Add Realistic Thruster Sound and Full Realistic Sound Modes From SE1

Star_Kindler shared this feedback 2 months ago
Not Enough Votes

In this bug report, KSH has just informed us that thruster sound being tied to speed rather than thruster use is intended behavior, and will not be fixed: https://support.keenswh.com/spaceengineers2/pc/topic/50368-hydrogen-thruster-sound-keeps-playing-with-dampeners-turned-off-and-on-lock#comment-107557.

In a game with Newtonian physics, to me, this seems absurd. While I have never met someone who prefers loud engine noises blasting their ears while coasting through space, I will still frame this suggestion as a new option alongside the current "arcade" sound mode, in the case that such people do somewhere exist, to avoid an unnecessary argument.

KSH, PLEASE add a "realistic thruster sound mode", like we had in Space Engineers 1, where thruster sound is tied directly to, and ONLY to, the force that the thruster is outputting. So, as you accelerate, you'll hear the thrusters ramp up and then blast at full force as your thrusters blast at full force. If you then turn off dampeners and stop thrusting, you hear only any idle ship noises, as your thrusters are not thrusting. There is no drag or wind or anything like that in space, no reason to have to suffer through your thrusters blasting your ears while coasting for long distances to mission locations. Engine blasting is awesome, immersive, realistic and expected while pushing your ship with a hard engine burn. While coasting? It's just plain annoying. This is the single largest annoyance to me in the current VS2 build of the game.

As an additional, "full realistic sound" toggle, if it is not already planned by default for airtightness, sound should be muffled if in a vaccum and only connected to the sound source through your boots, and there should be no sound except for your character if you are freely floating in vaccum. So, exactly how it worked with realistic sound mode in SE1. That was perfect.

If SE2 is truly supposed to be a 10x of SE1, it must at the very minimum retain these essential QoL, realism and immersion features from SE1. These are critical features to enjoy the game for me and many others. Realistic thruster sound mode I feel is critical for almost anyone, with full realistic sound being very important to me and any other hard sci-fi fans.

Furthermore, these features are especially important for KSH to add because I do not believe this kind of core functionality is something that can be added by modders, unlike many other realism improvements like planet atmospheres and thermal mechanics.

Thank you for reading my suggestion, and I really hope that you agree, at least about the thruster sounds, and up-vote my suggestion so that KSH is more likely to implement it.

Replies (6)

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7

Signed up just to vote this up. The loud, constant thruster sound while coasting makes the game nearly unplayable for me. If this is truly going to be the behavior long term, please give us a volume control for the thrusters, or lower their volume (by a lot) in-game.

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3

Thanks for the up-vote! I agree. Although an option to have it realistic imo is FAR preferable as I personally enjoy loud thruster sounds when accelerating, it adds to immersion and realism... but NOT while coasting/drifting. That drives me crazy. So turning all thruster sounds down wouldn't be ideal for me, but would still be preferable to how it is atm.

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3

Agree 100%. Realistic is far preferable.

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4

Yes. Keen.


Please stop making the game... "gamey". This is an excellent example of how the current implementation of noises could be drastically improved, create a sense of realism, and draw me into the game... vs what happens now where the noises make me not want to play at all, and hoping the community finds a way to fix it.

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6

The only thing you should hear from flying without thrust is pings and pops of space dust bouncing off the ship and maybe a reactor if there is one or engine idling, it only makes sense. I think this should be default not an additional option because it makes no sense that something expelling no energy would make sound.

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2

In the space surrounding Earth (see: zodiacal light), it’s roughly 8–9 micrograms (not milligrams) per square meter per day. Or to put it another way—about 1/1000 to 1/1500 of a poppy seed per hour...

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2

take it!

(my work)

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3

It’s not a bad attempt; it sounds pretty convincing.


But for the game, it’s hard to use in this form.

For the game, you need the individual sounds separated. The game engine must handle the composition and mixing of sounds based on in-game events; a single sound is not enough for that.

Four sounds for the turbocharger—turbocharger startup, turbocharger running, turbocharger shutdown, and turbocharger coastdown. And roughly ten sounds for the engine itself—engine startup, engine running at low power, engine running at rated power, engine running at maximum power, engine shutdown, and engine coasting. In addition, sounds for the engine transitioning to higher power and to lower power would be appropriate. The engine running at various power levels would play as a loop in the game, while other sounds would play as "events."

It would be appropriate to have two or three sets of engine sounds, for engines of different sizes and with different nozzles, fans, or blowers, or for a turbo-shaft engine (even if with the same core). For example, sounds with a higher pitch and sounds with a lower, more "bass" tone.


However, from the game engine’s perspective, it may be simpler and more practical to use a sound library in the style of “sound fonts” for the sound generator, where there is no issue with smoothly changing the frequency and pitch of the sound (unlike recorded sounds in MP3 format).

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4

Basically we want every bit of depth as SE1, if not more, but never less. If you take the depth out of SE, takes away the point, I think that simplicity could be a layer of settings for newcomers.

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4

I agree 100%. I think KSH is moving in the complete wrong direction with making everything more arcady.

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3

It’s just standard practice in games and movies—spaceships hum darkly during flight, or make some other nonsensical noises...


In space, no one can hear you scream. Not even video game developers.

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3

There shouldn't even have to be a discussion about this. The game is simply unplayable for me because of this. Audio makes or breaks a game and blasting my ears off while coasting in space is just bad design. There is no excuse for that.

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2

100%

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