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

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  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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The only things for me overall after playing this mod to death is the helis could do with pulling up a little more say about 20 percent or so when at a far distance of say 5/500 meters, over head and close seem good but a 5 percent push would be nice, also goes for internal sound in helis a little nudge of 5 percent or so.

The only thing that sticks out for me now is the US tank gun fire sound. The large gun blast with metal ping sound, that seems to be unbalanced with its volume at a distance. IE it can be 200 meters away or so and still sound like its 50 meters away.

Apart from that I couldn't really say much more :)

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The only things for me overall after playing this mod to death is the helis could do with pulling up a little more say about 20 percent or so when at a far distance of say 5/500 meters, over head and close seem good but a 5 percent push would be nice, also goes for internal sound in helis a little nudge of 5 percent or so.

The only thing that sticks out for me now is the US tank gun fire sound. The large gun blast with metal ping sound, that seems to be unbalanced with its volume at a distance. IE it can be 200 meters away or so and still sound like its 50 meters away.

Apart from that I couldn't really say much more :)

i love this mod.....concerning the helis i think that Merlin is too quiet,quieter than others!

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I've got some questions here for ya LordJarhead.

1: Does the mod version 1.2 include sounds for the BAF DLC?

2: What in the world is this? "ACCN - Authentic Competition DLC Pack #3"

3: What's different about your "New Sonic Cracks" download?

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I've got some questions here for ya LordJarhead.

1: Does the mod version 1.2 include sounds for the BAF DLC?

2: What in the world is this? "ACCN - Authentic Competition DLC Pack #3"

1: No. You must download it extra.

2: ACCN is the #3 DLC for the Soundmod with new Soniccracks and Weapon Sounds.

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2: ACCN is the #3 DLC for the Soundmod with new Soniccracks and Weapon Sounds.

So that brings me to 3. What's different about the "New Sonic Cracks" I can download? It's not listed as a numbered DLC.

Also why is the #3 DLC called "competitive"? What's competitive about it? I'm sorry for the non sequitur questions, but I'm just a bit lost. So this #3 DLC only changes some handheld weapons right, nothing else?

Edited by JuggernautOfWar

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Its called ACCN - Authentic Competition DLC Pack #3... COMPETITION! Or did I get anything wrong? The name is probably saying everything. The New Soniccracks was a XMas special as a little gift. Its also included in the ACCN DLC.... Also there is a Video of ACCN, so you can see what it will change. So why asking? I have to write longer than the Video length :D

So, just download the DLC and try it out, and you will know what's about this addon. :D Just changing the handheld weapons, and not all. Its just a Beta.

Yah I check some of the ACE Weapons and will use the HK416 sound as placeholder for all HK Models.

Ya, I will rework the Helios because of some volume differences. As well the Interior sounds got to reworked too.

Thanks so far,

Jarhead

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Ya, I will rework the Helios because of some volume differences. As well the Interior sounds got to reworked too.

Thanks so far,

Jarhead

Great!:yay:

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The only things for me overall after playing this mod to death is the helis could do with pulling up a little more say about 20 percent or so when at a far distance of say 5/500 meters, over head and close seem good but a 5 percent push would be nice, also goes for internal sound in helis a little nudge of 5 percent or so.

The only thing that sticks out for me now is the US tank gun fire sound. The large gun blast with metal ping sound, that seems to be unbalanced with its volume at a distance. IE it can be 200 meters away or so and still sound like its 50 meters away.

Apart from that I couldn't really say much more :)

It seems to me that helicopters are too audible at distance, unless there were some changes that I missed.

And if anything should be loud distance, it is tank cannons. That thing can kill you stand next to it, and wipes out your hearing entirely if you're too close.

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I knew I shouldnt have posted :)

You're opinion is as good as mine.

What distance are you hearing the choppers at? It's been a while since I played a chopper heavy mission, and my one concern was that helicopters and other vehicles can be heard from hundreds or even a thousand meters so that you can hear them spawn in the air in certain missions.

