cant u change that in the ServoLeftSpoiler1/2/3/4 and edit the range in the tmd?
Posts by DeanAngelo03
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steam>scenery>airports/places>usa>[the state]>city name or airport name
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what i do is delete the lights and reflections in the folders, that improves my fps a looot
WAIT THERE IS A NORTHWEST like Washington and Oregon or do u mean New York?
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AYE i got the ambient sound to play for the passengers enter. I basically made it so if the Engine N1 was below 5% then play the sound on loop haha
I even added airport ambient sound that is heard external and internal more quite ofc. Update video soon.
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where can i find the amount of time it takes for the engines to boot up, idk if there is a [duration] for this.
i have a nice PTU sound that is really cool on bootup and I GOT IT TO WORK yay. i just want it to last longer but this corresponds to the EngineN1 speed. So that means i have to make the boot up last longer.
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Copy that sir
One last question before I stop bugging you,
Gears Sound:
There is N/L/RightGearExtendedSound, GearDown/UpSound, N/L/RightGearTransitionSound1/2/3. I have the gear sound of when beging deployed and retracted. Which on do I put this sound in [soundfile]
Also also, sorry, but where can I change the in game name of the plane. It still says A320 even though I names the file and stuff in it a320mod EDIT NEVERMIND FOUND IT
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second try
using the MECH button as a trigger...
Code//<[input_button][MechanicCallButton][] // <[string8][Input][Calls.Mechanic]> // <[string8][Events] [ OverheadLowerLeftCircularButtonSoundIn.Trigger ]> // <[string8][EventsRelease][ OverheadLowerLeftCircularButtonSoundOut.Trigger ]> //> <[input_button][MechanicCallButton][] <[string8][Input][Calls.Mechanic]> <[string8][Events] [ OverheadLowerLeftCircularButtonSoundIn.Trigger ]> <[string8][EventsRelease][ PassengerEnteringCabinSound.Trigger ]> >
and it should play this sound
Code
Display More//AMBIENCE 2 <[soundinput][PassengerEnteringCabinSound][] <[string8][InputID][PassengerEnteringCabinSound.Output]> > <[sound_multi][SoundPassengerEnteringCabinSound][] <[uint32][PositionID] [Fuselage.R]> <[uint32][VelocityID] [Fuselage.V]> <[string8][InputTrigger][PassengerEnteringCabinSound.Output]> <[string8][InputVolume] [2.0]> <[string8][InputPitch] [1.0]> <[string8][SoundFile][passenger_enter.wav]> <[bool][External][false]> >
and I get nothing. It plays the OverheadLowerLeftCircularButtonSoundIn.Trigger very well but it doesn't play anything when I release.
Do i need to make it a [sound_event]. I would still like the trigger to be the cockpit door switch
I can change the
<[string8][EventsUp] [ CockpitDoorSwitchSound.Trigger ]>
<[string8][EventsDown][ CockpitDoorSwitchSound.Trigger ]>
to different .Triggers but idk if that will works.
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Update
the trigger for say:
Code
Display More//for AMBIENCE 2 <[event_sound][CockpitDoorSwitchCabinSound][] > <[input_discrete][CockpitDoorSwitch][] <[string8][Input][Controls.CockpitDoorSwitch]> <[tmvector2d][Range][ -1.0 1.0 ]> <[float64][Value][-1.0]> <[string8][EventsUp] [ CockpitDoorSwitchSound.Trigger ]> <[string8][EventsDown][ CockpitDoorSwitchSound.Trigger ]> > <[output_free][CockpitDoorSwitchOutput][] <[string8][Input][CockpitDoorSwitch.Output]> >
the play the sound:
Code
Display More//ambience 2 <[soundinput][PassengerEnter][] <[string8][InputID][CockpitDoorSwitchCabinSound.output]> //configure this for cockpit lock > <[soundloop][PassengerEnteringCabin][] <[uint32][PositionID][Fuselage.R]> <[uint32][VelocityID][Fuselage.V]> <[string8][InputVolume][2.0]> <[string8][InputPitch][1.0]> <[string8][SoundFile][passenger_enter.wav]> <[bool][External][false]> >
I got the sound to play but it doesn't matter what state the switch is on, it keeps playing when I spawn the plane. How do I make it stop when the switch is no longer in [-1.0] and trigger when it is on [-1.0]?
