haleks 8212 Posted April 3, 2015 The new Release Candidate[...] What new release candidate? Couldn't find any infos?:confused: Share this post Link to post Share on other sites
Brisse 78 Posted April 3, 2015 What new release candidate? Couldn't find any infos?:confused: It's the usual code to unlock. Just change the numbers to "142" Arma3Update142RC The release candidates often comes out before it's announced. Just keep trying that code and one day it's most likely going to work. Share this post Link to post Share on other sites
x3kj 1247 Posted April 3, 2015 ACP-C2 and Zubr Pistol each have 2 very different sounds, which sounds weird. Better use just one... Also, Vermin has no muzzle crack (only bullet wizzing) - but the other smg have crack. The crack on the pistols is kinda delayed, in close proximity Share this post Link to post Share on other sites
Brisse 78 Posted April 3, 2015 ACP-C2 and Zubr Pistol each have 2 very different sounds, which sounds weird. Better use just one...Also, Vermin has no muzzle crack (only bullet wizzing) - but the other smg have crack. The crack on the pistols is kinda delayed, in close proximity You are comparing a semi automatic pistol with a revolver. Of course they should sound different. Vermin should not have sonic cracks, because the cartridge it fires is not supersonic. Share this post Link to post Share on other sites
danil-ch 165 Posted April 4, 2015 (edited) First Person gunshots had become really loud (second video 16-21s). That creates a problem because the other sounds remained the same and you have to turn up the sound volume which makes sounds of gunfire unbearably loud. Edited April 4, 2015 by Danil-ch Share this post Link to post Share on other sites
Robalo 465 Posted April 4, 2015 What happened to the weapon sounds last couple days? All incoming sounds from unsuppressed weapons are now barely audible or not at all, even at 100-200meters. Share this post Link to post Share on other sites
danil-ch 165 Posted April 4, 2015 (edited) What happened to the weapon sounds last couple days? All incoming sounds from unsuppressed weapons are now barely audible or not at all, even at 100-200meters. This Tweaked: Sound: Changed shooting sounds dynamic It's all started after that build and yesterday appeared in the RC branch. Edited April 4, 2015 by Danil-ch Share this post Link to post Share on other sites
somesangheili 111 Posted April 4, 2015 In addition to gunshots, can you make footsteps be heard more further away? If a guy is sprinting in full gear 5 metres away from you it is almost silent. Or are the footstep sounds quieter due to "Tweaked: Sound: Changed shooting sounds dynamic"? Share this post Link to post Share on other sites
haleks 8212 Posted April 4, 2015 This It's all started after that build and yesterday appeared in the RC branch. I am sooo confused; I keep reading stuff about the "new RC branch" wich seems to be recent enough... And yet trying the "Arma3Update142RC" code on Steam doesn't give me any option to download it. Is the 142RC already out or not??:confused: Share this post Link to post Share on other sites
Greenfist 1863 Posted April 4, 2015 I am sooo confused; I keep reading stuff about the "new RC branch" wich seems to be recent enough...And yet trying the "Arma3Update142RC" code on Steam doesn't give me any option to download it. Is the 142RC already out or not??:confused: I believe it's: Arma3Marksmen142RC Share this post Link to post Share on other sites
haleks 8212 Posted April 4, 2015 I believe it's: Arma3Marksmen142RC Thanks Greenfist, that was it! :) Share this post Link to post Share on other sites
vegeta897 13 Posted April 4, 2015 You're not stupid, I get your very valid point which is why I in the video I say you can not use inverse square law in it's raw form. The idea is good, it's good to have rules of volume fall off. It's just the question of defining min & max values and interpolating inbetween them. But that's up to BIS to decide. Thank you for the explanation! Share this post Link to post Share on other sites
Robalo 465 Posted April 4, 2015 (edited) This It's all started after that build and yesterday appeared in the RC branch. Ugh, sounds really broken to me, made me quit the game in rage because I'm getting shot by what I think are silenced weapons only to see they were only 100m away after I'm dead shooting loud Mk20 or Mk200. What's worse is that I can't even mod this, looked at weapon sound configs and ranges are still high :( Edited April 4, 2015 by Robalo Share this post Link to post Share on other sites
