing:
devilish.png

Perhaps some more Scrape Points can be defined and called in the Sound.cfg for such occasions.

M$ configuration info document also mentions the following three, to be written into the Sound.cfg with the usual syntax:

[FUSELAGE_SCRAPE]
[LEFT_WING_SCRAPE]
[RIGHT_WING_SCRAPE]

In the Aircraft.cfg they can be declared entering values 4, 5 and 6 into Contact Point entry position Nº 13. I suppose these would be true Scrape Points, but would have a high damage threshhold, and hopefully would not interfere with any other scrape points that suffer damage. Or, the others would have to have their damage threshold adjusted so as not to play the aircraft explosion film.

//13 Sound Type: 0=Ctr gear, 1=aux.gear, 2=Lgear, 3=Rgear, 4=Fus scrp, 5=Lwing scrp, 6=Rwing scrp, 7=aux1 scrp, 8=Aux2 scrp, 9=Tail scrp

These would expectedly touch the ground when the landing gear
a) collapses, or
b) refuses come out, or
c) someone intentionally does a belly-landing,
...and then a convenient disastrous cacophony could be called by the Sound.cfg.

Let´s see if I have time one of these days to look into this.
Cheers,
Aleatorylamp

 
Summary for Water Touchdown Sounds How-to.

Hello Folks,
I have been asked to post the summary of what has been achieved upto now regarding the
implementation of Water-touchdown sounds upto now.

A new Forum member, Lastvika, has pointed out that perhaps the Water-Crash sounds could be used.
I still have to investigate that. Maybe these can be heard from outside? Hmmmm..... Interesting...

Anyway, attached herewith, is the summarized document so far.
Here it is on the post as well:

CFS2 Water-Sound implementation for floatplanes:
-------------------------------------------------
Water-touchdown sounds have been successfully added, which work in CFS2, audible in
2D Instrument-panel Virtual-Cockpit viewpoints. As yet it has not been possible to achieve
any audible water sounds from outside viewpoints.

Sounds used come from Mike Hambly´s FS98 Sunderland Flying Boat:
ssTOUCC.wav, ssTOUCL.wav and ssTOUCR.wav (left, right and centre sounding sounds)

Additional sounds for a possible central Tail Float can be added from the CFS2 sound
directory: watrlnd1 and watrlnd2.

Step 1: The Aircraft.cfg - Contact-Points Section.
------------------------------------------------
Type 4 contact points for left and right floats, can be made to have sounds by assigning
values 7 and 8 in position 13.

These values correspond to Aux1 Scrape and Aux2 Scrape, that will be called in the Sound.cfg.

If the aircraft has a tail float, these contact points will have value 9 (Tail Scrape)
assigned to them in position 13.

Example for left and right floats:
-------------------------------
//13 Sound Type: 0=Ctr gear, 1=aux.gear, 2=Lgear, 3=Rgear, 4=Fus scrp, 5=Lwing scrp,
// 6=Rwing scrp, 7=aux1 scrp, 8=Aux2 scrp, 9=Tail scrp
//
point.0=4,9.5000,6.000,-6.50,1575,0.0,0.54,0.0,1.0,2.5,0.88,0.0,0.0,8,0.0, 0.0
point.1=4,9.5000,-6.00,-6.50,1575,0.0,0.54,0.0,1.0,2.5,0.88,0.0,0.0,7,0.0, 0.0
point.2=4,-7.760,-6.00,-5.95,1575,0.0,0.54,0.0,1.0,2.5,0.88,0.0,0.0,7,0.0, 0.0
point.3=4,-7.760,6.000,-5.95,1575,0.0,0.54,0.0,1.0,2.5,0.88,0.0,0.0,8,0.0, 0.0

Example for the addition of a Tail Float:
-------------------------------------
point.4=4,-12.760,0.00,-4.95,1575,0.0,0.54,0.0,1.0,2.5,0.88,0.0,0.0,9,0.0, 0.0

Note that the left/right, fore/aft and up/down positionning of the float contact points
will depend on the specific aircraft used.

Step 2: The Sound.cfg
----------------------
These lines entered in the Sound.cfg file will call corresponding Water-sounds that have
been implemented by declaring Aux1 and Aux2 Scrape Points in the left and right Float contact points
in the Aircraft.cfg file.