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Code
Display More<[soundinput][PassengerEnter][] <[string8][InputID][PassengerEnter.output]> //configure this for cockpit lock > <[soundmapping][PassengerEnterFrequency][] <[string8][Input][CockpitDoorSwitch.Output] <[tmvector2d][Map][ (-1.0 0.75) (0.0 0.0) (1.0 0.0) ] > <[soundmapping][PassengerEnterVolume][] <[string8][Input][CockpitDoorSwitch.output] <[tmvector2d][Map][ (-1.0 0.75) (0.0 0.0) (1.0 0.0) ]> > <[soundloop][PassengerEnteringCabin][] <[uint32][PositionID][Fuselage.R]> <[uint32][VelocityID][Fuselage.V]> <[string8][InputVolume][PassengerEnterVolume.Output]> <[string8][InputPitch][PassengerEnterFrequency.Output]> <[string8][SoundFile][passenger_enter.wav]> <[bool][External][false]> >
I got this so far. I have the passanger_enter.wav and now need to make a tigger but how, I want this to be played similar to the cockpit_background but only when the cockpit lock switch is on unlocked
Code
Display More<[event_sound][CockpitDoorSwitchSound][] > <[input_discrete][CockpitDoorSwitch][] <[string8][Input][Controls.CockpitDoorSwitch]> <[tmvector2d][Range][ -1.0 1.0 ]> <[float64][Value][0.0]> <[string8][EventsUp] [ CockpitDoorSwitchSound.Trigger ]> <[string8][EventsDown][ CockpitDoorSwitchSound.Trigger ]> > <[output_free][CockpitDoorSwitchOutput][] <[string8][Input][CockpitDoorSwitch.Output]> >
I found this, three states for the switch which is good.
big goal, just play a sound when the switch is on lock. If i can do this, i can add custom sounds for so many buttons that add immersion!
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Here is a video of what it sounds like right now.
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I plan on adding passengers entering the plane when you have the door lock switch on unlocked and not play when on locked. You Know how I might do this? Should I use a
[soundloop] for this when the output is on that button. I guess it’s an event right?
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aight, welp. This was a fun attempt. I will try to add more stuff later but I can't seem to make this sound work as I like, maybe it is muffled by all the other sounds I have added hahaha thanks for the help Jan.
I just set it to 5000 for now and will se later.
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Code
Display More<[soundinput][NoseLoadTouchdown][] <[uint32][InputID][NoseLoadTouchdown.output]> > <[soundsingle][NoseLoadTouchdownSound][] <[uint32][PositionID][Fuselage.R]> <[uint32][VelocityID][Fuselage.V]> <[string8][InputTrigger][NoseLoadTouchdown.Output]> //deifned from Input NoseWheelHullLeft.Load <[string8][InputVolume][5.0]> <[string8][InputPitch][1.0]> <[string8][SoundFile][touchdown.wav]> <[float64][Threshold][1.0]> <[uint32][Direction][1]> <[bool][External][false]> > //LEFT <[soundinput][LeftLoadTouchdown][] <[uint32][InputID][LeftLoadTouchdown.output]> > <[soundsingle][LeftTouchdown][] <[uint32][PositionID][Fuselage.R]> <[uint32][VelocityID][Fuselage.V]> <[string8][InputTrigger][LeftLoadTouchdown.Output]> //deifned from Input LeftWheelHullLeft.Load <[string8][InputVolume][5.0]> <[string8][InputPitch][1.0]> <[string8][SoundFile][touchdown.wav]> <[float64][Threshold][1.0]> <[uint32][Direction][1]> <[bool][External][false]> > //RIGHT <[soundinput][RightLoadTouchdown][] <[uint32][InputID][RightLoadTouchdown.output]> > <[soundsingle][RightTouchdown][] <[uint32][PositionID][Fuselage.R]> <[uint32][VelocityID][Fuselage.V]> <[string8][InputTrigger][RightLoadTouchdown.Output]> //deifned from Input RightWheelHullLeft.Load <[string8][InputVolume][5.0]> <[string8][InputPitch][1.0]> <[string8][SoundFile][touchdown.wav]> <[float64][Threshold][1.0]> <[uint32][Direction][1]> <[bool][External][false]> >
NICE I GOT NO MORE ERRORS. Aye, now I need to mess with the threshold
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I still can't find the problem. I tried adding a sound multiply but it broke even more
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3.46-tmmodelmanager: loading dynamics begin 'a320mod'...
