There is no sound in the void of space

Some people still beat a dead horse and assert that FDev has some kind of loyalty to scientific veracity. But at the end of the day, it is pretty obvious that this simply isn't true; ED is a product and to some degree FDev must make it palatable for mass consumption.

I noticed that the music options are fairly configurable, and I wondered if it might be possible to do the same with sound? I'd love the ability to disable external sounds except while in stations, and simply enjoy the abyss as it truly is -- silent.

No planet or star noise, no enemy ship zoom noise, no NPC weapon noise. Just what I would actually be able to hear inside my cockpit.

Of course, those of a Star Wars mentality could still keep all their space noise if this were done by audio toggle settings.
 
Some people still beat a dead horse and assert that FDev has some kind of loyalty to scientific veracity. But at the end of the day, it is pretty obvious that this simply isn't true; ED is a product and to some degree FDev must make it palatable for mass consumption.

I noticed that the music options are fairly configurable, and I wondered if it might be possible to do the same with sound? I'd love the ability to disable external sounds except while in stations, and simply enjoy the abyss as it truly is -- silent.

No planet or star noise, no enemy ship zoom noise, no NPC weapon noise. Just what I would actually be able to hear inside my cockpit.

Of course, those of a Star Wars mentality could still keep all their space noise if this were done by audio toggle settings.
the ship AI generates these sounds for you, which is why everything goes dead silent when the canopy breaks and you lose atmosphere, with the only sounds comming up through your seat extremely muffled as they travel through your ship's hull into your seat
 
The way I get around audio in space is very simple. We humans have evolved to receive data through sight, smell, sound, taste, touch, and others. The ship (and equipment) manufacturers know this. The ships receive data through RADAR, radio, thermal, and so on. In order for mere humans to receive this data it translates it into forms we can understand. This is why, when an Asp Explorer approaches your ship, you can tell by the audio placement and audio frequencies where the ship is, and what it is.

This is, to a degree, already possible in the Real World. We cannot see light in the Infra Red ranges. However, if you take a digital camera (the one on a smart phone will do), and, while looking at the screen, aim a remote control at the lens, you will see a flashing pinkish light on the screen. This is Infra Red translated into frequencies we humans can see.
 
You can switch off the sounds in the game options/AUDIO!
No you cannot, not selectively. Did you read the OP at all?

The way I get around audio in space is very simple. We humans have evolved to receive data through sight, smell, sound, taste, touch, and others. The ship (and equipment) manufacturers know this. The ships receive data through RADAR, radio, thermal, and so on. In order for mere humans to receive this data it translates it into forms we can understand. This is why, when an Asp Explorer approaches your ship, you can tell by the audio placement and audio frequencies where the ship is, and what it is.

This is, to a degree, already possible in the Real World. We cannot see light in the Infra Red ranges. However, if you take a digital camera (the one on a smart phone will do), and, while looking at the screen, aim a remote control at the lens, you will see a flashing pinkish light on the screen. This is Infra Red translated into frequencies we humans can see.
Yeah, I get the concept of shifting emissions into safe ranges and translating them into sounds, etc. But that just reinforces my point; if this is EXTRA stuff that my ship is doing for me, why can't I switch it off?

I understand the safety elements of having celestial bodies emit "sound" while in supercruise, but this isn't needed for safety in normal space.

We all know that processing audio input (whether via phone or even in-car conversation) detracts significantly from driver performance. At some point, all this extra sensory input becomes not only extraneous, but distracting and harmful. Do I really need to have the acute hearing of some animal, and be able to sense every ant that crawls through my lawn?
 
I'd like a choice to have just the sounds I'd hear from my ship, i.e. things the ship does itself, and anything hitting it, unless in a station (the only place we can go with an atmosphere). I might keep an option switched on the simulated other ship sounds, it provides useful situatlonal awareness. I'd love to get rid of the planet and sun noises.
 
Some people still beat a dead horse and assert that FDev has some kind of loyalty to scientific veracity. But at the end of the day, it is pretty obvious that this simply isn't true; ED is a product and to some degree FDev must make it palatable for mass consumption.

I noticed that the music options are fairly configurable, and I wondered if it might be possible to do the same with sound? I'd love the ability to disable external sounds except while in stations, and simply enjoy the abyss as it truly is -- silent.

No planet or star noise, no enemy ship zoom noise, no NPC weapon noise. Just what I would actually be able to hear inside my cockpit.

Of course, those of a Star Wars mentality could still keep all their space noise if this were done by audio toggle settings.
Star Wars is awesome.
 
Some people still beat a dead horse and assert that FDev has some kind of loyalty to scientific veracity. But at the end of the day, it is pretty obvious that this simply isn't true; ED is a product and to some degree FDev must make it palatable for mass consumption.

I noticed that the music options are fairly configurable, and I wondered if it might be possible to do the same with sound? I'd love the ability to disable external sounds except while in stations, and simply enjoy the abyss as it truly is -- silent.

No planet or star noise, no enemy ship zoom noise, no NPC weapon noise. Just what I would actually be able to hear inside my cockpit.

Of course, those of a Star Wars mentality could still keep all their space noise if this were done by audio toggle settings.

