Why rifle bullets make a swoosh sound???

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r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
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San Bruno, California
what i mean is, the swooshing is from a bullet not aimed at you. but rather one of your friends behind you. not directed at you. i know i said it's a bullet no where near you, but that's a joke. how can you hear a bullet unless it's near you? the snapcrackle is directed at you and missed for some reason. you don't hear the snapcrackle when it hits you. you hear flesh explode.
are you old enough to remember what it sounded like when jets flew faster than the speed of sound over the u.s. on a regular basis? you didn't have to be anywhere near them to hear them breaking the sound barrier. i don't know how far from something as small as a bullet you have to be to not hear it. sounds like something worth looking into.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
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what's that sound like? like bullet ricochet's, only a lot louder?

Pretty much, the sound varies in tone a lot depending on the size and shape of the piece of shrapnel though. The real scary ones sound like an angry cat coming your way!
 

Coopsta

FNG / Fresh Meat
Dec 22, 2011
219
44
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pistol and smg bullets do not fly fast enough to break the speed of sound. map size has nothing to do with it at all.

Meh, this is completely wrong. Here's a table of bullet velocities and energies for 9mm Luger from wikipedia: Notice how all the loadings are above the speed of sound.

7.45 g (115.0 gr) FMJ 390 m/s (1,300 ft/s) 570 J (420 ft
 

ross

FNG / Fresh Meat
Jun 9, 2010
778
53
0
Australia
shuntyard.blogspot.com
Not entirely sure if you are serious. The sound effect is actually a important part for gameplay because the player needs to realize when he is under fire. It is simply a audio signal.
He means adding sonic cracks - proper ones, and for all supersonic rounds rather than just some - which are far more terrifying than the rather silly swooshing sounds that are heard most of the time in the game currently. Darkest Hour had cracks and even without a suppression system like RO2's, you would really think twice about popping up when you were being shot at.
 

Neuromante

FNG / Fresh Meat
May 25, 2006
228
20
0
I completely agree with the OP. But let me explain why we'll never get proper sonic cracks from TW: It's not what people expect.
Their knowledge of warfare being based mostly on movies, I can already imagine people coming to these forums complaining that "the shooter sounds really close when in reality he's not" or that "the constant cracking sound is annoying and makes it difficult to understand what's going on".

I really think someone should take RO2's case to the Project Reality forums and convince them to do something to turn it into the realistic, teamwork based game most of us wish for. ;)
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
The 7.62 Tokarov and the 7.62 Mauser that the C96 shoots both go even faster than this. They are bottlenecked cartridges of similar case volume to the 9mm.

Although it is not present in this game, you may be thinking of .45 ACP which is always subsonic by design. I think the 7.62 Nagant round is also subsonic.

The 7.62x25 is one hell of a fast bullet, I was surprised actually to discover it packs a similar kinetic energy as the .45 acp. ( thats a 80 grain tip with the same energy as a 230 grain tip )

:D

Just wanted to add that small gun factoid, carry on...
 

Panzer Jager '43

FNG / Fresh Meat
Dec 15, 2010
1,169
218
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But still, it baffles me why rifle bullets in RO2 travel below 330 m/s when you are typically being shot at from less than 100m away.... I can understand if you are a couple KILOMETERS away, then maybe the rifle bullets will be passing by you at 330 m/s..... But there isn't even a map in RO2 1/20 of that size.

The rifle bullets don't travel below 330 m/s in RO2. The game files suggest they fire at their proper velocities, depending on the weapon (ex. MN 91/30 = 865m/s)