January 9, 201313 yr I'm not sure—maybe it depends on the aircraft and its visual complexity? Regardless, the flaps sounds do not have to be completely isolated from the cockpit. Perhaps a realistic dependencies curve / sound cone relating (1) the distance between the FSX camera and the flaps and (2) the resulting volume of the flaps—such that the flaps could barely be heard from the cockpit during flight—could be created. Even in real life, one can probably hear the flaps from the cockpit when the engines and/or packs are not running. Not necessarily. In all the times I've been flying, I was only able to hear the flaps when I was sitting right next to the wings. Sitting a distance away from the wing, I could barely hear it if I heard it at all, this depending on the aircraft. Captain Kevin Air Kevin 124 heavy, wind calm, runway 4 left, cleared for take-off. Live streams of my flights here.
January 9, 201313 yr Not necessarily. In all the times I've been flying, I was only able to hear the flaps when I was sitting right next to the wings. Sitting a distance away from the wing, I could barely hear it if I heard it at all, this depending on the aircraft. But if, for some reason, the maintenance engineers or pilots decide to extend or retract the flaps after engine and packs shutdown, it is possible. Basically, my point is, the sound still exists regardless of the location of the passenger in relation to the flaps—whether the latter are faintly audible or not could be adjusted and determined by the dependencies curve.
January 9, 201313 yr But if, for some reason, the maintenance engineers or pilots decide to extend or retract the flaps after engine and packs shutdown, it is possible. Basically, my point is, the sound still exists regardless of the location of the passenger in relation to the flaps—whether the latter are faintly audible or not could be adjusted and determined by the dependencies curve. Right. Well, my main point being that I'm not sure if the simulator can even take into account distance from the wings as far as sounds are concerned. When you throw in wingviews, you are pretty much just manipulating the view points, either in the cockpit or in external view depending on the simulator in question. If the simulator can't take into account the distance of the viewpoint from the wings in order to manipulate the sounds, you might not be able to do much at all. Captain Kevin Air Kevin 124 heavy, wind calm, runway 4 left, cleared for take-off. Live streams of my flights here.
January 10, 201313 yr Right. Well, my main point being that I'm not sure if the simulator can even take into account distance from the wings as far as sounds are concerned. When you throw in wingviews, you are pretty much just manipulating the view points, either in the cockpit or in external view depending on the simulator in question. If the simulator can't take into account the distance of the viewpoint from the wings in order to manipulate the sounds, you might not be able to do much at all. Perhaps the center of gravity could instead be used as a reference point (even though results would not be as accurate). There could be some complications involving add-ons with complex CG–fuel loading, etc. logic. Distance from the CG definitely affects the behavior of VC cameras, though, as more unwanted head movement (due to the FSX inertia bug) occurs when the cockpit is located farther from the CG.
January 10, 201313 yr The only sounds you hear in a large airliner cockpit are from the engines, air conditioning, avionics cooling fans, trim/spoiler/printer/stick shaker motors, nose gear/spin brakes, switch/knob sounds, various speakers and buzzers for the warning systems, and of course wind noise. You forgot the pleasant company typically sitting beside you . Patrick Houghton
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