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Help! Looking for information of digital tachometer or telemetry system mod.

Discussion in 'TDU2 - Mod Tools & Support' started by binbow, Apr 16, 2018.

  1. binbow

    binbow Well-Known Member

    Messages:
    715
    Location:
    Tokyo
    Does anyone know of a method to obtain the correct rotation speed in the TDU 2 vehicle?
    I'm looking for a mod such as a telemetry system or a digital display tachometer.
     
  2. Minime891

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    Isn't the digital read out on the HUD what you need?
     
  3. MichaelB450

    MichaelB450 Retired sound mod maker...

    Messages:
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    Location:
    San Diego, California
    I think he's referring to when a digital HUD glitches out when you add them to another vehicle. The RPM part works fine in interior view, but the actual HUD doesn't have the RPM part working...
     
  4. binbow

    binbow Well-Known Member

    Messages:
    715
    Location:
    Tokyo
    Yes! I need digital read out. I want to know the rpm at which a specific sound ( **_onmid.wav etc..) starts to be heard.
     
    MichaelB450 likes this.
  5. MichaelB450

    MichaelB450 Retired sound mod maker...

    Messages:
    354
    Location:
    San Diego, California
    There's a complicated method of figuring that out. Temporarily removing the files (except the one you're looking for), repacking the sound bnk, and going in game to see where that is.

    For each sound bnk it's different; some have one RPM sound for all the RPMs, which is very rare to find, and others have up to 3 sound files for the RPMs, plus one extra sound that's barely useful. And that's just main sounds; there are also commonly other RPM sounds that are played at the same time as the main sounds, which the developers used to make the sounds different between cars.

    If you're trying to make it so you can increase the redline of the bnk and also set the sounds to work with that new redline, I would not bother with that since it's extremely complicated to figure that out. It's much easier just to use a sound bnk with a redline that's exactly, or slightly greater, than what you need it to be.
     
    #5 MichaelB450, Apr 16, 2018
    Last edited by MichaelB450: Apr 16, 2018
  6. binbow

    binbow Well-Known Member

    Messages:
    715
    Location:
    Tokyo
    I thought that want to change not only the red line, but also the timing at which a crossover point between each component element or a specific noise occurs etc.
    Hmm...It seems that your view might be the correct answer.
     
  7. Minime891

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    @MichaelB450 i think once you start to get more knowledge in sound modding you will notice that some car sounds aren't linear. And to be able to edit the cross over point in the rpm range will be invaluable in making great sounds. As for changing the red line it's not that hard as i did it with the F50 sound mod Jorge did.

    @binbow I could make you a hud that is 360° so you could see at what rpm it cross overs.
     
  8. MichaelB450

    MichaelB450 Retired sound mod maker...

    Messages:
    354
    Location:
    San Diego, California
    All of the sounds mods I have made do have transitions, but I was never able to make the transitions perfectly smooth. I would always get to a point where it gets close to being perfect, but it would start to get worse as soon as I tried to improve them further.
     
  9. binbow

    binbow Well-Known Member

    Messages:
    715
    Location:
    Tokyo
  10. Minime891

    Messages:
    1,612
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    Sorry for the late reply, i shall get working now.

    EDIT: There you go. Just set the cars rpm to 9000 and should work fine.
    If you want it changing just say so. ;)
    audi_rs6_avant.bnk
    Test Drive Unlimited 2 Screenshot 2018.04.16 - 19.48.22.34.jpg
     
    #10 Minime891, Apr 16, 2018
    Last edited by Minime891: Apr 16, 2018
    MagicV8 and binbow like this.
  11. binbow

    binbow Well-Known Member

    Messages:
    715
    Location:
    Tokyo
    @Minime891:
    Thank you for the new HUD. It seems to be easier to read RPM compared to ordinary HUD.
     

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