Outerra forum

Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: konaone on November 28, 2014, 01:24:00 pm

Title: ah64 audio
Post by: konaone on November 28, 2014, 01:24:00 pm
it is possible, having the right files, audio equip the AH64
Title: Re: ah64 audio
Post by: konaone on November 29, 2014, 01:06:46 pm
NO? Noooooooooooo?
Title: Re: ah64 audio
Post by: M7 on November 29, 2014, 02:29:05 pm
I'm sure it's possible. Do you have good audio files for it? It should be pretty easy to script.
Title: Re: ah64 audio
Post by: KW71 on November 29, 2014, 04:19:06 pm
Could you script it, M7? I already have the original sound from an apache looped.
Title: Re: ah64 audio
Post by: jskoker on November 29, 2014, 04:24:17 pm
I have an interior and exterior sound.  I have no idea how to javascript if yo can do it...   :P

https://www.dropbox.com/s/l3s6rlfflg5geuy/ah64.zip?dl=0
Title: Re: ah64 audio
Post by: M7 on November 29, 2014, 04:42:09 pm
Could you script it, M7? I already have the original sound from an apache looped.

Well i can only do some very basic copy paste type of scripting, but Levi and PytonPago do know this stuff.
Title: Re: ah64 audio
Post by: konaone on November 29, 2014, 05:23:44 pm
mmmm we need help
Title: Re: ah64 audio
Post by: M7 on November 29, 2014, 05:43:02 pm
ok i gave it try. I copy/pasted  from the mig sound script to the ah64.js and I downloaded Jskoker sound files.

So far the sound works but i only have the outside sound working and the blades animation is frozen. It's probably just a small detail that i failed to comprehend. But again, i'm sure Pyton or Levi could fix it easaly.

If you want to try just drop the attached ah64.js (make a backup of your original) and download Jskoker files.
Title: Re: ah64 audio
Post by: Levi on November 29, 2014, 06:30:48 pm
Here's my 5 minutes version :D Download (http://www.mediafire.com/download/3u9r7fvfcig4za7/ah64.Levi.otx)
Interior and exterior sounds working. Just run the .otx file and you're ready to go.

EDIT: Btw, the .otx file includes the jskoker's sounds.
Title: Re: ah64 audio
Post by: M7 on November 29, 2014, 06:43:51 pm
Perfect!!!!! Thanks Levi!!
Title: Re: ah64 audio
Post by: Levi on November 29, 2014, 06:57:36 pm
Perfect!!!!! Thanks Levi!!
No problem :)
Title: Re: ah64 audio
Post by: konaone on November 30, 2014, 11:04:00 am
I installed your mod but it does not work, other ways?
Title: Re: ah64 audio
Post by: M7 on November 30, 2014, 12:01:10 pm
Did you downloaded jskoker audio files and drop them in the Ah64 folder? I'm not sure if Levi included them in the .otx
Title: Re: ah64 audio
Post by: konaone on November 30, 2014, 12:12:33 pm
yes i have downloaded and i have installed the mod but don't work
Title: Re: ah64 audio
Post by: Levi on November 30, 2014, 03:04:09 pm
Did you downloaded jskoker audio files and drop them in the Ah64 folder? I'm not sure if Levi included them in the .otx
Yes, the sound files are included in the .otx file.

yes i have downloaded and i have installed the mod but don't work
Make sure you're spawning the original/default AH64, and not another one, as for example the "AH-64 Punished (retexture) (http://forum.outerra.com/index.php?topic=3042.0)" from user KW71 (http://forum.outerra.com/index.php?action=profile;u=36103), if you have it installed...
Title: Re: ah64 audio
Post by: jskoker on November 30, 2014, 08:20:30 pm
The .OTX placed the files in the "C:\Users\Username\Outerra\packages\outerra\ah64" folder since it thinks it is an additional addon instead of putting it into the folder for the default AH-64.  All you need to do is copy the files from the aforementioned folder to the "C:\Program Files (x86)\Outerra\Anteworld\packages\outerra\ah64" folder and it will work...   ;)
Title: Re: ah64 audio
Post by: KW71 on November 30, 2014, 09:25:07 pm
Hi, Levi!

The .otx file will be installed under the "user" directory, and will not affect the original AH64, which is in

C:\Program Files (x86)\Outerra\Anteworld\packages\outerra\ah64

Your files should be copied manually to this location; I did it and works great! Thank you!

Or you can create another package whit all the stuff (model and textures) included; then people could spawn your version, instead of the original.
Title: Re: ah64 audio
Post by: Levi on December 01, 2014, 04:46:11 am
Oh sorry, on my side it does extract in the correct place :-\ Thank you for reporting it guys :)

Or you can create another package whit all the stuff (model and textures) included; then people could spawn your version, instead of the original.
Here's the standalone version: Download (http://www.mediafire.com/download/vblt8nhnrmsuxpt/ah64.Levi.otx) :)
Title: Re: ah64 audio
Post by: konaone on December 01, 2014, 01:47:09 pm
Excuse me, but then it works for you? I have downloaded the file again, launched, but it does not work !!
I also have some new files of 'AH64 with new textures that will share, but in this case it would not work ??
Title: Re: ah64 audio
Post by: konaone on December 03, 2014, 03:10:47 pm
Great work !! Thank you all. it works
Title: Re: ah64 audio
Post by: KW71 on March 08, 2015, 10:12:28 pm
One request. In a copter, when the collective is modified, what is happening in reality is that the pitch of all the blades is changed at the same time (thus the name of collective) to increase or decrease the vertical impulse. Although there could be an automatic small correction in the RMP you really can't hear the engine sound change, as hapend in cars or planes. Could you fix this, please?


