Thanks a lot to everyone who voted and commented! The outcome is highly definitive and well-expected, but I still wanted to verify it, as it is important knowledge for addon designers. My own preference usually is to hear sounds at all times, and I knew I'll be a minority
. No problem with that.
I have some rationale behind my out-of-line preference, just did wanted to keep it until I got more responses. The trick is what I imagine in my head when I observe internal and external views, how do I visualize my virtual "presence" in a place where I am "not supposed to be".
Internal view of a manned spaceship - this one is easy, I am a "pilot in a pilot seat". Internal view on the unmanned probe or a rocket stage is already a different matter. It usually means a "rocketcam", and a ground observer in a control room - with a very different sound picture! To me, the big drawback of most modern rocketcams is that they don't transmit sounds. Being installed on the flight vehicle, they are quite aware of the real sounds, so adding them to the visuals (when it is not already done) would be great and won't cost much (if anything). In the Orbiter, I just imagine the "rocketcams" to transmit internal sounds as well.
External view is a tricky one. You can imagine yourself floating in a spacesuit and watching the rocket or a spacecraft, but the camera mobility and lack of physics do not go well with that concept. Plus, as we know, a spacesuit is a rather noisy place and you are likely to listen the inside of the observed vessel over the radio. A freeflying robotic teleoperator camera can be a better explanation of your virtual presence, and makes case for the Space Silence (it is not attached to the structure and does not have to have radio from the vessel, like spacesuit has). Is it what most of you visualize? Just curious
I have a different visualization for external views. All "physical" excuses sound too lame for me
- so my first-order visualization is... exactly cinematographic. Watching the scene on TV, like a movie or rather a documentary. Interactive TV, with controllable camera angles, but still a TV. In no surprise, the cinematographic aesthetics kicks in immediately. And cinematographic aesthetics has some established laws, slightly different from the laws of nature
. George Lukas knew these laws back in 1970. For this, he is loved by millions, but cursed by purists ever since
. However, in 2003, Dan Maas had followed Lukas, not purists, in his famous MER animation. Obviously, he knows these laws too
.
I am far from idea of trying to convert anyone to my side
. Just reminding, that some people may look at things quite the opposite way one may think to be "natural". Even more that that, once you move away from the special domain (like the Orbiter community) to the outside world (e.g., to demonstrate Orbiter features to general public for educational or other purposes), you may discover that the "norm" has just turned upside down!
Be aware!
Finally, a practical note, this one specifically pointing to "it depends" state. Orbiter addons are very diverse! For me, the very question of enabling/disabling the silence option had arisen during the Block L and Luna development. I very soon realized the reasons for Maas to picture his MER the way he did. There were lots of staging events, element deployments, pyro and engine firings, electric motors, pneumatics... In the internal views, even implemented through strategically placed rocketcams, it is very hard to associate the sound with the particular event. It is possible sometimes, but it is so much easier in the "big picture" of the outside view! Subtle and "special" events also become harder to miss. Of course, such "loaded" event sequences are quite different from the regular lengthy processes with just background noises!