WIP Civetta Bolide GX91C Race Car V0.72a

Bolide Racecar

  1. KennyWah

    KennyWah
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    Uploading video showing Idling, sound testing, and a lap on bathurst.

    All done on the Xbox360 Controller.

    I used the following files.

    AH100_IDLE
    AH100_OFFMED
    AH100_ONMED
    AH100_ONHIGH


    However each one needed edits for leveling, equalization, and re-looping to re-purpose for beam the way I wanted.

    I don't want to overdo the sound as I hate it when people do that so in the interest of protecting peoples ears it is about as loud as one would like it to be.

    The IDLE is specifically adjusted to not cause too many headaches if listened to for long periods of time.

    Since I work on the car alot when it's in beam I hate muting and un-muting my game all-day long so to fix this I simply make it as non-annoying as possible.


    Now assuming I have permission granted to use them I will simply credit

    "TheMohawkNinja" or whoever I may need to credit for the source file
    and myself for the scripting and moderate editing required.
     
  2. Instant Winrar

    Instant Winrar
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    The car sounds like a big cat when it revs up. It's great the way it is.
     
  3. ryder2341

    ryder2341
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    Really? I'd personally be very interested to hear it. I never thought of using the OFF sound files before.
     
  4. KennyWah

    KennyWah
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    Idk, I still have the old, but give the new sounds a listen.


    I'm uploading the demo video right now, it is 25% done and I started just a few moments ago my upload speed is 3mb/s so it shouldn't take too long.
     
  5. ryder2341

    ryder2341
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    If people don't like the new sounds, would you mind uploading those files separately for the people that do? You obviously put a lot of time and effort into them and it would be a shame to see that effort wasted.
     
  6. KennyWah

    KennyWah
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    DESC:


    A Test for sounds to come over the previous basic sounds.

    My driving wasn't perfect as I was trying to get my perfect shifts on controller.


    BTW: the whining found at 8-9k rpm is actually the sound for ONMED, not sound overlap.
     
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  7. KennyWah

    KennyWah
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    Absaloutly
     
  8. ryder2341

    ryder2341
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    That sounds frigging amazing o3o

    I also notice you got the best segment of ONHIGH (the whining-growling part) and cut off the other segment? Nice.

    You went that extra mile by editing the sounds themselves. Major respect, bruh.
     
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  9. KennyWah

    KennyWah
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    Actually it uses the whole sound, I just equalized it and set the pitch a little higher in the script.

    But I think I am gonna make a small cut, because I notice two subtle but annoying backfire-ish sounds that just come off as faint popping in the high-end, so it might just end up using that part you spoke of because that is what will mostly be left.




    EDIT: Backing up just in case
     
  10. ryder2341

    ryder2341
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    I'm just starting to go deeper into the world of coding and such. I've used audacity before, I'm just terrible at it and only know basic functions :/

    I'm also getting really into the modding of car sounds in this game, however I lack the advanced knowledge of placing them at the correct RPMS and such. There's so many numbers and it confuses the heck out of me @_@

    The stuff that you're doing is beyond my range of knowledge and is essentially witchcraft.

    You are a sorcerer. You have committed witchcraft. You shall be burned.

    (Not really I'm sorry ._.)
     
  11. KennyWah

    KennyWah
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    It's really just the fact that all the headers are offset and look like they pertain to the previous functions in the script that is confusing, took me 1 week to get used to the soundscript.

    I've been editing engine sounds for almost 5 years in audacity, so there is that too.

    Made loads upon loads of private mods for RoR
     
  12. ryder2341

    ryder2341
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    Do you mind mentioning some of your previous projects for RoR? I understand that they're private but I'm sure people would be intrigued at some of them.
     
  13. KennyWah

    KennyWah
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    Well every single car by gabe had it's own engine sound, and every different level of engine had a different tone, all engines had a sound by a 1000-1000 rpm basis.

    The Audi 80 had it's own sound

    The BMW from Nadeox had it's own sound

    Some minor Russian cars that were actually decent [although I don't use any Russian cars in beam]
     
  14. KennyWah

    KennyWah
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    Reduced weight

    Old Weight 1260-1265kg

    New Weight 1098kg


    So Far.... ;)

    1088.30kg
     
    #414 KennyWah, Oct 27, 2015
    Last edited: Oct 27, 2015
  15. ryder2341

    ryder2341
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    Every car by Gabe????