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About ACCN

Hi LJ and guyz.

I m afraid G36's needs some tweaking.

Also AK107's and MK16's have kind of "dirty" sounds :/

(especially AK107 sounds like a "dirty minigun") :D

All above remarks comes with endless respect for your work and devotion.

We awaiting for further goodies man ;)

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You're opinion is as good as mine.

What distance are you hearing the choppers at? It's been a while since I played a chopper heavy mission, and my one concern was that helicopters and other vehicles can be heard from hundreds or even a thousand meters so that you can hear them spawn in the air in certain missions.

I was kidding :)

Anyway its close over head and 500 meters or so as I said before, not 1000+ they just dont all "feel" as if they are near and over head. And I also mean 200 meters + above. Maybe just some are a bit mid range and top end but not enough bottom end to them, shwisshy sounding not enough slight guts to the engine.

Its a fine line and a subtle thing, the source of them is fine and its far from show stopping. Just something that I noticed in comparison to something like RH heli sound I guess.

The tank fire, again, yes it should be face smashingly and ear bleedingly loud up close, but as certain distances the sound doesn't seem to fall away like you expect and a tank seems like its closer than it is, as in the gun sound compared to the engine.

EDIT:

Heres s Merlin Example:

again this isn't a bash just examples I guess, speak to DrCrow :) Edited by mrcash2009

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Hey there!

I totally love the mod. Especially the far distance explosion sounds!

Theres just one little thing that bothers me concerning the M1´s engine: I feel it is somewhat too high pitched and penetrating...

If you stand roughly 300m away from it you clearly hear the noise I m talking about.

It sounds just like this -> http://www.chilloutzone.net/video/brat-ast.html

No idea if this is the real deal or not but I guess if some of you guys feel the same there might be a chance to get a smooth sound :)

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Theres just one little thing that bothers me concerning the M1´s engine: I feel it is somewhat too high pitched and penetrating...

If you stand roughly 300m away from it you clearly hear the noise I m talking about.

I feel the same way my friend. Any chance you could take another look at that sound Jarhead?

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Any reason why this mod would be screwing with my custom vehicle weapon loadouts? Some of their ammunition is gone and others need to be reloaded before firing. It wasn't like this before I used the mod.

Does it have to do with how I saved my mission? I saved it only using the mods @CBA and @Lingor running and then hosted it doing the same. I then launched my client with @JSRS installed (full with all DLC and ACCN beta) and my vehicles are then screwy.

Got in an A-10, Hellfires are empty, GBU's need to be reloaded.

Am I doing this right? How should I be exporting my mission and with what mods activated? Whenever I try to export to multiplayer while running the @JSRS mod, the mission fails on joining due to missing "jsrs_m230"

Should I be hosting the server using the JSRS mod? So many questions! My brain's about to explode!

EDIT: Here's my A-10 init code:

_resp = [this,60] execFSM "fsm\vehicle_lifecycle.fsm"; 
this addAction ["HALO JUMP","zuffs\jump.sqf",[],1,false,true,"","_this in 
_target && getPosATL _target select 2 > 600"];
this removeMagazinesTurret ["2Rnd_Sidewinder_AH1Z",[-1]];
this removeMagazineTurret ["2Rnd_Maverick_A10",[-1]];
{this addMagazineTurret ["4Rnd_GBU12",[-1]];} forEach [1,2,3,4];
this removeWeapon "SidewinderLaucher_AH1Z"; 
this removeWeapon "MaverickLauncher";

Here's the result in game:

All the ammo is either gone or needs to be reloaded in the A-10, except the GAU8. It used to just have the removed weapons completely gone, and the GBU was already loaded and ready to go.

EDIT 2: This does work in preview mode with the mod running, it's when I'm on my dedicated that it freaks out.