They are left and right water sounds, combined with centre water sounds.
They come through very nicely in stereo on the computer speakers.

Left and right Floats:
----------------------
[AUX1_SCRAPE]
filename=ssTOUCL
minimum_volume=9000
maximum_volume=10000
minimum_speed=1
maximum_speed=55
minimum_rate=0.80
maximum_rate=1.60
link=AUX1_SCRAPE2

[AUX1_SCRAPE2]
filename=ssTOUCC
link=AUX1_SCRAPE3

[AUX1_SCRAPE3]
filename=ssTOUCL

[AUX2_SCRAPE]
filename=ssTOUCR
minimum_volume=9000
maximum_volume=10000
minimum_speed=1
maximum_speed=55
minimum_rate=0.80
maximum_rate=1.60
link=AUX2_SCRAPE2

[AUX2_SCRAPE2]
filename=ssTOUCC
link=AUX1_SCRAPE3

[AUX2_SCRAPE3]
filename=ssTOUCR

Tail Float:
-----------
In case a Tail float is installed on the aircraft, and the corresponding entry has been made
in the Aircraft.cftg file, the following lines will cater for Tail Float sounds.
They are Centre sounding water sounds, which can be combined with extra watrlnd1 and watrlnd2
water sounds.

Contrary to what anyone would expect, XTAIL_SCRAPE is NOT an external or outside-viewpoint
sounding sound!

[XTAIL_SCRAPE]
filename=ssTouCC
minimum_volume=9000
maximum_volume=10000
minimum_speed=1
maximum_speed=55
minimum_rate=0.80
maximum_rate=1.60
link=XTAIL_SCRAPE1

[XTAIL_SCRAPE2]
filename=watrlnd2
link=XTAIL_SCRAPE3

[XTAIL_SCRAPE3]
filename=ssTouCC
link=XTAIL_SCRAPE4

[XTAIL_SCRAPE4]
filename=watrlnd1
link=XTAIL_SCRAPE5

[XTAIL_SCRAPE5]
filename=ssTouCC

NOTES:
Left/Right/Centre-Touchdown and Landing-Roll Sections have been deleted from the Sound.cfg
as they have no effect on floats in CFS2.
Also, Flags=18, which trigger water sounds in other simulators, has no effect in CFS2.
Moreover, it is impossible to achieve audible water sounds in outside viewpoints with Viewpoint=2.

Nevertheless, the sounds implemented as described in this document function very well with interior
viewpoints, i.e. 2D Instrument Panel and Virtual Cockpit.

Cheers,
Aleatorylamp
 

Attachments

  • How_to Water Sounds Readme.txt
    4.4 KB · Views: 1
Hello S,
Glad to be of help!
The subject is perhaps not totally concluded, as there is still the water-crash splash-sound
which may (or may not) yield interesting results!

Then, there´s the landing-slide thing you mentioned. I´ll be a bit pressed for time this coming
week, but should you meanwhile be able to make any headway with this, using the other 3
Scrape Points I mentioned in Post #23, it would be interersting to know if these could work.
I wonder...

Cheers,
Aleatorylamp
 
Reply...

Hey guys,

A wonderfully informative threat, thanks for exploring this theory and developing it! :encouragement:
 
Hello Rami,

Thanks for your motivating comments! Let´see if we can further extend the experiments to slide-landings, and perhaps exploit water-crash situations to transform them into water landings.

Cheers,
Aleatorylamp
 
Slide-landings and water-crash

Hello S,

I did a couple of short tests and trials with the A6M2 Zero (albeit futile ones), early this morning:

I noticed that the default Sound.cfg already had the Fuselage and Wing scrape points enabled, but they are inaudible
both from inside and outside, as you have already reported.

1) So far, for gear-up landings:
A) New additional Fuselage, Wing and Tail contact points placed in the Aircraft.cfg above normal contact points (type 1)
and having Fus scrp and Tail scrp sounds assigned, doesn´t work, as aircraft sinks into ground when loaded into the sim.

B) Additional Fuselage and Wing scrape points (type 2) placed in the Aircraft.cfg a little below the normal ones, with high
damage profile, with slide-landing sounds assigned to these scrape points, are inaudible from inside or outside.
They don´t work even using louder volume parameters, and also don´t react to flags such as those defined for the landing roll.

