No gun sound and elevation IBU2U

Postby tanker ed » Fri Jan 12, 2018 8:12 pm

Normaly i am a Clark man ,but this time i bought a IBU2U to experiment with and compare to Clark boards.

Everything is working well but i dont have gun elevation and a very poor gun sound like a plop sound than a gun sound.
Engine sound is working very wel also but the Clark TK60 is way better sound wise.
Driving of the tank is better on the IBU2U

What i found out if i reduce the servo travel in travel adjust to 70% the elevation works perfectly but not gun plof sound anymore.

If i bring back my servo travel to 100% elevation gone and the plof sound with a poor BB klap.

My set up is a JR PROPO 28X and a 8channel reciever also from JR
Channel set up 1=Thro 2=AIL 3=Elev 4=Rudder and 5 tro 8 are aux channels

Caliberated a dozen times and the latest Ini. and firmware are on it.

Sound i am using is Tiger I sound.
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Postby tanker ed » Sat Jan 13, 2018 9:10 am

Were are the experts ??????

Thks Ed
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Postby Tankbear » Sat Jan 13, 2018 9:14 am

Elevation might be because you have some mixer setup on the radio.

Never known no gun sound unless it’s not firing which might be the case if the elevation isn’t working correctly as it’s all on the same rc channel.
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Postby tanker ed » Sat Jan 13, 2018 9:22 am

Dont think any mixing is active on the radio wil check to make shure.Its strange i have to lower my elevetion travel adjust to 70% to make my elevation work.


My radio is working perfect on al my clark boards.
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Postby Tankbear » Sat Jan 13, 2018 10:05 am

The IBU2U self learns the channels, reverse and range during calibration so something must be confusing it which is normally mixing of channels
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Postby tomhugill » Sat Jan 13, 2018 11:00 am

Sounds like your struggling to hit the elevation window on the stick. If you reduce the travel that window becomes bigger but then youve reduced the stick travel to the extent you can't fire the main or machine guns. What I do is run a mix so the stick travels the extent of the elevation trigger and then put the mg and main gun onto switches with another mix

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Postby tanker ed » Sat Jan 13, 2018 11:26 am

If lowering the travel adjust elevation is working just fine .

No mixings are on everything is INH ,normaly if i make a new model and bind no mixings are active on my Radio

How can i put the Gun and MG on a switch
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Postby tomhugill » Sat Jan 13, 2018 11:29 am

tanker ed wrote:If lowering the travel adjust elevation is working just fine .

No mixings are on everything is INH ,normaly if i make a new model and bind no mixings are active on my Radio

How can i put the Gun and MG on a switch


You'll need to use mixing on your radio!

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Postby tanker ed » Sat Jan 13, 2018 11:31 am

Wich mixing ? there are a lot on my radio
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Postby tanker ed » Sat Jan 13, 2018 12:08 pm

i have taken my old JR radio and Elevation is ok now and the gun fires but still a very weak gun sound like a dull plof sound track recoil works fine

Stil a very weak gun sound and the MG even weaker
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Postby Tankbear » Sat Jan 13, 2018 2:28 pm

Check the gun sound volume isn’t turned down or try some of the other cannon sounds. I think there are 9 tiger 88kwk sounds in the tiger folder.
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Postby tanker ed » Sat Jan 13, 2018 2:48 pm

i found 3 wav files for the gun and 3 for the MG everything is set to 100
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Postby tanker ed » Sat Jan 13, 2018 3:00 pm

I have put a little film on you tube https://www.youtube.com/watch?v=jbMJfU3 ... e=youtu.be
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Postby Tankbear » Sat Jan 13, 2018 3:27 pm

I see or hear what you mean.

It should play any of the 3 sounds randomly so if it’s only doing that something is wrong somewhere.

