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Add Realistic Thruster Sound and Full Realistic Sound Modes From SE1

Star_Kindler shared this feedback 6 months ago
Considered (Not Planned)

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 (8)

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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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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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Agree 100%. Realistic is far preferable.

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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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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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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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@Semtex Erm what, could you provide context to that statement.

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I think what Semtex is saying is that the space dust hitting the craft would be about the size of one-one fifteenhundreth of a poppy seed in material size, per hour. Contrast how large even a one-to-one typical poppy seed in size of dust hitting an in-game armour block might affect it, if at all.

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take it!

(my work)

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

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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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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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100%

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I have just 20h on SE2. I'm super new on SE in general.

Yet, it was enough to do my first space travel to understand this single fact seems to go against the very core philosophy of the rest of the game, which seems very cool and oriented to realism otherwise. I'm enjoying a lot, beside this problem.

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I really don't understand why this would be intended... Who likes a very loud uncalled-for noise?

I can see why someone might want to ear this. They want a speed feedback. That's fine...

But let's call this for what it is: this would be a simulated speed noise generated from the cockpit, to get an audio feedback about speed. Similar to some electric cars featuring simulated engine noises to give more feedback.

As such, it could also be less heavy and mind-melting, speaking of the sound itself.


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What's disappointing to me, is that they're confirming that this is intended... As in "this is the way it's gonna be"... (or at least that-s what i get in this comment here)


It would be somehow easy to have a solution that makes happy both sides of the discussion:


1) We can all agree this is a fake thing, and it's nothing related to reality.

2) Therefore, make this current noise as a cockpit-generated speed sound feedback, with the relative option from the cockpit props. As i was saying, also a more soft sound, or a multiple choice, would be appreciated at this point).

(to be honest, you could stop here and i would be happy to just disable this messy overwhelming sound, but let's do things right)

3) Do the real thing: create an audio system based on single thruster value. Maybe it will need some optimization in case of many thruster. Looking at what we've got now, though, even a single unified sound generator based on the actual global thrust, would be better then this.


You could easily make everybody more or less happy, with a simple choice for the simulated noise.

Forcing this on everyone is torture for those who don't want it.


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It's a bigger deal then it seems... I'm traveling 100km with a mental soundtrack of:

"Why, Keen... Why? What was wrong that day in the meeting? And why the hell turning off the grid turn off the sound... But with the grid online and every thruster offline keep making the noise... Where is this noise coming from? (i actually know, nowhere...) Any space engineer knows this is wrong at the very core. What the hell?......... Oh, finally i am here... Let me slow down... I can't stand this a second longer..." While i basically love you all the rest of the time.

I didn't played SE1, yet, but i seem to grasp from comments that things where reasonable back there.

I started from SE2, and i would like them reasonable too, please!


If that was indeed intended, please consider shifting the intention to a more widely friendly solution.


With respect,

a very new fan

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Thank you! I agree with this completely. And yeah, in SE1 there is a realistic sound mode that works actually realistically, where the engines only play their firing sound when... actually firing. It also applies to everything else, for example, sound is muffled if it's only travelling through the metal of the grid to your character, if there's no atmosphere in the ship, and it doesn't travel at all through open space. It is awesome, genuinely one of the best parts of the game.

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That sounds very good and makes me both happy and sad...

Sad because of the current big regression.

Happy because i bought the two of them in bundle, so no doubt that i'm gonna try that myself, soon.


That been said, on the long run i know i will wanna play the latest more because of better graphics, and i already hate knowing that the older is better on that. I've seen little of the game(s) so far, but this already hurts...

I seem to remember reading something about SE2 having the goal to preserve the spirit of the first one and be it's successor. I'm still learning this spirit, and i go along with it very much, so far, but sounds (very loud) like the new spirit has already lost a pound of blood and needs to be healed.


Please don't trade this off, Keen. I hope to see this on future roadmap or release (as a welcome surprise).

This would make the most wanted update i ever installed in my entire gaming history (if this is any kind of incentive ahah). Cheers!

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Wait a second... I just realized they marked this as "Considered (Not Planned)". Does that mean they've decided NOT to do this!? Or does it just mean it's in the considered stage, that precedes the planned stage? Because there is a "Declined" status that seems like it would be used for something they've rejected...


If they seriously are saying "No, we won't do this ever", that's going back on what they said about 10xing everything from SE1, and that is definitely not at all preserving the spirit if they did say they'd do that as you said, so I'm going to change my review to negative if that is the case. Having to listen to thrusters blasting my ears whenever you aren't going "0 m/s" relative to the universe whatever that means is a deal-breaker for me. Awesome graphics and building and water physics aren't actually that great if you have to listen to thrusters blasting your ears the entire you actually USE anything you've built. That is truly absurd if they really have decided not to ever fix that. Ridiculous. The rest of the game shows UNBELIEVABLE promise, it could be one of the best games ever made, why would they ruin it by refusing to fix such a large flaw?


I really, REALLY hope that they really are just saying it's "Considered but not planned yet", rather than "We're not going to add this ever"... but I think they are saying they're not going to do it, especially since this suggestion is apparently in "Archive" now. That is just depressing, I've been so excited for this game for so long!

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Yeah, i noticed those things and it didn't look good. I hope it doesn't mean that.

It's never really too late to do things right, anyway...

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At this point, btw, i experienced SE1 in space a bit, with realistic sound mode, and yes. It is way better... "Better" don't cover it... It's right vs wrong. Awesome vs bad.

I can't look at this in any way different from "shooting ourself in the foot (on purpose)".

Sure, you can still move with that, but it's gonna hurt a lot while moving...


And yeah, i found out where that phrase was... Right in the initial screen in-game of SE2 (if you don't disable it).

At the very end, near the Ok button, it states word-by-word:


"Space Engineering 2 carries forward the spirit of SE1 -- the physics, creativity, and freedom you love -- now reborn as a story-driven, fully physical universe." The very words that leaves you with.


I would argue two things:


1) The freedom to choose between arcade and realistic sound system is a very big freedom. Removing it goes against their own goal to carry it forward.

I'm playing since two days and i already somehow managed to loose some of the freedom i love. Not happy about this.

2) A fully physical world simply doesn't go along with a fully fake sound system for ships. Sound is (should be) an integral part of the fully physical deal.


Doing half a job on realism breaks the immersion created by the other half, and it's a real pity.

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Now that i experienced both, seems like you didn't had the time or the simple will to put the same effort on it as before. This is neither an improvement nor a carrying-forward.


Please, put the same effort and value on sound as you once did.

If not for us, for SE2 itself. It deserves it.

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I couldn't have said it better myself.

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Marek's Vision at this rate is going to make SE2 difficult to sell over a million copies like as with what SE1 was able to do. listening to the player base and veterans of the franchise will raise the chances of selling more copies. At the current rate that's not going to happen between how long development is taking (yes I know development takes a while) and people urging others not to buy the game until its finished. People who haven't bought it are either going to forget the game exists or be dissatisfied with things like the arcade audio and continue to play SE1. I'm personally getting fed up because there are a few major things not being planned like HOTAS/Flight Stick compatibility which is not planned, aerodynamic physics not planned with the most votes of any topic, and Linux users being thrown to the sidelines with the wont fix label expecting them to fend for themselves as if Linux is not a real operating system and windows isn't messed up. Anyways enough out of me I just wanted to put a few words down.

Like what Doc said SE2 deserves better.

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