It's not that big of a deal, I guess. I can always remove the code and just have default A-10s. :/

Other than this, I'm enjoying the hell out of your mod. It is definitely the best sound mod out right now.

Edited by zuff

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Hey there!

I totally love the mod. Especially the far distance explosion sounds!

Theres just one little thing that bothers me concerning the M1´s engine: I feel it is somewhat too high pitched and penetrating...

If you stand roughly 300m away from it you clearly hear the noise I m talking about.

It sounds just like this -> http://www.chilloutzone.net/video/brat-ast.html

No idea if this is the real deal or not but I guess if some of you guys feel the same there might be a chance to get a smooth sound :)

I feel the same way my friend. Any chance you could take another look at that sound Jarhead?

Yap, I fell the same too^^ No really, I changed it a bit already and worked on this a while ago with SladeUSSOCOM and his config. It will sounds better than now ;)

Any reason why this mod would be screwing with my custom vehicle weapon loadouts? Some of their ammunition is gone and others need to be reloaded before firing. It wasn't like this before I used the mod.

Does it have to do with how I saved my mission? I saved it only using the mods @CBA and @Lingor running and then hosted it doing the same. I then launched my client with @JSRS installed (full with all DLC and ACCN beta) and my vehicles are then screwy.

Got in an A-10, Hellfires are empty, GBU's need to be reloaded.

Am I doing this right? How should I be exporting my mission and with what mods activated? Whenever I try to export to multiplayer while running the @JSRS mod, the mission fails on joining due to missing "jsrs_m230"

Should I be hosting the server using the JSRS mod? So many questions! My brain's about to explode!

EDIT: Here's my A-10 init code:

_resp = [this,60] execFSM "fsm\vehicle_lifecycle.fsm"; 
this addAction ["HALO JUMP","zuffs\jump.sqf",[],1,false,true,"","_this in 
_target && getPosATL _target select 2 > 600"];
this removeMagazinesTurret ["2Rnd_Sidewinder_AH1Z",[-1]];
this removeMagazineTurret ["2Rnd_Maverick_A10",[-1]];
{this addMagazineTurret ["4Rnd_GBU12",[-1]];} forEach [1,2,3,4];
this removeWeapon "SidewinderLaucher_AH1Z"; 
this removeWeapon "MaverickLauncher";

Here's the result in game:

All the ammo is either gone or needs to be reloaded in the A-10, except the GAU8. It used to just have the removed weapons completely gone, and the GBU was already loaded and ready to go.

EDIT 2: This does work in preview mode with the mod running, it's when I'm on my dedicated that it freaks out.

It's not that big of a deal, I guess. I can always remove the code and just have default A-10s. :/

Other than this, I'm enjoying the hell out of your mod. It is definitely the best sound mod out right now.

Well, I guess we had that already sometimes ago. I'll check this and will tell you later about that.

Jarhead

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Any reason why this mod would be screwing with my custom vehicle weapon loadouts? Some of their ammunition is gone and others need to be reloaded before firing. It wasn't like this before I used the mod.

Does it have to do with how I saved my mission? I saved it only using the mods @CBA and @Lingor running and then hosted it doing the same. I then launched my client with @JSRS installed (full with all DLC and ACCN beta) and my vehicles are then screwy.

Got in an A-10, Hellfires are empty, GBU's need to be reloaded.

Am I doing this right? How should I be exporting my mission and with what mods activated? Whenever I try to export to multiplayer while running the @JSRS mod, the mission fails on joining due to missing "jsrs_m230"

Should I be hosting the server using the JSRS mod? So many questions! My brain's about to explode!

