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The first indication of their presence being the sound, that obviously causes one to look up to try and acquire them visually. The sound can be distinctly made out to be changing, as if for a moving object (not sure pure Doppler shift and/or change of source location).

However, almost all the times the aircraft are actually sighted in a totally different location from where the sound 'seems' to indicate them to be (and sometimes not sighted at all)! This seems obvious due to the relatively slow speed of sound and the fast speed of the aircraft.

From a single spotting location, then yes by training. But for any location, then it's very hard. Our ears get confused when the sound reflects off the surrounding surfaces, e.g., ground, buildings, etc. And when the sound comes from above.

Most mammals are adept at resolving the location of a sound source using interaural time differences and interaural level differences. However, no such time or level differences exist for sounds originating along the circumference of circular conical slices, where the cone's axis lies along the line between the two ears.

Consequently, sound waves originating at any point along a given circumference slant height will have ambiguous perceptual coordinates. That is to say, the listener will be incapable of determining whether the sound originated from the back, front, top, bottom or anywhere else along the circumference at the base of a cone at any given distance from the ear.

So much so, airplane spotters in WWII judging only by sound misjudged the direction of Allied bombers and the entire Luftwaffe was sent looking in the wrong direction, only to realize the direction reported was incorrect and they had to land once they started running out of fuel.

I got Sega Saturn Virtua Fighter 2 .bin and .cue file to run with Retroarch.Tried these four cores and only sucseeded with Yabause but with no sounds at all. Do you have any idea of what I am missing to make it?Screenshot_20230215_031857|690x341

However, as I wrote earlier about getting good sound effects from passive sessions, a recordist is not powerless even when the environment and subject are out of their control. I tried a few tricks which resulted in the following:

Background: Tie Fighter program (dos version supplied on floppies). OS is XP, Sound Card is SB Live! Value (PCI). OS and Sound Card function perfectly in XP. Tie Fighter setmuse.exe program detects music and will play music however the setmuse.exe program detects sound card but will not play sound effects. Error is "Unable to open test file " testwave". I've tried all the sb options in doxbox and have dosbox set currently to sbpro1, sbbase-220, irq=7, dma=1, hdma-5, sbmixer=true. I've played with these setting to match the options in setmuse.exe but all resulted in the testwave failure. I've changed cycles from auto to 2000 since I read a post that someone stated that could help, again it did not.

loaded program from floppies (5 total). Installation went fine, no issues. Executing tie.exe from dosbox functions as well, just no sound effects. I didn't install the 5 floppies from within doxbox and that perhaps is my next step, but I'm doubtful that will make a difference.

Installing from within dosbox is a good idea. use the same mountings for installation and gameplay. there's nothing special about the sound in tie fighter relative to other games so getting it to work should be no problem. I'm running it through an Audigy 2, with SB16 for digital and General MIDI for music. Works like a charm...

Have you tried actually playing the game? I recall having that error way back when (using real hardware...yeah...that far back) and, while setmuse refused to play the test sound, the game sounds worked fine...

Also, is the file physically there?

Testwave. 05/05/1995 20Kb in my case.

You might be missing the file, but sound might work nonetheless..why not try playing?

Although an aircraft won't be breaking the speed of sound at an airshow, they can get rather close. Parts of the plane can still be supersonic. If the conditions are just right, stuff like this happens.

After the previous weekend at the Edmonton Airshow, I got a much better feel for what is possible with the Canon 6D w/ 70-300mm L combo. I'd say the AF is pretty quick, quick enough for this shot :) Can't think of too many other things I'd try to take a picture of that's near the speed of sound haha

I had a fantastic time in Abbotsford this past weekend. The airshow was great. It's everything I hoped it'd be and more! The F-35 and Zero fighter were quite an interesting surprise. I'm probably airshow'd out for the rest of this year. I don't know how some people do it, going to multiple shows in a year. I'm probably good with two in a calendar year.

The TIE fighter or Twin Ion Engine fighter is a series of fictional starfighters featured in the Star Wars universe. TIE fighters are depicted as fast, agile, yet fragile starfighters produced by Sienar Fleet Systems for the Galactic Empire and by Sienar-Jaemus Fleet Systems for the First Order and the Sith Eternal. TIE fighters and other TIE craft appear in Star Wars films, television shows, and throughout the Star Wars expanded universe. Several TIE fighter replicas and toys, as well as a TIE flight simulator, have been produced and sold by many companies.

