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OTL - V1, Vr, V2 Callout (Read 682 times)
musiol1
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OTL - V1, Vr, V2 Callout
Jun 13th, 2018 at 11:50am
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One thing that i want to mention is that the callout are pronounced too long. Example V1 = 129, VR = 132, V2 = 137. In this case, when I reach 129, I hear the V1 command, but the VR I hear at 140 instead of at 132.. Perhaps they should be pronounced much faster to match the actual speeds calculated by the MCDU.
  
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Shom
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Re: V1, Vr, V2 Callout
Reply #1 - Jun 13th, 2018 at 12:33pm
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musiol1 wrote on Jun 13th, 2018 at 11:50am:
One thing that i want to mention is that the callout are pronounced too long. Example V1 = 129, VR = 132, V2 = 137. In this case, when I reach 129, I hear the V1 command, but the VR I hear at 140 instead of at 132.. Perhaps they should be pronounced much faster to match the actual speeds calculated by the MCDU.


+ 1 the call outs are way off
  
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Captain Sim
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Re: V1, Vr, V2 Callout
Reply #2 - Jun 13th, 2018 at 2:18pm
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musiol1 wrote on Jun 13th, 2018 at 11:50am:
One thing that i want to mention is that the callout are pronounced too long. Example V1 = 129, VR = 132, V2 = 137. In this case, when I reach 129, I hear the V1 command, but the VR I hear at 140 instead of at 132.

Done on purpose to prevent the sounds overlapping. The next sound will not start until the previous one is done.
  
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Alex T
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Re: V1, Vr, V2 Callout
Reply #3 - Jun 14th, 2018 at 8:59pm
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Captain Sim wrote on Jun 13th, 2018 at 2:18pm:
musiol1 wrote on Jun 13th, 2018 at 11:50am:
One thing that i want to mention is that the callout are pronounced too long. Example V1 = 129, VR = 132, V2 = 137. In this case, when I reach 129, I hear the V1 command, but the VR I hear at 140 instead of at 132.

Done on purpose to prevent the sounds overlapping. The next sound will not start until the previous one is done.


So that's it just deal with it being almost 10 knots late? Or how about the .wav be shortened and it won't overlap?
  
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Captain Sim
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Re: V1, Vr, V2 Callout
Reply #4 - Jun 16th, 2018 at 2:36pm
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Alex T wrote on Jun 14th, 2018 at 8:59pm:
Captain Sim wrote on Jun 13th, 2018 at 2:18pm:
musiol1 wrote on Jun 13th, 2018 at 11:50am:
One thing that i want to mention is that the callout are pronounced too long. Example V1 = 129, VR = 132, V2 = 137. In this case, when I reach 129, I hear the V1 command, but the VR I hear at 140 instead of at 132.

Done on purpose to prevent the sounds overlapping. The next sound will not start until the previous one is done.


So that's it just deal with it being almost 10 knots late? Or how about the .wav be shortened and it won't overlap?


The V speeds are often just 1-2knots apart, so there's a fraction of a second for two wavs to be played.
Anyways, the callouts are nothing but a nice touch. You are a captain, you got your instruments. Do your job   Wink

  
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tommchowat
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Re: V1, Vr, V2 Callout
Reply #5 - Jun 21st, 2018 at 4:57pm
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Is there a way to get rid of the callouts? They're not really to my taste. Perhaps an audio file somewhere that can be deleted?
  
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Markoz
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Re: V1, Vr, V2 Callout
Reply #6 - Jun 22nd, 2018 at 1:05am
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tommchowat wrote on Jun 21st, 2018 at 4:57pm:
Is there a way to get rid of the callouts? They're not really to my taste. Perhaps an audio file somewhere that can be deleted?

Delete, or rename, the following .wav files from Prepar3D v4\Captain_Sim\757-III\sound folder:

80kts
v1
v2
rotate
  

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tommchowat
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Re: V1, Vr, V2 Callout
Reply #7 - Jun 22nd, 2018 at 9:01am
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Awesome thanks.
  
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musiol1
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Re: V1, Vr, V2 Callout
Reply #8 - Jul 5th, 2018 at 11:00am
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Captain Sim wrote on Jun 16th, 2018 at 2:36pm:
Alex T wrote on Jun 14th, 2018 at 8:59pm:
Captain Sim wrote on Jun 13th, 2018 at 2:18pm:
musiol1 wrote on Jun 13th, 2018 at 11:50am:
One thing that i want to mention is that the callout are pronounced too long. Example V1 = 129, VR = 132, V2 = 137. In this case, when I reach 129, I hear the V1 command, but the VR I hear at 140 instead of at 132.

Done on purpose to prevent the sounds overlapping. The next sound will not start until the previous one is done.


So that's it just deal with it being almost 10 knots late? Or how about the .wav be shortened and it won't overlap?


The V speeds are often just 1-2knots apart, so there's a fraction of a second for two wavs to be played.
Anyways, the callouts are nothing but a nice touch. You are a captain, you got your instruments. Do your job   Wink


Hi.
I shortened the wav to less then 1sec each for the test, and even with that there is more than 2-3 sec "free space" betwen V1 and rotate.
  
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Captain Sim
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Re: V1, Vr, V2 Callout
Reply #9 - Jul 6th, 2018 at 11:39pm
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The callouts timing is improved for the next update.
  
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