FDev have discussed this. They have tried no sound for themselves and it simply did not work from a gaming perspective.
The techno fluff is that we have some kind of advanced environment sound generators in our ships that help us to better understand what is going on around us.
This explanation works for me. I think the ED sound is fantastic
 
FDev have discussed this. They have tried no sound for themselves and it simply did not work from a gaming perspective.
The techno fluff is that we have some kind of advanced environment sound generators in our ships that help us to better understand what is going on around us.
This explanation works for me. I think the ED sound is fantastic
Well, it's not so much that it couldn't work; it is just alien to normal human expectations. There are other means of functional gameplay, such as the radar which shows hostiles and whether they are firing on you.

If anything, having no sound from "out there" would make the CMDR more aware of what they can hear inside their ship.

And I guess we could mention the times when FDev gives us no sound at all for things that really need it, like NPC comms. What, these guys have time to TEXT me in the middle of a firefight?
 
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Agree and here's my off-the-top-of-my-head list of ED nonsense:

1. Seeing lasers in space
2. Sounds in space (explosions, other ship's weapons, etc)
3. No temporal relativity
4. Nerfed yaw
5. Shields block impact damage on ships but not on SRVs
6. Speed limits
7. Interstellar dust and gas does not damage a shieldless ship traveling at the speed of light
8. Our guns don't damage our own shields
9. Extending our landing gear slows us down but extending our weapons does not
 
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Remember, this is a GAME!

Saying that, I feel that FDev have tried to do a really good job of providing a very good item of entertainment. If I BELIEVE that the ship systems are capable of translating what they can 'hear' into something that I can hear, I find it very easy to "suspend my disbelief". This I CHOOSE to do. If other Players feel that something is unrealistic enough that they cannot believe it to be true that is THEIR problem.
 
Sound is a crucial sensor input for humans. So ingame, where there was no sound, it was simulated to accomodate the pilot. Like electric cars being retrofitted with engine sounds. I have no problems with that.

O7,
🙃
 
Agree and here's my off-the-top-of-my-head list of ED nonsense:

1. Seeing lasers in space
2. Sounds in space (explosions, other ship's weapons, etc)
3. No temporal relativity
4. Nerfed yaw
5. Shields block impact damage on ships but not on SRVs
6. No Newtonian motion
7. Interstellar dust and gas does not damage a shieldless ship traveling at the speed of light
8. Our guns don't damage our own shields
9. Extending our landing gear slows us down but extending our weapons does not
1. Of course you would, they are high power lasers
2. The ship AI simulates these sounds as has been stated by frontier and lore, if your ship looses atmosphere you loose sound
3. Temporal relativity is impossible because the ship itself isnt traveling faster than light.
The FSD is propelling the ship by warping the 4th spatial dimension of the universe, but the ship itself is only moving a few hundred meters per second, which is why you drop out of supercruse/hyperspace if it malfunctions.
The damage comes from the Frame shift drive shifting the quantum density of your ship to allow it to move the mass of your ship because normal matter is incapable of traveling faster than light.
If the FSD fails the damage comes from the quantum density of your ship "rubberbanding" back to normal instead of at an even rate which can cause the mass of your ship to expand against and contract away from itself as it normalizes, which also can cause its kenetic momentum to change momentum.
4. It helps have a better flight path by inherently favouring pitch
5. Because the shields dont go all the way to the bottom on the SRV
6. What ate you talking about, everything in the game is using newtonian motion, unless you are mistaking flight assist for not having newtonian motion
7. Quantum density and the mass/speed ratio prevents the ship from taking damage during supercruise/hyperspace. Its the same principle as a ping pong ball being able to penetrate a wood board without it being damaged itself.
8. There is something called shield harmonics that you should look up.
9. The ship AI slows you down while landing gear is deployed because its expecting you to attempt landing not because of drag.
10. Stop trying to poke holes where there arent holes to be found
 
1. Of course you would, they are high power lasers
2. The ship AI simulates these sounds as has been stated by frontier and lore, if your ship looses atmosphere you loose sound
3. Temporal relativity is impossible because the ship itself isnt traveling faster than light.
The FSD is propelling the ship by warping the 4th spatial dimension of the universe, but the ship itself is only moving a few hundred meters per second, which is why you drop out of supercruse/hyperspace if it malfunctions.
The damage comes from the Frame shift drive shifting the quantum density of your ship to allow it to move the mass of your ship because normal matter is incapable of traveling faster than light.
If the FSD fails the damage comes from the quantum density of your ship "rubberbanding" back to normal instead of at an even rate which can cause the mass of your ship to expand against and contract away from itself as it normalizes, which also can cause its kenetic momentum to change momentum.
4. It helps have a better flight path by inherently favouring pitch
5. Because the shields dont go all the way to the bottom on the SRV
6. What ate you talking about, everything in the game is using newtonian motion, unless you are mistaking flight assist for not having newtonian motion
7. Quantum density and the mass/speed ratio prevents the ship from taking damage during supercruise/hyperspace. Its the same principle as a ping pong ball being able to penetrate a wood board without it being damaged itself.
8. There is something called shield harmonics that you should look up.
9. The ship AI slows you down while landing gear is deployed because its expecting you to attempt landing not because of drag.
10. Stop trying to poke holes where there arent holes to be found
Some good thoughts, but I think #1 is incorrect. I have a very intense green laser that is visible to the naked eye in daylight, but that is because as it passes through a medium (atmosphere) light gets bounced back to my eyes as dust, vapor, etc scatters the laser light. This is why the laser is seen even better in fog.

You shouldn't be able to see a laser in vacuum unless it's coming right at your eye, I think. (Could be wrong.)
 
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