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yeah cross faders my rudder and my 4 channels do the four engines ![]()
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I’m sure I could map it on spad next ![]()
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yeah cross faders my rudder and my 4 channels do the four engines ![]()
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I’m sure I could map it on spad next ![]()
SPAD does accept MIDI controller button/encoder inputs and I think translates faders as axes (as does AAO, in fact one of the reasons I got AAO instead was that it had less fuss free fader to axis assignment) so if it interfaces with PC as MIDI controller (it probably does) you can for sure use it for MSFS.
In your second video the manifold pressure (thus the throttles) appear to be out of sync.
And yes, the real life airplane has a way to synchronize the propellors. There’s a vernier knob beside the friction control knob on the side of the throttle quadrant-- you use that to fine-tune the right-hand propellor so it synchronizes with the left.
I’ve suggested in the past, if one could get the Toggle Propellor Sync hotkey to work correctly, the interface for that in the cockpit would be to click on the vernier knob to automatically synchronize the props. What would be even better is if Asobo added set-to propellor speed commands the same way we already have set-to throttle keybinds. By coincidence, 70% to both throttle and propellor in a P-38 is pretty close to Max Continuous Power.
Here’s how I have resolved phasing sounds in the past for Train Simulators where I have a multi loco lashup using the same engine sound file. I would expect this method to work here as well, for any aircraft that uses the same sound file for left and right engines. Phasing is a result of the identical sound files being played just slightly out of sync. My Fix? Open one of the sound files in a sound editor and increase its length by about 1 second. That way, the two files are no longer exactly identical and the phasing is completely gone. Not sure how to accomplish this with WWise though. Simply put, if the files are no longer exactly identical, they can’t phase. This has worked in all cases for my use case in train Simulators. Should work here too if anyone can get past WWise and insert the new file into the PCK file.
It’s a good theory but first I don’t think Wwise can be altered at all after it’s Compiled into a set package.
And secondly you’d be better off SHORTENING the audio file you are changing, otherwise you’re asking it to add data that isn’t there (same as trying to enlarge an image or slow down video wothout extra frames data available) and the quality will drop. Imperceptibly no doubt but if you’re gonna do it, may as well go the other way ![]()
Yeah man. I use my turntables to raise and lower the gear on the D.H.88 Comet. It only takes FOUR minutes with this gear!!
Those sliders are great for trimming up too - full analogue control!
I wasn’t paying any attention to the MPs it was just to get it running to show the problem really I quit the flight straight afterwards. Normally I’d have them balanced but either in or out of sync the sound files should be tuned for this so you don’t have that nasty clash of 2 identical sound files, the frequencies or timings need altering slightly so they can run alongside eachother without any phasing.
I can’t understand how they’d be released like that doesn’t make any sense when the rest of aircraft is done so well. The sounds of the old warbirds Is very important to the overall experience, that’s one of the reasons why I love the old prop planes for the sounds, not in this case though another one that won’t be getting used again unless updated ![]()
Here’s something to consider: take a look at how long the thread has been going and see the many posts from happy buyers, then consider that maybe your opinion about the sounds isn’t shared by all.
Maybe some are more easily pleased
or don’t have as high expectations sorry for that I just want it to be as good as it should be that’s all.
Just stating a very obvious issue with the sound most Devs don’t have this issue. I’ve got a few twin props from other Devs that don’t do this.
And maybe some people need to learn how to adjust the RPM of the engines and props to avoid unpleasant resonances. ![]()
Or maybe… the problem doesn’t manifest for the rest of us.
Clearly I’m not an audiophile because I noticed the strange syncing of engine sounds immediately a year ago, but just thought that it was normal for a twin-engine. Thank you for educating me ![]()
But what I do find actually annoying is the roll to the left behavior that was introduced in the latest update. Something similar happened to the Spitfire (but it only has one rotor, so plausible, I guess).
for spit is normal, you can found in tablet preset option for aileron’s trim, afaik like in real world that was normal practice and set different value for different speed/alt regime(would be cool see that tab modeled physically). for p-38 i sure it’s absolutely normal if some time roll some left some time roll some right because of not ideal symmetry. but in the model it’s all time go left and even can not be compensated by use different power. and that’s is not goo
I have the same issue here. I believe it worked fine on initial release version.
BenMapp is right.
Phasing sound of the engines reduces immersion. I hope this will be fixed in the next updates.
It is normal for a twin engine plane. Typically when flying twin engine, you work at syncing the engines/propellers or it’s an uncomfortable flight. I believe some planes have automatic syncing ability.
Exactly, it doesn’t manifest for the rest of us because we know it’s a normal condition and we adjust to remove it.
I’m pretty sure the WWyse pack is just a zip file. There are tools out there for modifying WWyse packs when I searched.
We are aware of the phasing and it is a very difficult issue to resolve. Our sound designer did actually change the length of the sound files for the 2nd engine, but evidently it did not resolve the issue.
Any solution for the left rolling issue?
Aileron trim right?