Speed of Sound

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Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Nargothrond
I'm hoping the devs have implemented the speed of sound. I think this was mentioned as a suggestion in ROO before. Right now, sound travels at the speed of ping.

Not really an issue for infantry, but with the tanks in ROO you can hear incoming supersonic rounds before they get to you. As such, when driving, I would often make a sudden change in direction or hit the brakes once I heard an incoming round, causing the round to over shoot or just miss (since most good shooters will lead a target).

This may be less of an issue in RO:HOS assuming the TW can correct the tank round velocities (ROO engine limitations have them traveling at 1/2 speed, giving one twice the amount of time to dodge).
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
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this reminds me of my crazy rides on orel in a clown car, perfectly timing the swerve to dodge the tank shell, beleive it or not i once was turning sharply to dodge a shot and midturn while on 2 wheels a shell came right under the car and landed 50 meters infront of me....

my most epic dodgeball being proudly announced, i agree with this statement, added realism with less work then what is required for the visuals, and now truly, you wont hear the bullet that kills you....
 

VariousNames

FNG / Fresh Meat
Aug 6, 2009
1,226
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I figure that the speed of sound is a request perhaps more in the realm of fantasy than in the realm of something that is technically and realistically feasible, but...

I do think that something like the *SNAPPING* sound of supersonic rounds when they just miss players like they have modeled in Insurgency Source mod would be awesome.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Nargothrond
why?
just add a time difference based on distance to explosions/shots

It could even be done client side, reducing server load.

Client is told of an incoming round (which it would have to know before the sound, since the rounds are supersonic). The client knows where the round originated from, the distance to you, and what time it went off. Client delays playing the tank firing until distance/speed of sound.


One place where this could get messy is the "roar" of the round as it passes. Like an airplane passing (even a subsonic plane), the sound would "appear" to be behind the flying round. That could also be done client-side once the round is spawned, but it might be more processor intensive.

I suppose the client would just have to calculate the delay to begin playing the "roar" - but that can get funky as the sound source is moving. It could be done geometrically. In reality, the sonic boom is a cone of compression coming from the supersonic object. You don't hear anything in front of the cone, the cone itself is the sonic boom, and you would hear the roar after the cone.

In RO, since we're mostly flat, geometrically (unless planes are implemented, which I doubt), then it could be approximated with a simple triangle moving with the round at the tip.

So everything inside the triangle hears the roar, everything outside the triangle doesn't hear it, and when the triangle passes you, you hear a snap/crack/boom.
 

Apos

FNG / Fresh Meat
Dec 3, 2007
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This. I just wanted to write new thread about realistic sound implementation ingame, but as I see it has been written already.

Quick details: speed of sound is ~343 meters per second.
So it would be amazing to see and then hear explosion. E.g. tank fights on big maps, when you first see destroyed tank and a bit later hear "boom".

This feature has been implemented into ArmA games and works great.
 

LemoN

FNG / Fresh Meat
Feb 26, 2006
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Prussotroll's Bridge
This. I just wanted to write new thread about realistic sound implementation ingame, but as I see it has been written already.

Quick details: speed of sound is ~343 meters per second.
So it would be amazing to see and then hear explosion. E.g. tank fights on big maps, when you first see destroyed tank and a bit later hear "boom".

This feature has been implemented into ArmA games and works great.
Yes, it's so incredibly immersive! :eek:
 

ductape3

FNG / Fresh Meat
Jan 13, 2011
280
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I would love to see this put in, even if its just segmented, like at >100m the delay is X seconds and at >150m, the delay is Y seconds...
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
I'd just like to point out TWI has confirmed the tank rounds move at the real life speed, instead of ROOST's 1/2 speed. So it's less of an issue with the tanks.

Still would be great to implement. Not exactly a deal breaker, but would be cool.
 

213

FNG / Fresh Meat
Jul 22, 2009
917
371
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they can't calculate the speed of sound in this game, it'll take precious resources away from more important things. what you mean is sound delay. that can be simulated.
 

kainhall

FNG / Fresh Meat
Jun 30, 2010
225
174
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arma 2 did this perty well. i always liked sniping and seeing flashes and a few seconds later hearing the pop,pop,pop wizz as a roll on hte ground.

sounds liek a quiter version of the clsoe sound with jsut a delay.

client side should be easy, simple, and effective.

add it in. would bring so mutch realism.

ALSO the explosions, as in arma 2, should be delayed. makes it SO mutch cooler
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
they can't calculate the speed of sound in this game, it'll take precious resources away from more important things. what you mean is sound delay. that can be simulated.

Damnit, no!

I insist TWI do full speed of sound calculations based on altitude, ambient temperature (already in ROOST), wind speed, and humidity (closer to the Volga gets more humid). And I want it calculated for EACH and EVERY sound made, from footsteps, to Katyushas!
:D


Obviously, we mean the sound delay effects from the speed of sound...
 

wahoo4

FNG / Fresh Meat
Dec 29, 2010
286
290
0
NE, USA
Oh yeah, great idea, this would be so cool. It would really make the expirence feel real. I hope they will consider it. I'll take this over serveral I have suggested. :) Sounds like it would be hard to implement though.