3.61-tmfile_properties: property |PositionID| not found in this context |soundinput|
3.61-tmfile_properties: property |VelocityID| not found in this context |soundinput|
3.61-tmfile_properties: property |InputTrigger| not found in this context |soundinput|
3.61-tmfile_properties: property |InputVolume| not found in this context |soundinput|
3.61-tmfile_properties: property |InputPitch| not found in this context |soundinput|
3.61-tmfile_properties: property |SoundFile| not found in this context |soundinput|
3.61-tmfile_properties: property |Threshold| not found in this context |soundinput|
3.61-tmfile_properties: property |Direction| not found in this context |soundinput|
3.61-tmfile_properties: property |External| not found in this context |soundinput|
3.61-tmfile_properties: property |PositionID| not found in this context |soundinput|
3.61-tmfile_properties: property |VelocityID| not found in this context |soundinput|
3.62-tmfile_properties: property |InputTrigger| not found in this context |soundinput|
3.62-tmfile_properties: property |InputVolume| not found in this context |soundinput|
3.62-tmfile_properties: property |InputPitch| not found in this context |soundinput|
3.62-tmfile_properties: property |SoundFile| not found in this context |soundinput|
3.62-tmfile_properties: property |Threshold| not found in this context |soundinput|
3.62-tmfile_properties: property |Direction| not found in this context |soundinput|
3.62-tmfile_properties: property |External| not found in this context |soundinput|
3.62-tmfile_properties: property |PositionID| not found in this context |soundinput|
3.62-tmfile_properties: property |VelocityID| not found in this context |soundinput|
3.62-tmfile_properties: property |InputTrigger| not found in this context |soundinput|
3.62-tmfile_properties: property |InputVolume| not found in this context |soundinput|
3.62-tmfile_properties: property |InputPitch| not found in this context |soundinput|
3.63-tmfile_properties: property |SoundFile| not found in this context |soundinput|
3.63-tmfile_properties: property |Threshold| not found in this context |soundinput|
3.63-tmfile_properties: property |Direction| not found in this context |soundinput|
3.63-tmfile_properties: property |External| not found in this context |soundinput|
3.65-tmmodelmanager: ERROR: error loading tmd file 'a320mod'.
3.68-tmsimulator: ERROR: (syntax error loading model 'a320mod')
3.68-tmsimulator: loading fallback model...
