Ship engine noise should NOT be based on speed, but on acceleration

Johny Daison shared this feedback 2 months ago
Not Enough Votes

Once I get up to speed and turn off dampeners, it makes no sense for the ship to be making a lot of noise. I am not spending fuel, the ship should be making the same amount of noise as when stationary.

And the noise very annoying. I have already turned down Tools sounds to 5. At least give us the same slider for ship engine noise.

Replies (9)

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5

In space when surrounded by nothingness it is difficult to know that you are moving at all.

I have to agree with you that hearing engine noise when there is no or little engine activity is problematic.

I suspect that a noise is necessary to give an indication of movement when inside the ship and not looking out of a window all of the time.

Do you have any thoughts on an alternative cue to remind the engineer that the vessel is moving at speed when not sat in a cockpit or control seat ?

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6

My thought would be separate sound queues, one for the engine thrust itself, and another more subtle sound for travel speed, think Star Treck interior ship sounds.

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2

IMHO particles zapping by are already enough clue; that and the speed indicator (maybe placing it closer to the crosshairs?).


Furthermore to be very precise there should be no sound at all even when accelerating in any direction in outside view (no sound with no surrounding atmosphere) but only inside a (pressurized) cabin…


So, as of now, thruster sound is “off” from multiple points of view!

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8

Yeah, agree. Speed noise is just wrong, breaking immersion. I am fine with some arcade assumptions in the game aimed to improve the gameplay and the awareness of the situation, but this one went too far IMO. On planets, you already have plenty of references to understand the speed and direction, and it makes some sense to hear noise from air resistance (tho it has to depend on ship geometry). In space, well, you are an engineer for a reason. Make use of LCDs displaying speed and movement vectors. Those are the two main "apps" IMO. In space, you have to hear only engines when they are working, maybe some idle sound, but not a "speed" sound. You still have speed played on your HUD after all. Yo ucan still see asteroids and other grids you move relative too, and asteroids are static, so it is even easier. Having this fake speed feels like hand holding for absolute noobs, yet I strongly believe appealing to those categories of (potential) players is a bad move.

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7

It also feels wrong when we are reverse thrusting; our thrusters are working at full capacity, but the noise is decreasing because we are slowing down.

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3

I think it'd be cool when flying in atmosphere if there was a sonic boom effect. Maybe when you hit 250 mps or something? Real sonic booms happen at way over the in-game top speed (480 mps!), so not sure what the sweet spot is. I just think it would be neat if you were working at your base and you hear a "ka-boom" in the distance, and you look around and see a big ship entering atmosphere or something.

I wouldn't want it to be too loud, just something dramatic to indicate approaching top speed.

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2

maybe not a boom, but more of a muffled "thud" or a howl as it aerobrakes?

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3

To me the speed sound when coasting at 300m/s is really annoying and loud

I actually often just turn off my ship with the Y key since for some reason that stops the noise ._.

I really think this should be based on acceleration, and the speed particles are a bit annoying too, maybe an option to turn them off in client settings?


Either way, to give a sense of speed and acceleration, Id really love a flight HUD like mentioned in the suggestion:

PLEASE Remove The Speed Particles aka Space Rain aka Warp Speed Effects by Star_Kindler


>>> "If you want to give players a sense or movement direction in space - then just give us pro-grade and retrograde velocity indicators like in KSP, Star Citizen, Verse Project, In The Black, etc. They would improve the player's understanding of the ship's movement and actually add to immersion, unlike the speed particles which do so at the expense of immersion."

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The sound of engines should be feedback on how much power or fuel they are currently using, not at all based on speed.


If we want to know our speed, that is already on the HUD.

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1

Agree 100% on sound, especially in space, which doesn't have the best medium for sound waves to travel.

Also this same logic should apply to fuel consumption (archived rant), if you accelerate to max game speed, the engines should make not sound and also should burn no added fuel unless it's applying actual acceleration to the vehicle. If you hold 'W' forward, you don't speed up or slow down and will drain your energy/fuel even though absolutely no force is being applied to your ship for that fuel. No fuel burn, no noise.

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2

Reaching max speed might not be linear as it is now. Think about reaching light speed. The faster you go, the more energy you need to accelerate. We can have something like this in a game. And the more mass you have, the harder it will be to reach top speed. For small ships, accelerating to 250 would be quite easy, while bigger ships would start to struggle much earlier. Reaching 300 would be basically impossible. Atmosphere should provide additional resistance, but at the same time, apply lifting force. With all this in mind, there will not be an issue with thrusters wasting fuel while you hold W. You will decide if it is worth spending more fuel/energy to diminish gains of speed. Of course, dampeners should be revisited as well. In gravity you should have something like hovering compensation instead of full dampening in all axis.

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ooooooo! Yea! I love this idea

Like that one mod for SE1, Relative Top Speed

https://steamcommunity.com/sharedfiles/filedetails/?id=1359618037

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I agree with Johny on this. Engine noise should be tied to actual engine activity, not the ship's speed. If I'm accelerating, changing direction or using the thrusters to manoeuvre, then I expect to hear them working. But once I've reached my target speed, turned off the dampeners and the ship is simply drifting through space, there shouldn't be any continuous engine noise. The ship isn't producing thrust anymore, so why should the engines keep sounding as if they're running? I also think Christian makes a good point about separating engine sounds from ambient ship sounds. You could have a subtle interior sound or vibration to give the player some sense of movement without making it sound like the engines are constantly firing. There's also a difference between being inside a ship and being outside in space. Engine sounds could be heard inside a pressurized cabin through structural vibrations, but in an external view, with no atmosphere, there shouldn't be any sound coming from the ship at all. On planets, things are a little different. Atmospheric resistance could generate additional noise depending on speed and ship geometry, which would actually make sense.

As for Deon's concern about knowing whether the ship is moving, I think the HUD, speed indicator, movement vectors and visual references are more than enough to provide that information. An optional, subtle audio cue could also be useful for those who prefer it.

Personally, I'd rather see SE2 handle sound in a way that respects the environment and the actual mechanics of the ship, while still giving players enough information to understand what's happening around them. We shouldn't have to sacrifice immersion just to make movement more noticeable.

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In SE1 in space after get the full speed I even turned off the engines to get complete space silince. But now it doesn't work so.

If the sound will not depend on speed - to be a bit more interesting then just on/off the throttle, the sound of engines could count the quantity and size of engines, % of power consumption if atmospheric or ionic, the time of how long you hold a full throttle - like overheating sounds, etc.

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