I’d taken on a job to deliver a package to a stash house on Daymar. A wanted man, I knew there was a chance that I’d end up in trouble.
I couriered the package from Grim Hex in a simple Reliant Kore, enjoying the unobstructed view of the landscape from the comfort of the ship’s bubble cockpit (headtracking now doing a brilliant job). Things went well enough: set down outside the stash house, dropping power to hit the deck. Conducted my business and then filled the Reliant with a nice return load of Neon; I need to put my kids through college, don’t judge me. Then I hit a snag. The cargo door on the Reliant wouldn’t open (IC’d that), so I had to give up the ship and issue a beacon mission to take me back to Grim, hoping for some kind hearted individual to step up to the mark. With a 4/5 crimestat, hanging around with no mobility was a real risk.
Standing by the steps of the stash house, the wind across Daymar was whistling so hard, I could almost taste the dust. Then, although at first I wasn’t sure, I started to hear a rushing/rumbling sound like a jet ploughing through the sky. In fact, it sounded so realistic for a moment that I pulled the cans off my ears to make sure it was coming from the game. As the ship approached, the sound crescendoed without losing any of the integrity – and eventually I saw that it was a 300 series making an approach. The combination of environment audio with atmospheric ship sounds was about as immersive as it’s ever gotten for me in game – and in every release, the audio just gets better and better. There were a few moments where I was scanning the horizon, trying to pinpoint the source – with the sound quite diffused around the area, as it would sound in real life. I can’t ask for more than that.
As for the approaching ship? Just my luck, a bounty hunter. He blew up my broken ship but didn’t fare so well against a shotgun :stuck_out_tongue:
Thanks for the kind feedback! Glad you enjoyed the newer atmospheric flight sound systems we’ve been working on lately :slightly_smiling_face: I fixed up the audio passby/flyby system today also which should add further detail to this in future PTU patches!