Lt DeFault Posted August 15, 2013 Share Posted August 15, 2013 Yes you might have “road works” in a security ops type scenario, but in a conventional war scenario the council workers are now refugees (I suspect they would not continue to run a stop / go work site with tanks and artillery nearby). Unless you're in Syria, where tank battles are just part of your morning commute. 0 Quote Link to comment Share on other sites More sharing options...
hoggydog Posted August 15, 2013 Share Posted August 15, 2013 maybe some kind of sound source you place in the mission editor, with options for sounds played, and how often and maybe even the ability to chance the options with scripting.ie, place sound source in a small town producing regular habitation noise, script an event so that if any military units enter a zone around the town it changes to almost silent with just the odd dog barking and doors slamming. 0 Quote Link to comment Share on other sites More sharing options...
hoggydog Posted August 15, 2013 Share Posted August 15, 2013 (edited) edited Edited August 15, 2013 by hoggydog double post 0 Quote Link to comment Share on other sites More sharing options...
Tjay Posted August 15, 2013 Share Posted August 15, 2013 IMHO ambient sounds would add to the 'game' immersion factor (although I'm not personally bothered as being of a certain age I am fitted with the 'imagination' module that was a standard fit on pre-1960 human beings), but I doubt it would have any value to eSims core market of the RL military, and thus not worth even thinking about. 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted August 15, 2013 Share Posted August 15, 2013 IMHO ambient sounds would add to the 'game' immersion factor (although I'm not personally bothered as being of a certain age I am fitted with the 'imagination' module that was a standard fit on pre-1960 human beings), but I doubt it would have any value to eSims core market of the RL military, and thus not worth even thinking about. Where can one obtain this "Imagination Module"?? It "should" have use as a "Combat Indicator" (Along with sheep (They run away from strange happenings), cows (They tend to like a good look at something strange), goats (I think they are a combination) etc. Also Small Birds emitting Alarm calls and/or shutting up. 0 Quote Link to comment Share on other sites More sharing options...
Marko Posted August 15, 2013 Author Share Posted August 15, 2013 maybe some kind of sound source you place in the mission editor, with options for sounds played, and how often and maybe even the ability to chance the options with scripting.ie, place sound source in a small town producing regular habitation noise, script an event so that if any military units enter a zone around the town it changes to almost silent with just the odd dog barking and doors slamming.That's pretty much what i was thinking hoggy.If we had the option to edit sounds and place them in a individual building in the mission Editor And have say midday prayers from a mosque.The current sounds in SB are good but its the little extra sounds that add to the immersionLike currently when you call in a airstrike, I always enjoy the sound of the jets passing Over.I suppose in the greater scheme of things you could say its not as important then things Like AI behavior, game play/ graphics.I will put it on the wish list for version 3.5.LoL 0 Quote Link to comment Share on other sites More sharing options...
dpabrams Posted August 15, 2013 Share Posted August 15, 2013 Trucks, dogs barking, road works. Music from some of the buildings, civilians arguing,The occasional burst of gun fire. church bells, Muslim prayers from mosque etc.They will be in my Detroit Mod. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted August 15, 2013 Share Posted August 15, 2013 Just when do you think you will be hearing these ambiant sounds? As a TC, do you think that you'll hear them while unbuttoned, over the sound of your tank's engine, and through your CVC? 0 Quote Link to comment Share on other sites More sharing options...
hoggydog Posted August 15, 2013 Share Posted August 15, 2013 Nope, i doubt any crew hears anything outside the vehicle unless its really loud...however SB is no longer just an armour sim and with what we have seen so far of 3.0, infantry ops are going to be more involving. Now i expect a well experienced patrol commander pays quite a bit of attention to the ambient noise in an area, not to mention recon units, mechanized or not!personally I can not remember the last time I played a scenario where I was purely in a tank, most of the time i am jumping from one vehicle to another and sound is most definitely a tool used by the savvy recon commander. 0 Quote Link to comment Share on other sites More sharing options...