Can you copy the the settings file here and I check it.
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Postby c.rainford73 » Sat Jan 13, 2018 4:30 pm

When you go into the ini file on the SD card, if im not mistaken with the IBU2U you can assign switches to functions. And take them off the sticks.
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Postby tanker ed » Sat Jan 13, 2018 4:37 pm

These are my settings
EngineOnOff=5;0=NOT_USED, 1=UPSX_DIAG, 2=UPDX_DIAG, 3=DOWNSX_DIAG, 4=DOWNDX_DIAG, 5=CH5, 6=CH6, 7=CH7, 8=CH8
LightsOnOff=6;0=NOT_USED, 1=UPSX_DIAG, 2=UPDX_DIAG, 3=DOWNSX_DIAG, 4=DOWNDX_DIAG, 5=CH5, 6=CH6, 7=CH7, 8=CH8
InertiaOnOff=2;0=NOT_USED, 1=UPSX_DIAG, 2=UPDX_DIAG, 3=DOWNSX_DIAG, 4=DOWNDX_DIAG, 5=CH5, 6=CH6, 7=CH7, 8=CH8
SmokeOnOff=0;0=NOT_USED, 1=UPSX_DIAG, 2=UPDX_DIAG, 3=DOWNSX_DIAG, 4=DOWNDX_DIAG, 5=CH5, 6=CH6, 7=CH7, 8=CH8
RemoteVolume=7;0=NOT_USED, 1=UPSX_DIAG, 2=UPDX_DIAG, 3=DOWNSX_DIAG, 4=DOWNDX_DIAG, 5=CH5, 6=CH6, 7=CH7, 8=CH8
OptionalSounds=8;0=NOT_USED, 1=UPSX_DIAG, 2=UPDX_DIAG, 3=DOWNSX_DIAG, 4=DOWNDX_DIAG, 5=CH5, 6=CH6, 7=CH7, 8=CH8

BatteryType=0;0=NiMh, 1=LiPo
BatteryCount=0;0=6NiMH/2LiPo, 1=8NiMh/3LiPo

TankType=0;0=Combat tank, 1=Recovery tank (Berge)
TankClass=0;0=Ultra light, 1=Light, 2=Medium, 3=Heavy

TsDirection=0;0=normal, 1=reverse
TsSpeed=20;Servo speed, min value 1, max value 100 (milliseconds) increasing value will slow down movement
TsType=0;0=normal, 1=360 deg. (continous rotation servo)
TsNeutralPosition=1500;Neutral position value, minimum value 1200, maximum value 1800 (milliseconds)
TsMinPosition=1000;Minumum position value, minimum value 900, maximum value 1500 (milliseconds)
TsMaxPositon=2000;Maximum position value, minimum value 1600, maximum value 2100 (milliseconds)

BsDirection=0;0=normal, 1=reverse
BsSpeed=20;Servo speed, min value 1, max value 100 (milliseconds) increasing value will slow down movement
BsType=0;0=normal, 1=360 deg. (continous rotation servo)
BsNeutralPosition=1500;Neutral position value, minimum value 1200, maximum value 1800 (milliseconds)
BsMinPosition=1000;Minumum position value, minimum value 900, maximum value 1500 (milliseconds)
BsMaxPositon=2000;Maximum position value, minimum value 1600, maximum value 2100 (milliseconds)

MrType=0;0=mechanical recoil, 1=mechanical airsoft
MrPulseTime=500;Duration recoil pulse, minimum value 100, maximum value 9999 (milliseconds) used only for recoil type 0

RsDirection=0;0=normal, 1=reverse
RsReturnMode=0;0=linear, 1=logarithmic
RsRecoilTime=500;Barrel recoil speed, min value 100, max value 9999 (milliseconds)
RsReturnTime=1000;Barrel return speed, min value 100, max value 9999 (milliseconds)
RsMinPosition=1000;Minumum position value, minimum value 900, maximum value 1500 (milliseconds)
RsMaxPositon=2000;Maximum position value, minimum value 1600, maximum value 2100 (milliseconds)

