M
Manfredk2
Guest
This could be reproduced by the devs. Use for now for races against the AI laps as finish criteria, not timeSame issue here. Tried with 2 different car/track combos.
This could be reproduced by the devs. Use for now for races against the AI laps as finish criteria, not timeSame issue here. Tried with 2 different car/track combos.
Thank you for your answer, I've got same issue.Same issue here. Tried with 2 different car/track combos.
EDIT: as pretty much expected, deleting player.json so a new default file is created, fixed it....
This could be reproduced by the devs. Use for now for races against the AI laps as finish criteria, not time
My headphones produced Stereo that clearly tracked the car's movement, but I dunno about 5.1.Regarding new sound engine, does 5.1 sound work properly now?
Hm, the AI seems to be dead. The AI cars dont move at race start. No engine sound, no movement...nothing
I think it's a very early version of the sound engine. As expected, there needs to be tweaked a lot. What most people complain about is the balance of the different sounds I think. The engine noise is relatively weak compared to curbs for example. But it's a good base to build up from. Something that struck me instantly is that I now can hear the cars across the track, which wasn't possible with the old sound engine. I ran a test session with the 91' Ferrari and it's amazing how you can hear the V12 across the whole track. For the external sounds the new engine works great already. Internal sounds need a bit more work. I also have a feeling that open vs. closed cockpits needs a bit of fine tuning and that some mods might require an overhaul. The onbourd sound of the ASR cars is pretty wierd for example. Anyway, it's early days.Quick first impression from me before I need to leave for work (damn!).
Sound wise the onboard engine sounds great, so much more "meaty" with more bass. Not sure what issue people are having with it sounding dull, maybe turn up "onboard" sound or something.
The road noise is a bit disappointing to me... it sounds too much like it is on a loop - crusing down the pits slowly or attacking a corner hard... not much difference in sound. Wish it was a but more dynamic and less like a canned sound on a loop.
I do wish the sound reflecting off barries was more present, i.e gets much louder when very close to a barrier, then drops off significantly as you move away from the barrier. That would add a tonne more immersion imo.
Generally though, it felt more immersive and deep, actually like I was in a car with a beast of an engine, rather than the previous more tinny buzzy sound.
Can't wait to jump on later and check out the rest of the updates!
Do you have onboard sound set to 100%? I believe the default is 25%.Having issues with the in-car engine sound with this update. I only have two speakers (stereo) & the sound of my engine when in-car is completely drowned out by the opponents. When I select the look back feature to see behind me the external sound of my car is normal. No issues with any other sims.
Wow no black smoke for water spray anymore. Looks fantastic.Btw, fantastic work on the particle effects overall. Finaly rooster tails look as they should. It's also great to see the ambient light affecting the spray properly. Sorry, couldn't resist
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