Colin Cantwell created the concept model that established the TIE fighter's ball-cockpit and hexagonal panels design for Star Wars (1977).[1] Star Wars creator George Lucas liked the basic design consisting of two panels connected by a stick with a ball-shaped cockpit, but Cantwell's concept had few details.[1] Joe Johnston created additional details, such as the cockpit window and the attachment points between the solar panels and the hull.[1]

Initially given a blue color scheme, the TIE fighter models for the first film were grey to film better against a bluescreen; TIE fighters in The Empire Strikes Back (1980) and Return of the Jedi (1983) shifted back to being a muted blue. Sound designer Ben Burtt created the distinctive sound of the TIE fighter in flight by combining an elephant call with a car driving on wet pavement.[2] In the book The Sounds of Star Wars, the engine roar is likened to German Junker Ju 87 "Stuka" bombers, which used sirens to frighten civilians during air raids. This could have been a possible inspiration for the sound. Combat scenes between TIE fighters and the Millennium Falcon and Rebel Alliance X-wing fighters in Star Wars were meant to be reminiscent of World War II dogfight footage; editors used World War II air combat clips as placeholders while Industrial Light & Magic completed the movie's special effects.[3] Darth Vader's distinct TIE Advanced x1 in Star Wars was designed to make it instantly recognizable,[4] and the TIE Interceptors featured in Return of the Jedi were designed to look fast, deadly, sleek and frightening.[1]

The Jedi starfighter, created for Revenge of the Sith (2005), was designed to bridge the appearance of the Jedi starfighter in Attack of the Clones (2002) and the TIE fighter design from the original trilogy.[5] The V-wing starfighter, seen at the end of Revenge of the Sith, also makes the distinctive TIE fighter sound when flying by a Star Destroyer. Dark Horse Comics' Sean Cooke designed the TIE predator for Star Wars: Legacy (2006), set 130 years after the events of Star Wars, to appear both reminiscent of and more advanced than the original TIE fighter.[6]

Designers for The Force Awakens (2015) had numerous discussions about how much to "update" the TIE fighter for the first sequel film set 30 years after Return of the Jedi.[7] They retained the starfighter's design but altered its aesthetic to suggest improvements to the vessel's manufacturing process and materials.[7]

Star Wars literature states that Grand Moff Tarkin commissioned Sienar Fleet Systems to design and manufacture the Twin Ion Engine line edition (TIE/ln) space superiority starfighter and most TIE variants. Tarkin specified that the TIE had to be fast, maneuverable, energy-efficient, and inexpensive; simply put they are meant to be easily mass-produced and engage in swarm tactics, with the expectation of being expendable assets that would be lost in combat. To meet these requirements, Sienar incorporated aspects of the V-wing and Jedi interceptor into the new starfighter.[8]

TIE fighters have two hexagonal wings fitted with solar panels which power a twin ion engine (TIE) system that accelerates ionized gases at a substantial fraction of lightspeed along almost any vector, affording the ships tremendous speed and maneuverability albeit with limited fuel reserves.[9][10][11] These wings are also structurally sound enough to double as landing gear and feature repulsorlifts for take-off and landing, though TIE fighters are designed to be launched and recovered by cycling storage racks used by Imperial starships and garrisons.[12] The TIE fighter's primary weapons are a pair of laser cannons tied to a secondary generator and mated with an advanced targeting computer which assists the pilot in hitting other fast-moving starfighters. The fighter does not possess deflector shields, and while its light armoring is proof against small arms and glancing micrometeoroids a direct hit from a laser cannon will destroy it, encouraging pilots to shoot first and make their shots count. The TIE fighter also lacks a hyperdrive, not only to save on weight and cost but to discourage defection. Although the TIE fighter's cockpit is pressurized and equipped with oxygen scrubbers to prevent corrosion, it doesn't contain any life-support systems, requiring pilots to wear special flight suits.[9] TIE fighters are equipped with ejection seats,[13] though in older Legends sources there was disagreement on this issue.[14] 152ee80cbc

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