@Agent_Y If I am not mistaken, it is enough to change several parameters in the belaz_sounds. sbeam file - "minVolume", "minPitch", "maxVolume", " maxPitch"
Idk why it happens, maybe because it has 2 engines and only 1 turns off? Or just the sound doesn't turn off? EDIT: Found the issue, all sounds are duplicated for some reason. --- Post updated --- Sorry I have no idea how to make the sound more quiet while still sounding realistic
I couldn't stay away from this mod. It was time for another video. This one hit my FPS a bit. A GTX 1650 and a 9300 CPU with 8 GB of RAM is usually good enough for this game, but I flattened a few cars here. Couldn't get the bus or dry van under my wheels, though.
I hope that someone will fix it at last, because I am irritated by playing Belaz on an almost muted sound.
Ok so I made some changes but idk if this version is really better than the old one: Converted sounds system from Sbeam to the new one, used an in-game V16 engine sound instead of the original, idk if it's better or worse, it's definitely less loud Converted the entire powertrain system to new one, it drives differently now, and has lockable diffs 2 engines are 1 in the parts selector now, same with transmission Also added version with 2 separate engines and transmissions, but only 1 transmission is shiftable, the other one stays in neutral forever, if anyone knows some LUA solution to make the game shift the other one with the first one then let me know Added airbrakes so it's more stable in one place when you aren't driving Tried to make working exhaust but it doesn't work and I have no idea why Also for some reason the wheels still rotate after they fall off, I also have no idea why
Not sure if you changed this in the update but I don’t think it’s normal for any diesel engine, especially one this massive to rev to 11,000 rpm
It was always like this in this version, the RPM is adjustable, maybr the previous person who added the adjustment got it wrong
Well, it's actually possible to make a realistic number of revolutions per minute. As I understand it, in life, motors (which are only power generators. "But the powerful MTU engines are not here to turn the transmission shaft, as in conventional diesel cars. And they serve for uninterrupted power generation. The gearboxes on the BelAZ-75710 do not exist at all, and the giant truck is driven by traction motors.") operate at 1500 rpm.
So the "differentials" of the Belaz are the real motors and the engines only provide power to them? Interesting. That makes sense, the diesel motors are low rpm but the electric motors are high rpm and have instant acceleration. If it was possible in BeamNG to do this kind of powertrain, I would do it, but I don't think an engine can power an electric battery in the game. I can always make a slightly more realistic version where the engines do nothing but only the sound and the vehicle is electric, with the transmissions being the batteries. That would make more sense than the separate gesrboxes version, but could be buggy.
Added a version where the engines do nothing (just sound) and the vehicle is controlled by electric motors like in real life, the difference is that it can run out of battery here because no generators. It can't rev very high due to speed limit. Also reverse gear on electric version doesn't work, I think i's because only the normal engines can shift in it.
Another great update but I don't know if I just don't like the new engine sound. For me, this sound does not suit such large and heavy vehicles, but otherwise everything is OK.
There aren't any Diesel V16 sounds in the game so I used the gasoline V16 ones. I know they don't fit but that's the closest you can get.
We should keep this thread going. Agent_Y is making some fantastic and remarkable progress on this. I'm not trying to force this to continue, but it would certainly be ideal if it did --- Post updated --- I am aware of the complications of sounds in BeamNG and how they've moved to a new special system, but if it helps, i've managed to find a sound sample of a CAT 793f mining truck running idle. I'm afraid I don't have any acceleration sounds yet, but I'll be looking out for some. Because I can't upload a sound file here, i'll link the video of the sound (369) 793F startup and walkaround - YouTube
I don't think I want to mess with the sounds, I have zero experience with them, and all my attempts always turn out bad. Someone else has to do it.