InertiaInit=0;0=Inertia OFF, 1=Inertia ON (at start up)
InertiaType=1;1=Inertia curve 1, up to 6=Inertia curve 6
LightsInit=0;0=Lights OFF, 1=Lights ON (at start up)
LightsBlink=1; 0= Lights blink, 1= Lights steady ON (headlights behavior when RX signal is lost)
MotorOnRadioOff=1;0=Engine shut down, 1=Engine remain Idle
TailLightIntensity=25;Value range 1 - 100 (%) set the brightness of tail lights
Flasher=1;0=Extendes signalling OFF, 1=Extended signalling ON
SmokeInit=0;0=Smoke generator OFF, 1=Smoke generator ON (at start up)
MinSmoke=30;Value range 1 - 100 (%) set the speed of proportional output with engine idling
MaxSmoke=100;Value range 1 - 100 (%) set the speed of proportional output with engine running
PwrSmokeMinTime0=2; Value range 0..10 (Sec.) set the OFF time for heater when engine is idling
PwrSmokeMinTime1=2; Value range 0..10 (Sec.) set the ON time for heater when engine is idling

GbType=0;0=Standard, 1=Clutch (Tamiya/DKLM)
GbCurrent=10;Value range 10 - 20 (Ampere) set current treshold for motor cut-off
GbSuperspin=0;Value range 1 - 100 (%) set superspin speed
GbPowerLeft=100; Value range 1 - 100 (%) set power feed to left gearbox motor / Tamiya-DKLM steer left-right
GbMinPowerLeft=10;Value range 1 - 100 (%) set minimum power feed to left gearbox motor / Tamiya-DKLM steer left-right
GbMaxPowerLeft=100;Value range 1 - 100 (%) set maximum power feed to left gearbox motor / Tamiya-DKLM steer left-right
GbMinPowerRight=10;Value range 1 - 100 (%) set minimum power feed to left gearbox motor / Tamiya-DKLM forward-reverse
GbMaxPowerRight=100;Value range 1 - 100 (%) set maximum power feed to right gearbox motor / Tamiya-DKLM forward-reverse
TrackRecoilTime=10;Value range 1 - 1000 (milliseconds) set track recoil duration
TrackRecoilSpeed=10;Value range 1 - 100 (%) set track recoil speed
TrackRecoilDirection=0;0=normal, 1=reverse set track recoil direction
GbReverse=100;Value range 1 - 100 (%) set reverse speed
BrakeSimulation=0;0=normal, 1=brake simulation
TgDirection=0;0=normal, 1=reverse direction of traverse gearbox
BgDirection=0;0=normal, 1=reverse direction of barrel gearbox