Thanks!

EDIT:

Here is a better explanation.

http://www.phs.com.au/article/how-does-it-fly


"The pilot maintains the Rotor RPM of the Schweizer 300 (a typical light helicopter) between 440 & 460 RPM in flight, and at this speed there is a centrifugal force in excess of 4 tonne trying to wrench each blade out of the rotor hub. With this amount of inertia it is not possible to alter the RPM quickly enough for it to be an effective means of controlling the lift, therefore the only viable means of controlling lift is by altering the pitch angle of the blades.

The pilot controls the helicopter with 4 controls:

    The COLLECTIVE lever, which is held in the left hand beside the pilot. When raised or lowered, it increases or decreases the pitch angle of ALL the blades collectively, this in turn, increases or decreases the amount of lift that the rotor system produces."



Title: Re: ah64 audio
Post by: PytonPago on March 09, 2015, 04:20:24 am
One request. In a copter, when the collective is modified, what is happening in reality is that the pitch of all the blades is changed at the same time (thus the name of collective) to increase or decrease the vertical impulse. Although there could be an automatic small correction in the RMP you really can't hear the engine sound change, as hapend in cars or planes. Could you fix this, please?

 ... can one hear a change like that for planes with changing blade-angles ? (not sure now, if ya can set them separately on those, or if they change based to the RPM themselves (in mechanical or electronic means) to keep the max power for the engines RPM curve ... ).   

(http://upload.wikimedia.org/wikipedia/commons/e/ee/Propeller_diagram.jpg)

...

https://www.youtube.com/watch?v=3IfvhiJzkMM (https://www.youtube.com/watch?v=3IfvhiJzkMM)

 ... script-animating this must be interesting. Hope some detailed model like that will hit OT someday.
Title: Re: ah64 audio
Post by: Levi on March 09, 2015, 06:15:14 am
You're right KW71. I wasn't aware of that.

Try this fix: ah64.js (http://www.mediafire.com/view/menqrssa50o625i/ah64.js)
Standalone version have been updated as well. The links remains the same.
Now the sounds are based on the actual rotor RPMs.

PytonPago, animating that thing would definitely be interesting!
Title: Re: ah64 audio
Post by: KW71 on March 09, 2015, 10:08:52 am
Hey! that was fast!

Thank you very much, Levi! I'll  install this sound tonight.

PytonPago, the animation in the video is great, and very useful! Thanks!

" ... can one hear a change like that for planes with changing blade-angles ?"

I can't hear it in other simulators. As they explain, the inertia of those huge blades would prevent the engine from accelerate or decelerate fast enough (not sure if I understood your question)..
Title: Re: ah64 audio
Post by: PytonPago on March 09, 2015, 11:03:56 am

" ... can one hear a change like that for planes with changing blade-angles ?"

I can't hear it in other simulators. As they explain, the inertia of those huge blades would prevent the engine from accelerate or decelerate fast enough (not sure if I understood your question)..

 ... i just ask, cause it seems to me to be not much of a case, simply cause the blade-specs (area, lenght, space between each, speeds, material (flexing)) seem off to make such air-vibration effects like a choppers main rotor - so shouldnt be as much a case at all by comparison. ( my view that is, have no propeller plane at my back-yard to try that out :D ( would definitely like to have  =D ) ) 

As for the animation - blade-flex (just like the gliders wing-flex) are also in my mind  =D  ... but more complicated, as the angle theyre at the rotor-hub would be affecting the segment flex-angle orientation too ... but DCS has it, We need too !  =D  =D

https://www.youtube.com/watch?v=2RT8OVLF14k (https://www.youtube.com/watch?v=2RT8OVLF14k)
Title: Re: ah64 audio
Post by: KW71 on March 09, 2015, 11:22:54 am
F...!! Black Shark... I would marry her right now!!

"my view that is, have no propeller plane at my back-yard to try that out"


I would invite you to my house to try some of mine, but the planes are dirty and the ashtrays are full  ;)

" but more complicated, as the angle theyre at the rotor-hub would be affecting the segment flex-angle orientation too ... but DCS has it, We need too".

Is matter of time. I guess DCS guys are really scared by now  :).






Title: Re: ah64 audio
Post by: PytonPago on March 09, 2015, 01:44:15 pm
I would invite you to my house to try some of mine, but the planes are dirty and the ashtrays are full  ;)

 ... id smear myself in gear-grease if it gets me to a plane again !  =D  =D
 
Is matter of time. I guess DCS guys are really scared by now  :).

I think its already in BS 2.0 and Huey ...
Title: Re: ah64 audio
Post by: KW71 on March 09, 2015, 10:25:13 pm
That's it!! Now is uniform. Thank again, Levi!!