Exhaust popping and crackling diversity

Discussion in 'Ideas and Suggestions' started by MTKush, Sep 27, 2019.

?

Would you like to see this in game!

  1. Yes!

    16 vote(s)
    100.0%
  2. no.

    0 vote(s)
    0.0%
  1. MTKush

    MTKush
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    Joined:
    Aug 17, 2017
    Messages:
    128
    I love how the devs made the exhaust pops and crackles! What an awesome addition that was.
    It lacks in a few ways though. Crackle noises are too consistent and the same.

    Here is reference of a game with very very good crackling and popping
    Assetto Corsa


    If there was any way to add audio clips of sheer crackling or popping with a random selection from a few different samples i think this could be achieved.
     
  2. Kueso

    Kueso
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    Oct 14, 2016
    Messages:
    4,463
    this again lol
    Again, its not that hard to do.
     
    • Agree Agree x 2
  3. SebastianJDM

    SebastianJDM
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    Joined:
    Apr 9, 2017
    Messages:
    856
    add
    Code:
    "instantAfterFireCoef": 3.0,
    "sustainedAfterFireCoef": 3.0,
    "sustainedAfterFireTime":4,
    "instantAfterFireSound": "event:>Vehicle>Afterfire>01_Single_EQ2",
    "sustainedAfterFireSound": "event:>Vehicle>Afterfire>01_Multi_EQ2",
    "shiftAfterFireSound": "event:>Vehicle>Afterfire>01_Single_EQ2",
    
    to your jbeam file. change the "instantAfterFireCoef" and "sustainedAfterFireCoef" to change the likeliness of afterfire happening. change the "sustainedAfterFireTime" to change how long the crackles will last for, and change the sounds to suit your liking. i believe usually it is
    Code:
    "instantAfterFireCoef": 1.0,
    "sustainedAfterFireCoef": 1.0,
    "sustainedAfterFireTime":2,
    "instantAfterFireSound": "event:>Vehicle>Afterfire>01_Single_EQ2",
    "sustainedAfterFireSound": "event:>Vehicle>Afterfire>01_Single_EQ2",
    "shiftAfterFireSound": "event:>Vehicle>Afterfire>01_Multi_EQ2",
    
    but by changing the "sustainedAfterFireSound" to be the "Multi_EQ2" you get crackles rather than pops, while keeping the initial pop which is the "instantAfterFireSound". race cars typically will use the "Single_EQ2" on shifts, while road cars will use "Multi_EQ2". play around with it and you'll be pleasantly surprised how much control this simple system adds.
     
    • Like Like x 4
  4. Kueso

    Kueso
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    Joined:
    Oct 14, 2016
    Messages:
    4,463
    where in the engine jbeam do i add this?
    im assuming under the exhaust stuffs?
     
    #4 Kueso, Sep 30, 2019
    Last edited: Sep 30, 2019
  5. SebastianJDM

    SebastianJDM
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    Joined:
    Apr 9, 2017
    Messages:
    856
    anywhere inside a section called "mainEngine". it's easiest to add it to the engine itself, although it can be done on any part, such as ECU, intake, exhaust, or even front bumper if you wanted. but you'd have to add a "mainEngine" section to the front bumper, since it wouldn't normally have any modifications to the engine.
     
    • Like Like x 1
  6. Kueso

    Kueso
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    aight thanks man
     
  7. Dr. Death

    Dr. Death
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    May 12, 2016
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    1,962
    Not only the game's after fire sound is lackluster, but it should also change pitch depending on the RPM. That's what you will hear about the most if you listen for it.
     
    • Agree Agree x 3
  8. KrukasKlep

    KrukasKlep
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    Joined:
    Aug 2, 2018
    Messages:
    669
    If they want to change that, Then why not add a Good old Stutututu While they are at it?
     
    • Agree Agree x 2
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