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What are the most important sounds for you while using JSRS?  

179 members have voted

  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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UUUhhhh Yesssa!!!

finally i can hope for some decent M134 (yes it is 134 ;) sounds!

have you already worked on the SCUD? or have you planned it? because most soundmods forgot this one

Keep it up! best one out here!

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Well, I not thought about that thing, but hey, why not? Sure, gonna add the SCUD to the list ;)

Jarhead

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the Vehicle itself is not sooo important but the launching sound of the SS-1c Scud-B itself would deserve your magical hands! ;)

and thanks a lot!

PP

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Will i still get the newest version of jsrs with the addon sync "Kellys Heros Jarhead Repo." server? When can we expect the next update?

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Yes, the repo will be updated with every new release. I don't know when this will be. There are still of work to do and I don't want to rush myself like I did sometimes before which end up with bad results and errors I forgot.

So sry, but you have to wait sadly a bit longer.

Jarhead

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Sorry if this has been answered before, the search isn't working for me atm.

I'm running Arma2 without OA. Whenever I start the game, I get a "Addon 'JSRS_Abrams' requires addon 'CATracked_E' popup. The game starts normally afterwards, but at the same time, I noticed that the Abrams doesn't actually have an engine sound while driving. I can hear the tracks moving, and the turret sounds. But no running engine.

Any ideas?

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You need Operation Arrowhead. That's what CATracked_E is from.

Exactly. To make it run wihtout error messages you have to delete the file which requires OA. There was a list of these files, have to search first.

EDIT:

So here are the Weapons:

SCAR L und H

M110

FNFAL

G17´Glock

IGLA

JAVELIN

LeeEnfield

M4A3

M14

M60

SA58

SA61

STINGER

STRELA

In the Environment there sadly some:

Movement

Radiochatter

Vehicle:

Abrams

AH6J

AN2

C130E (only the one WITH "E")

CH47

Mi17

Mi24

MTVR

STRYKER

T72

UH1H

And last but not least VehicleWeapons:

2A42 *

2A70 *

2A72 *

(Im not sure about them! So just give it a try!)

The 'depth' thing is hard to describe. Upload a few seconds of interior sounds if you have the time.

I upload a video, so you can see/hear it soon. It shows the first test in an UH1H, an drivin BRDM and VODNIK and at least the start of an UH60S

Jarhead

---------- Post added at 10:12 PM ---------- Previous post was at 08:40 PM ----------

So, these are the sounds I was working on to create the illusion of being in a room^^

Take a look in

It shows the first test in an UH1H, an drivin BRDM and VODNIK and at least the start of an UH60S.

Have fun, please rate and comment as usual and tell me what do you think about this, if its worth it to work on this for the next few days? I'm sure it does!

Jarhead

Edited by LordJarhead

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Commented on the youtube page.

But I just noticed something about the ASSN AK74. The very end of the reverb/echo has a very synthetic rattly sound too it. I've fired hundreds of sounds and never noticed it before so it's not a big problem, but could maybe use a tweak.

Edit: Err, nevermind. Now it's gone away. I guess it was one of those phantom sounds in your mod. Every gun seems to have two quite different firing sounds, and you can usually get them to switch by reloading.

Edited by maturin

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another little sidenote or creative idea

what do you think about an "Hang it!, Fire!" sound for the M252?

This would add a lot of immersion

B_88vHQcTfw&feature=related

imagine youre in an FOB, a nice row of M252's next to you and then it goes "Hang it, Fire!-- Boom" and then the next one begins ;)

but its just an idea and i think, first of all you should focus on the things you are currently working on

PP

Edited by PurePassion

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The problem with that is, how should I handle this? I would add the "Hang it" to the Shotsound. Because there is no other way I guess. Means, you shoot, than the morter is shooting but instead of an shotsound you hear first "Hang it" and than the shot. You know?

Maybe for the reload or so...

Jarhead

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The Question is, do we really need that? Imagine this in MP. If there is a Mortar Team, this would confuse the hell out of them

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it would be part of the reload sound

you fire, then comes the reload sound + "hang it fire" and then it is free to the player to shoot and after that it continous just like that

in RL the shoot also doesnt come always right after the "Fire!" command, so that would work

@Tonci87 what do you mean exactly?

but yes, of course it is not totally neccessary, but those are the small details that would seperate JSRS from other mods

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Yeah right, but imagine ther are two guys who like to play with mortars in MP. And maybe those two guys like to shout this stuff on their own. So if you implement this it would totally confuse them^^

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haha thats true and the thought of it is funny

screaming it over TS XD

but lets be honest- who does that?

---------- Post added at 04:28 PM ---------- Previous post was at 04:26 PM ----------

but i think we should shift our focus back

its an idea, maybe LJ can do it, maybe not....

It would be cool! ;)

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Of course I can do it, this is not the problem. And at least, WHY IS THIS MOD MODULAR? Because of stuff you don't like can be deleted easily. ^^

So, should be cool. (But what if there is an russian shooting this thing?)

Jarhead

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And what if you're on your own?

It would just be weird. Even ACE removed their tank gun (where there is always another crew member and no player input needed) reloading voices because the same voice file over and over again becomes bizarre.

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How often do you fire an morter and how often you're fire a tank? I never fired a morter and I play this game till release^^

But hey, as said: THIS MOD IS MODULAR...

But I know what you mean, would getting on my nervs by some time.

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Hey Jarhead,

I had a listen to Hummer sounds, I thought that internally it sounded more like a tracked vehicle? the metal squeek and rolling movement sound hints didnt have that rolling rumble of a wheeled vehicle to me, externaly was totally fine though.

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I posted this before, don't know really what is going on with it. The M1A1/A2 sounds should have more bass added to them.

Here is a link demonstrating the tank's sound:

Someone added that the OS distance script would help with something, I don't think a script would add more bass. What are your thoughts?

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Here's a DShKh. I'll let you decide if you like this sound better than what's already in-game.

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I posted this before, don't know really what is going on with it. The M1A1/A2 sounds should have more bass added to them.

Here is a link demonstrating the tank's sound:

Someone added that the OS distance script would help with something, I don't think a script would add more bass. What are your thoughts?

I know someone said that before, but my M1 is like I want him to be. I don't want to play around with that sound again, its already close to the edge, with more bass you would get this crispy noises crackling out of youre speakers.

And OS distance script is for weapons an explosions as far as I know, and at least, we have to test this script first before we can put it into another mod.

Here's a DShKh. I'll let you decide if you like this sound better than what's already in-game.

Yah, the sounds are good. But this I really noisy for woody area. But I use it with another mix sound. Maybe its working fine.

Thanks so far mates,

Jarhead

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I posted this before, don't know really what is going on with it. The M1A1/A2 sounds should have more bass added to them.

Here is a link demonstrating the tank's sound:

Someone added that the OS distance script would help with something, I don't think a script would add more bass. What are your thoughts?

but you have to be careful if you found your opinion on just some youtube videos

different sound quality etc... and even in RL, they never sound the same (evironment etc..)

even your own speakers and their volume make a huge difference

http://vimeo.com/20869893 this should give you an idea of how different the same thing can sound

( pay attention to the bass, as the mics are getting cheaper ;) )

Edited by PurePassion

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Thanks Pure that illustrated your point well.

It's just when I think about a tank coming up to my position I would expect it to shake the ground and have a deep powerful sound to it. Maybe Jarhead is right, maybe adding more bass makes the shit crack up but I would say the explosions from the GBU has plenty of more base and it doesn't crack my speakers...

I know very little about sounds, all I am offering is my opinion.

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If you want that special experience, go face a russian Tank, they are able to scare the shit out of you

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