St. Jimmy 272 Posted April 4, 2015 I really hope you haven't heard any snaps at the firing range, because that means they were shooting at you :D Some Swedish guy explained couple pages ago the same kind of situation where it's possible to hear them (not too close but you can hear them pretty well) when other group is on 150m practice range and other one is on the 300m practice range. There's naturally a sand wall between so the 150m range guys can't shoot at the 300m range guys. When both range groups are firing at their own 150m targets the 300m guys are on the same level as 150m guys' targets. Like this: S-------T Walllllllllllllllllllllllllllllllll |-------S-------T That way you can hear nicely some snaps without a threat. Share this post Link to post Share on other sites
x3kj 1247 Posted April 4, 2015 You are comparing a semi automatic pistol with a revolver. Of course they should sound different. Vermin should not have sonic cracks, because the cartridge it fires is not supersonic. You are not understanding what i said. Fire ACP-C2 and/or Zubr Pistol and you hear that each one has 2 different firingsounds that sound very different and dont match. Its like having 2 different weapon sounds for one weapon. It's particulary bad if you fire in rapid succession, which creates an sound obvious and weird pattern. Try it yourself... Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 4, 2015 I like what Mega said about footsteps in his video. I have to agree that say, crouch walking should be substantially quieter than a full blown run. This would make moving tactically far better in PvP situations, and improve the feel of movement as a whole. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 4, 2015 Ugh, sounds really broken to me, made me quit the game in rage because I'm getting shot by what I think are silenced weapons only to see they were only 100m away after I'm dead shooting loud Mk20 or Mk200.What's worse is that I can't even mod this, looked at weapon sound configs and ranges are still high :( Just had a quick firefight with some AI....well, I say "firefight", sounded more like a farting contest. Not sure what the hell has happened to the sound but gunshots were hardly registering as making any noise... Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 4, 2015 Just had a quick firefight with some AI....well, I say "firefight", sounded more like a farting contest. Not sure what the hell has happened to the sound but gunshots were hardly registering as making any noise... I agree, this is completely unacceptable. It was bad before, but now it would be hilarious if it wasnt so sad and game/immersion breaking. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 4, 2015 I agree, this is completely unacceptable. It was bad before, but now it would be hilarious if it wasnt so sad and game/immersion breaking. True, and we still have darned idea what the "Dynamic" change had. I think we need an explanation, or another AudioRep. Share this post Link to post Share on other sites
supercereal4 29 Posted April 4, 2015 I had the exact same experience. I was hearing cracks go above my head and I thought there was some CSAT recon team engaging me but it turns out it was just a lone autorifleman 100m away. I doubt this is the intended state of weapon volume. It's probably a bug. It would make no sense to make weapons sound louder in general to then turn around and make them inaudible after 75m. Share this post Link to post Share on other sites
Brisse 78 Posted April 4, 2015 Some Swedish guy explained couple pages ago the same kind of situation where it's possible to hear them (not too close but you can hear them pretty well) when other group is on 150m practice range and other one is on the 300m practice range. There's naturally a sand wall between so the 150m range guys can't shoot at the 300m range guys. When both range groups are firing at their own 150m targets the 300m guys are on the same level as 150m guys' targets. Like this:S-------T Walllllllllllllllllllllllllllllllll |-------S-------T That way you can hear nicely some snaps without a threat. I never said anything about a wall though :) Share this post Link to post Share on other sites
St. Jimmy 272 Posted April 4, 2015 I never said anything about a wall though :)http://i61.tinypic.com/2ptnjg1.jpg You crazy Swedish people! :P Share this post Link to post Share on other sites
Brisse 78 Posted April 4, 2015 Here's a satellite picture of the range so it's easier to see. Blue: Shooter Yellow: Me Red: Target This was considered perfectly safe. No rules were broken. Share this post Link to post Share on other sites
CaptainObvious 95 Posted April 4, 2015 Here's a satellite picture of the range so it's easier to see. Blue: Shooter Yellow: Me Red: Target http://i59.tinypic.com/33k907q.jpg This was considered perfectly safe. No rules were broken. Damn, someone would've been in the court-martial if that would've happened this side of the gulf Share this post Link to post Share on other sites