...found the erroe
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Code
Display More//GEAR TOUCHDOWN SOUND //NOSE // <[soundinput][NoseTouchdown][] // <[uint32][InputID][NoseTouchdown.output]> // > // <[soundsingle][NoseTouchdown][] // <[uint32][PositionID] [Fuselage.R]> // <[uint32][VelocityID] [Fuselage.V]> // <[string8][InputTrigger][NoseTouchdown.Output]> //deifned from Input NoseWheelHullLeft.Load // <[string8][InputVolume] [5.0]> // <[string8][InputPitch] [1.0]> // <[string8][SoundFile][touchdown.wav]> // <[float64][Threshold][0.1]> // <[uint32][Direction][1]> // <[bool][External][false]> // > //repeat for left and right //LEFT // <[soundinput][LeftTouchdown][] // <[uint32][InputID][LeftTouchdown.output]> // > // <[soundsingle][LeftTouchdown][] // <[uint32][PositionID] [Fuselage.R]> // <[uint32][VelocityID] [Fuselage.V]> // <[string8][InputTrigger][LeftTouchdown.Output]> //deifned from Input LeftWheelHullLeft.Load // <[string8][InputVolume] [5.0]> // <[string8][InputPitch] [1.0]> // <[string8][SoundFile][touchdown.wav]> // <[float64][Threshold][0.1]> // <[uint32][Direction][1]> // <[bool][External][false]> // > //RIGHT // <[soundinput][RightTouchdown][] // <[uint32][InputID][RightTouchdown.output]> // > // <[soundsingle][RightTouchdown][] // <[uint32][PositionID] [Fuselage.R]> // <[uint32][VelocityID] [Fuselage.V]> // <[string8][InputTrigger][RightTouchdown.Output]> //deifned from Input RightWheelHullLeft.Load // <[string8][InputVolume] [5.0]> // <[string8][InputPitch] [1.0]> // <[string8][SoundFile][touchdown.wav]> // <[float64][Threshold][0.1]> // <[uint32][Direction][1]> // <[bool][External][false]> // >
had to slash it all out bc something is wrong but cannot troubleshoot it
I get a red box with STOP on it hahaha
these are my [output]
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Code
Display More<[soundsingle][RightTouchdown][] <[uint32][PositionID] [Fuselage.R]> <[uint32][VelocityID] [Fuselage.V]> <[string8][InputTrigger][RightTouchdown.Output]> //deifned from Input RightWheelHullLeft.Load <[string8][InputVolume] [5.0]> <[string8][InputPitch] [1.0]> <[string8][SoundFile][touchdown.wav]> <[float64][Threshold][0.1]> //max? <[uint32][Direction][1]> //do i need this <[bool][External][false]> >
ok got it, do i need a threshold or direction? what do they do. For the sound to play, how high should the threshold be, is the max 1.0 as 100%=very hard landing?
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should I use a [soundmapping] or just define pitch and volume in the [soundsingle]
and if I am mapping, what is the max value of load.
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ok will try thanks jan
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Defining nose touchdown but I dont know what goes in INPUT
The only words I know that go in there are load, speed, and skid. I want to use the damper for I am assuming it states how hard I landed.
and in the sound section I wrote
Code
Display More//touchdown // <[soundinput][NoseTouchdown][] // <[uint32][InputID][NoseTouchdown.output]> // > // <soundmapping][NoseTouchdownVolume][] // <[string8][Input][NoseTouchdown.Output]> // <[tmvector2d][Map][ (0.0 0.0) (MEDIUM MEDIUM-VOLUME) (MAX MAX-VOLUME) ]> // > // <[soundmapping][NoseTouchdownPitch][] // <[string8][Input][NoseTouchdown.Output]> // <[tmvector2d][Map][ (0.0 0.7) (1000.0 1.0) ]> //need experimentation // > // <[soundloop][NoseTouchdownSound][] // <[uint32][PositionID][Fuselage.R]> // <[uint32][VelocityID][Fuselage.V]> // <[string8][InputVolume][NoseTouchdownVolume.Output]> // <[string8][InputPitch][NoseTouchdownPitch.Output]> // <[string8][SoundFile][touchdown.wav]> // <[bool][External][false]> // > //repeat for left and right
I have everything ready but I dont know how to proceed from here.
Is there a way to use something else rather than a sound map, something like a one time event. Once the wheels touch the ground, like a skid, play the touchdown sound?
or would I use an event, but this isn't like pressing a button... hmmmm I know there are some unused buttons on the a320, maybe I will be able to create an event that is if you press this button, then the wheels will go move in 5 negative value (-5 knots) and if you press it again, it will return to 0.