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Unfortunately I don't know how to do that, this is just a sound mod.
The current jump FX can't look ugly because it doesn't add any visual effect to the game, it only modifies a couple of wav files responsible for jumpdrive sounds.
What you see is just the vanilla effect that the people at Egosoft went for...it's definitely lame, I agree, but it has nothing to do with this mod.
You could ask another modder with experience in visual effects for X:Rebirth, I'd be happy to collaborate with another modder, but I can't do this on my own, sorry.
Unfortunately, those phase jump effects are too simple and much shorter than 23 seconds (that's the jumpdrive activation time in XRebirth). I could stretch those waves to 23 seconds, but then the pitch would go down and the sound would be very ugly.
I'm happy with the current modified M1 Abrams turbine sound...
Erazil, I've just posted an enhanced version of this mod at nexus:
http://www.nexusmods.com/xrebirth/mods/389/?
I've added new sounds, I've doubled the volume values and I've increased the range of the sound. Anyway, Rahanas ships are too long, that's why you hardly hear the jumpdrive activation sound when docked (the sound comes from the stern of the ship, the player always docks at the bow).
thanks you for you works and sorry for my poor english :)
I've noticed that jumpdrive activation sounds are played for a shorter time in some sectors, whereas in other sectors they are played in full. Can you confirm this?
I'm trying to figure out why is this happening, any feedback from your part would be welcome!
There are only two sound files: jumpdrive activation and jumpdrive deactivation.
The first one is played when jumpdrives activate and the second one is played on arrival, as their names suggest. The Ebon Hawk's blast is actually played on arrival too, check the last part of the demo video (the link is in the description). You'll hear it too when other ships jump close to your position, but you need to be pretty close. The thing is that I inverted the entire wave for the deactivation sound, that's why the blast sound changes...well, it's inverted, lol.
As for booster engines, actually, my first idea was to make a booster mod, but then I decided jumpdrive sounds were far more urgent, lol. I'll probably make a new mod for boosters when I'm inspired and I'll post it here and at nexus.
Until then, enjoy!
any chance of the Ebon Hawk blast on hyperspace entry aswell?
also a wind up sound for boost engines ......
Enjoy!