    Dude, you are legend if you really did that. I'm curious as to where the sounds actually came from tbh.
     
  16. KennyWah

    KennyWah
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    well I used Automation, but I made my loops perfect with no clips and used equalization and exhaust setups in-game to simulate different engine sounds.

    Didn't really have any other source.:( [But they sounded better than any other implementation of those sounds, I also keep my audio un-clipped and avoid lossing quality over volume if possible.]

    However for beam with it's classic single sound before the newest update, I once used the engine startup sound from a 90s sitcome where they had a cartoony old muscle car startup sound and rev in the intro.:p


    A good example was the "Zeta" if I remember correctly.

    I made every engine stage have a different level of exhaust muffling using pitch/bass and equalization.

    Still nothing as good as I do now, but I had so much to play around with back than, now I have very little until they can incorporate some kind of engine grouping that allows me to get my hands dirty with every engine. [Rather than the current engine sound per car basis]
     
  17. ryder2341

    ryder2341
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    Can you remember what kinds of engines you made in Automation for the cars, such as the Bandit Extreme V8, Bandit 300, Mz2r, and Omega?
     
  18. KennyWah

    KennyWah
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    Well the Omega was a flatplane V8 for that beefy V8 SUV sound.

    The bandits were generally variants of I6s to get that proper guzzling sound.

    But somehow I managed to make an I6 sound in automation sound like a V8.

    Didn't use the MZ2R much so I forget what I had going there.

    In practice the size doesn't matter.
     
    #418 KennyWah, Oct 27, 2015
    Last edited: Oct 27, 2015
  19. ryder2341

    ryder2341
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    So, I'm not sure if you have a FFB wheel or not, but this car absolutely LOVES to try to rip your arms off :'D

    I once made a lap video of this car on Monaco for my Tumblr (which I won't link here because I'm not gonna self-advertise myself), and it took several tries to get it all the way around just because of the way it throws the wheel all over the place.

    However...

    I'm guessing that this is the kind of car that lacks power steering, right?

    It's completely understandable, I won't ask you to change anything in that regard, it makes it more hardcore this way. I love everything about this car and I can't wait until the others are finished (if you intend of finishing them).

    I'll also say that I love the way it wipes out if you make a mistake. This is not the Capri. This is way heavier. The Capri just crumples like paper when you smash into something.

    This car takes to the air like a Pegasus shot in the ass

    And then it comes down hard.

    It makes it just that much more enjoyable.

    Also I know it was a bad analogy I'm sorry
     
  20. KennyWah

    KennyWah
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    lol... I have a T300RS, but I use 0 In-Game FFB on Beam, because I feel it to be dangerous to use an FFB system that is in alpha at best for a car with physics that are real-time softbody.

    It just seems like you can never guarantee what you'll get in your wheel in this state, right now it simulates two things...

    Feathering effects that feel weird unnatural and odd..
    and
    Cobblestone roads. [Ouch, that's bumpy]

    It's just not yet developed enough, and my steering system is tuned to allow the wheels to react to your input quickly enough for racing at high speed.
    This also means that I had to stiffen it up a bit down there which in turn might cause some inaccurate FFB oddities, maybe reduce your settings until I can see about this for myself.




    Off-Topic.

    I also barely use any wheel at the moment.

    My old DFGT just isn't satisfying to even touch.
    and the brake sticks as I seem to need to clean out the potentiometer, and I hate touching the insides of electronic hardware unless it's a PC.. I always break everything in sight somehow. I've opened those pedals up one too many times in this lifetime, they are a bitch to put back together.


    but than my T300RS... AMAZING WHEEL, my pedals are messed up 50/50 between manufacture defect and my fault entirely. they arrived with an exaggerated dead-zone in the brake making braking feel unnatural and hard to adjust to. I was gonna mod them until I realized that.

    So I tried to DIY remedy this by resetting the potentiometer and it was all going well until upon putting these ever harder pedals back together the brake stopped working as a cable had snapped. I spent two weeks trying to fake a solder with some copper wire extensions and tape, lol and all I managed to do was rip off 3 cables and got two of them to work again, the last and original broken cable never stays clean after reassembling the pedals.

    So after using my DFGT pedals for my T300RS through my DFGT wheel for about a month, one week after modded the brake the potentiometer began showing fatigue as explained above.

    So to sum it up, brakes like to break on me a lot lately.
     
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