EDIT: Here's my A-10 init code:

_resp = [this,60] execFSM "fsm\vehicle_lifecycle.fsm"; 
this addAction ["HALO JUMP","zuffs\jump.sqf",[],1,false,true,"","_this in 
_target && getPosATL _target select 2 > 600"];
this removeMagazinesTurret ["2Rnd_Sidewinder_AH1Z",[-1]];
this removeMagazineTurret ["2Rnd_Maverick_A10",[-1]];
{this addMagazineTurret ["4Rnd_GBU12",[-1]];} forEach [1,2,3,4];
this removeWeapon "SidewinderLaucher_AH1Z"; 
this removeWeapon "MaverickLauncher";

Here's the result in game:

All the ammo is either gone or needs to be reloaded in the A-10, except the GAU8. It used to just have the removed weapons completely gone, and the GBU was already loaded and ready to go.

EDIT 2: This does work in preview mode with the mod running, it's when I'm on my dedicated that it freaks out.

It's not that big of a deal, I guess. I can always remove the code and just have default A-10s. :/

Other than this, I'm enjoying the hell out of your mod. It is definitely the best sound mod out right now.

I'm getting the same kind of problem on an A10 with a default loadout.

Hydras are empty until I get to the jet service of the domination and I think I also need to reload the sidewinders and maybe the GBUs too.

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If you are going to go further with the ACCN, don't forget to make the AKS-74U sound like the new AK-74s.

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Jarhead,

The vehicle ammo issue is becoming more of a problem. Mando's missiles isn't working correctly now. I'm finding more and more vehicles with no ammo in them.

Also, the m230 dependency is really a pain when editing the server. That has to be a simple fix, no?

We just played a 4 hour mission tonight and the sounds were incredible. The soniccracks were really scaring the crap out of us when we were engaged in firefights.

Right now I'm running your sound mod along with WarFX Blastcore and ZeusAI. It's turned out to be a game-changing experience.

Keep up the fantastic work and I look forward to more updates from you in the future.

EDIT: Also, the sound mod is breaking the construction ability of Bon's T-Force mission. It won't let me place any buildings or artillery pieces. This is very odd indeed.

Edited by zuff

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Are you guys sure this sound mod is causing these issues of disappearing loadouts and building options? I don't think I have any of these issues, but then I wouldn't know if I did would I (cuz things are disappearing)?

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JarHead you should really add some more bass and volume to the Chinooks featured in the game. I've been in, out, and under one of those big babies in the air and my god they are loud. One flew over my house with a UH-60 escort, pictures and ceramics in my house were literally rattling and shaking.

EDIT: Sorry for the double post. I didn't realize I had the previous post.

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Hey man, hows it going? anyways .. did you check out my 3d dimentional sounds? I finally found how to get it correct... released the sirens and mosque sound packs now.

Anyways, to business... ive been going over your sound files the whole week! and ive found something your missing, remember how everyone (including me) moaned at you about making the explosion sounds more louder and sounding more dangerous? well, something that you havent got is this:

(

) it needs that thud! lol

Check the video out on 40secs 54secs and 1:06secs.

Hear them far distance booms from explosions, also the sound of bullet fire in the distance! this is what you really need in your JSRS mate, would really love if you could do this, but only if you like the sounds yourself too.

Keep up the good works anyways.

Edit: just found this which could help with a distance explosion.

2nd Edit: This is just more the amazing! lol im sure you will like this one.

Extra sounds you may also like: Cannon (behind field) & Cannon (midway field)

Edited by DarkXess

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Are you guys sure this sound mod is causing these issues of disappearing loadouts and building options? I don't think I have any of these issues, but then I wouldn't know if I did would I (cuz things are disappearing)?

It happens every time I host a dedicated server and then join it using JSRS. The server isn't running any mods of any kind.

I even made new mission running no mods client-side. Threw in an A-10 and hosted it on a dedicated with no mods.

Joined it normally, A-10 was fine, joined it with JSRS A-10 was missing Hellfires, Mavericks, Sidewinders, and the GBU's had to be reloaded to work. The GAU was working fine.

I can also say that the m230 error didn't pop up on my blank mission. It must be when there is an m230 spawn in the level. I'll do some more testing to see what I can come up with.

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