Panzer_Leader Posted August 15, 2013 Share Posted August 15, 2013 (edited) Will any new 105 mm or 120 mm main gun ammunition types (except DM11, which was announced in the screenshots) be introduced in v3.0? Edited August 16, 2013 by Panzer_Leader Added DM11 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted August 15, 2013 Share Posted August 15, 2013 Blank, Prac, ... 0 Quote Link to comment Share on other sites More sharing options...
Marko Posted August 16, 2013 Author Share Posted August 16, 2013 Nope, i doubt any crew hears anything outside the vehicle unless its really loud...however SB is no longer just an armour sim and with what we have seen so far of 3.0, infantry ops are going to be more involving. Now i expect a well experienced patrol commander pays quite a bit of attention to the ambient noise in an area, not to mention recon units, mechanized or not!personally I can not remember the last time I played a scenario where I was purely in a tank, most of the time i am jumping from one vehicle to another and sound is most definitely a tool used by the savvy recon commander.I remember when we had a training exercise in UKArmour where we switched off are engines And just listened noting what direction and trying to identify what type of vehicle we could Hear. And a very useful exercise it was too.As we are unable to dismount are tanks currently, Sound is a very useful toolIf you want to stay in cover. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted August 16, 2013 Share Posted August 16, 2013 Sound is a very useful tool...Sure, if you're listening for other vehicles which you can already do in SB. To me the ambient sounds are irrelevant and don't deserve the time and attention that would be required to implement them to the level requested. 0 Quote Link to comment Share on other sites More sharing options...
wolfstriked Posted August 16, 2013 Share Posted August 16, 2013 Is it possible to streamline the movement keys so that one key controls all movements in the tank.So your in TC position and you look up till crosshair is out of tank and press the movement key and you move up.You want to move down into tank then you look down and press same key.Want to look into optic then press on it and you press same key if you want to back of of optic.Would add a fluidity feel to sitting in the TC position.It will also remove the lost feeling you sometimes get in regards to the Lmouse button. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted August 16, 2013 Share Posted August 16, 2013 Is it possible to streamline the movement keys so that one key controls all movements in the tank.Sure. You can do this now, no need to wait for 3.0.Just change the “control“ template in your copy.No idea if it will work though as the software (regardless of version) wont know if you want to go “fully up” or “down” if you are say midway, etc. 0 Quote Link to comment Share on other sites More sharing options...
pkcav39 Posted August 16, 2013 Share Posted August 16, 2013 Is it possible to streamline the movement keys so that one key controls all movements in the tank.So your in TC position and you look up till crosshair is out of tank and press the movement key and you move up.You want to move down into tank then you look down and press same key.Want to look into optic then press on it and you press same key if you want to back of of optic.Would add a fluidity feel to sitting in the TC position.It will also remove the lost feeling you sometimes get in regards to the Lmouse button.Hmmm, I don't think I would want to have to do this, just adds extra time and key strokes to moving (clicking Lmouse button to go into mouse pan mode, pan up with the mouse then pressing Q vs just pressing Q, or D etc). and you already can access the optics for the crew station with a single mouse click currently anyway, why change it? 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted August 16, 2013 Share Posted August 16, 2013 Sure, if you're listening for other vehicles which you can already do in SB. To me the ambient sounds are irrelevant and don't deserve the time and attention that would be required to implement them to the level requested. Well that's your opinion. I disagree. 0 Quote Link to comment Share on other sites More sharing options...
hoggydog Posted August 16, 2013 Share Posted August 16, 2013 Sure, if you're listening for other vehicles which you can already do in SB. To me the ambient sounds are irrelevant and don't deserve the time and attention that would be required to implement them to the level requested.Dude saying ambient sounds are irrelevant when listening for other vehicles is like saying trees and buildings are irrelevant when LOOKING for other vehicles. 0 Quote Link to comment Share on other sites More sharing options...