MasterVolume=100;Value range 0 - 100 (%) set maximum overall volume level
IdleLimitedVolume=80;Value range 0 - 100 (%) idle volume when other sounds are present
EngineColdStart1=EstartC_1.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineColdStart2=EstartC_2.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineColdStart3=EstartC_3.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineWarmStart1=EstartW_1.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineWarmStart2=EstartW_2.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineWarmStart3=EstartW_3.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineStop1=Estop_1.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineStop2=Estop_2.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineStop3=Estop_3.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineIdle=Eidle.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz
EngineRevving1=RevUp.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineRevving2=RevUp.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineRevving3=RevUp.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineRelease1=RevDw.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineRelease2=RevDw.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineRelease3=RevDw.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) random played
EngineStep1=Es01.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
EngineStep2=Es02.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
EngineStep3=es03.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
EngineStep4=Es04.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
Brake=RevDw.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
Squeak1=Sk06.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Squeak2=Sk07.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Squeak3=sk08.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Squeak4=Sk09.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Squeak5=Sk10.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
TurretEngineOff=MT-turn-1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
TurretEngineOn=AT-turn-1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
TurretStartEngineOff=MT-start-1.wav,100; Tank start turning turret sound format or .wav (mono, 16 bit, 22050 Hz)
TurretStartEngineOn=AT-start-1.wav,100; Tank start turning turret sound format or .wav (mono, 16 bit, 22050 Hz)
TurretStopEngineOff=MT-stop-1.wav,100; Modern tank stop turning turret sound format or .wav (mono, 16 bit, 22050 Hz)
TurretStopEngineOn=AT-stop-1.wav,100; Tank start turning turret sound format or .wav (mono, 16 bit, 22050 Hz)
BarrelEngineOff=Turr_off_2.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
BarrelEngineOn=Turr_on_2.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
Cannon1=90mm_1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Cannon2=90mm_2.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Cannon3=90mm_3.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Mg1=MG_30_cal_1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Mg2=MG_50_cal_1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Mg3=MG_50_cal_2.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Hit1=hit_1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Hit2=hit_2.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Hit3=hit_3.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Dead1=Explosion_1.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Dead2=Explosion_2.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Dead3=Explosion_3.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz) random played
Rebirth=7th_Cavalry.wav,100;Sound file format or .wav (mono, 16 bit, 22050 Hz)
Repair=repair1.wav;Sound file format or .wav (mono, 16 bit, 22050 Hz)
Slider1=US_voice_1.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz)
Slider2=US_voice_2.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz)
Slider3=US_voice_3.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz)
Slider4=Army_Roll.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz)
LowBattery=0021.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
BatteryCutOff=0022.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
Inactivity=0023.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
SystemReady=0024.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
InitCalibration=0001.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
EndCalibrationOk=0002.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
EndCalibrationKo=0003.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
4ChSound=0004.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
5ChSound=0005.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
6ChSound=0006.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
7ChSound=0007.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
8ChSound=0008.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
BarrelStickUp=0009.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
BarrelStickDown=0010.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
TraverseStickLeft=0011.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
TraverseSticKRight=0012.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
EngineSticKUp=0013.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
EngineSticKDown=0014.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
SteeringSticKLeft=0015.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
SteeringSticKRight=0016.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
Channel5Assign=0017.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
Channel6Assign=0018.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
Channel7Assign=0019.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
Channel8Assign=0020.wav,100;Sound file format .wav (mono, 16 bit, 22050 Hz) Do not delete either name or memory sound file
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Postby MichaelC » Sat Jan 13, 2018 4:47 pm

Don't think you have the right sound file. The sound file for the cannon should be 88kwk36_1.wav or something similar. Not 90mm_1.wav which is the Pershing file.

You should check in the Tank subdirectory on the SD card whether there is a 90mm_1.wav file. It looks like you are missing the cannon sound file and that's why there is no sound.
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Postby tanker ed » Sat Jan 13, 2018 4:48 pm

[quote="c.rainford73"]When you go into the ini file on the SD card, if im not mistaken with the IBU2U you can assign switches to functions. And take them off the sticks.[/quote

Yes you can but not the gun and MG
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Postby c.rainford73 » Sat Jan 13, 2018 4:59 pm

tanker ed wrote:
c.rainford73 wrote:When you go into the ini file on the SD card, if im not mistaken with the IBU2U you can assign switches to functions. And take them off the sticks.[/quote

Yes you can but not the gun and MG
Depending on your radio you can setup mixes to make the switches so the work of your sticks like the turningy 9xrpro radio I have.
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Postby tanker ed » Sat Jan 13, 2018 5:25 pm

c.rainford73 wrote:
tanker ed wrote:
c.rainford73 wrote:When you go into the ini file on the SD card, if im not mistaken with the IBU2U you can assign switches to functions. And take them off the sticks.[/quote

Yes you can but not the gun and MG
Depending on your radio you can setup mixes to make the switches so the work of your sticks like the turningy 9xrpro radio I have.


I now but the problems with the gun sound and the mg sound will not be solved by that :D
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