2) Then, so far, for water crash-splash:

As everybody knows, a crash on land causes an explosion sound, and on water, a splash, heard from outside, so obviously
the sim does detect this. However, I am still thinking how one could exploit this for flying boats or floatplanes - no ideas as yet.
Apparently there is a FS2004 Orlyonok A-90 Ekranoplan which has been made to work in CFS2 and FS2002, which seems to use
this sound method, but I haven´t managed to find this vehicle to investigate how they´ve done it.

If this could be managed, then it would eliminate the problem I mentioned near the beginning of this thread, that the current
implementation of water sounds using Aux1 and Aux2 scrape sounds also makes water sounds audible when landing on land.

But then again... how many water-plane pilots in their sane judgement would land on land anyway?

OK, ran out of time... Must rush!
onthego.png

Cheers,
Aleatorylamp
 
Hello p14u2nv,

Thanks for the tip.
I was aware of the FS9 model, but as I don´t have FS9, I can´t use it, and I had seen the article on Flightsim.com,
...without noticing the download link for the FS2002 version at the bottom!

But I did now, so I downloaded it from their aircraft library.
What a coincidence: it actually appears on a page with a couple of my own Spasatel and Lun Ekranoplan models!

Anyway, I´ve got it now, and will investigate how they did the sound to see if I can adapt something similar to CFS2.
With any luck we may be able to get an outside-sounding water-sound.

Thanks for your help, Friend!

Cheers,
Aleatorylamp
 
Hello Folks,
Nothing new for now. FS2002 is of course not CFS2... After correcting the FS2002 Orlenok Ekranoplan´s static cg height for CFS2,
I´m afraid it is moving neither on land nor on water. Obviously there is some contact point problem, and until it moves, there´s no way of hearing any sounds other than the engines. Then, looking in the Sound.cfg, there´s only the usual splash sound call for falling into the water, and no trace of any other water sound calls. It seems that the issue hasn´t been addressed in the model.
Anyway, if I make any further headway on the Water-sound subject, I´ll post something.
Cheers,
Aleatorylamp
 
Last edited:
After having read this whole thread I can only take my hat off and bow my head in gratitude and admiration for all the energy and time you guys spend in keeping CFS 1&2 alive.

Thank you so much from a simple flightsimmer,

hertzie.
 
Hello Herzie,

Thanks for your good words, although being a hobby, it´s natural to spend energy and time on it, and I´m very glad indeed that the results of my efforts have been of use to other simmers!

In cases like the one described on this thread, the challenge is finding a workaround to bring it to function to an acceptable degree.
It´s like a puzzle with missing pieces which you have to try and rearrange, to achieve something as similar as possible to be useful!
That´s the fun, I suppose - it´s beating the limitations!

For me, it´s a tremendous piece of luck that the 20-year-old model-building program I still use is still good enough to produce some decent enough models for the 2 simulators, which are considerably more advanced than the simulators it was originally designed for.

More so, considering the improvements now possible on the models, thanks to several very helpful members, who know more about the more advanced and intricate aspects of the 2 simulators, i.e. the DP files, the special high-resolution textures using Extended Textures, and the superior Flight Dynamics. These people also produce some excellent, detailed sceneries which give the models a historical context, an additional important factor that makes this sim so enticing!

Cheers,
Aleatorylamp
 
Hi Aleatorlamp, I think I can understand the why and how that you describe. I did a lot of CFS2 to FSX conversions and it was always fun to see how far you could come and how great it was to get help from other flightsimmers. Sometimes I still try if I can discover how to make gauges work in VC without having the sourcefiles. There was once a guy named Lazarus Starkweather and he helped me a lot, but I'm still stuck, mostly ofcourse because I have no knowledge of designing. But foddeling around with a model helps my brains for getting rusted.

All the best,

hertzie.
 
Hello Hertzie,

Ha ha! Modeling prescribed as best medicine against Alzheimer´s!:biggrin-new: Wonderful!

You´re right about working gauges in the VC, they would be nice, but I´m afraid
that my AF99 modelling factory is in this case a bit too much of a dinosaur to cope
with those.

Cheers,
Aleatorylamp
 
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