Tjay Posted August 16, 2013 Share Posted August 16, 2013 Dude saying ambient sounds are irrelevant when listening for other vehicles is like saying trees and buildings are irrelevant when LOOKING for other vehicles.Yes, but ambient sounds are only going to make listening for other vehicles more difficult. And I really don't need that. Surely this is a military operations simulator, not a whole life experience simulator? 0 Quote Link to comment Share on other sites More sharing options...
Marko Posted August 16, 2013 Author Share Posted August 16, 2013 Yes, but ambient sounds are only going to make listening for other vehicles more difficult. And I really don't need that. Surely this is a military operations simulator, not a whole life experience simulator?We already have some nature sounds currently implemented. What I was inquiring about was town/city sounds Tjay.As hoggy has stated there is going to be a bigger focus on infantry operations in 3.0Agreed ambient sounds are mostly cosmetic but if we had a wide range of them available.If you could script them, Lets Say UK Armour were on a peacekeeping mission in a hostile Environment A large crowd of angry villagers were pissed off.And the sound of the crowd was getting louder and louder then you hear shots fired in to The air. That would be a good indication some thing is going to kick off. And give you time to react. call in reinforcement etc. Tacbat is correct in his statement about it being a lot to implement.And for now the development Team has more important priority's but it would be an Excellent feature for future Versions of SB. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted August 16, 2013 Share Posted August 16, 2013 I bet you could fake this in SB. Take a vehicle that isn't used in your scenario and place it in town, hidden within a square of buildings or barriers such that it can't be seen nor escape. Set it on a route outside the square that it can't ever reach so it's running, then replace that vehicle's engine sound with an ambient clip. You'd want to be able to switch the sound mod in and out with something like JSGME.Long term, you'd probably want an invisible sound player object that could be scripted to turn on when players are within its range of sound region and maybe be able to change its sound file based on SB events and conditions. Though I haven't used it yet, I believe VBS2 does something like this for ambient sound support. 0 Quote Link to comment Share on other sites More sharing options...
enigma6584 Posted August 16, 2013 Share Posted August 16, 2013 Yes, but ambient sounds are only going to make listening for other vehicles more difficult. And I really don't need that. Surely this is a military operations simulator, not a whole life experience simulator?:drink: I'm in agreement with Tjay and Tacbat on this one. Let's not forget the core purpose of the simulation. We'll use our imaginations for the rest. 0 Quote Link to comment Share on other sites More sharing options...
CalAB Posted August 16, 2013 Share Posted August 16, 2013 I bet you could fake this in SB. Take a vehicle that isn't used in your scenario and place it in town, hidden within a square of buildings or barriers such that it can't be seen nor escape. Set it on a route outside the square that it can't ever reach so it's running, then replace that vehicle's engine sound with an ambient clip. You'd want to be able to switch the sound mod in and out with something like JSGME.Long term, you'd probably want an invisible sound player object that could be scripted to turn on when players are within its range of sound region and maybe be able to change its sound file based on SB events and conditions. Though I haven't used it yet, I believe VBS2 does something like this for ambient sound support.Good idea. You could also use that to script all kinds of sounds, music, anouncments etc. will have to try that out. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted August 16, 2013 Share Posted August 16, 2013 As hoggy has stated there is going to be a bigger focus on infantry operations in 3.0Says who?It certainly will have more options for Infantry modelling but this only comes into play if the scenario designer wants to do infantry work and you choose to play their scenario.If you want to do more Infantry operations, no one is stopping you, but it can still be just vehicle centric if you want it to be. 0 Quote Link to comment Share on other sites More sharing options...
Marko Posted August 16, 2013 Author Share Posted August 16, 2013 Says who?It certainly will have more options for Infantry modelling but this only comes into play if the scenario designer wants to do infantry work and you choose to play their scenario.If you want to do more Infantry operations, no one is stopping you, but it can still be just vehicle centric if you want it to be.Spoken like a true armoured corps officer. Gibsonm. LoLWell I suppose like most SB users the members of UK Armour and SVU.Have discussed the possibilities for mission design when 3.0 is released and infantry Operations are high on The agenda. For us anyway 0 Quote Link to comment Share on other sites More sharing options...
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