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6 hours ago, xxgetbuck123 said:

Anyone else notice that the T-100 has an extremely quite engine for being a turbine? I can hear the birds chirping and trees creaking over it. 

T100 has an electric drive. It is stealthy and conforms to 2032 Geneva Convention standards on environmentally friendly warfare.

  • Haha 5

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Can we get some audio filter for sounds when heard from inside the tank? In non dev branch, some of the machine guns are very noisy.

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It looks like a firing sound has been added to the SPG-9, but it's comically quiet. Like, half as loud as a rifle shot quiet. Kinda sounds like the actual report is missing and all you hear is the environmental echo.

 

Oh well, step in the right direction I suppose.

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On 14.03.2018 at 7:17 AM, xxgetbuck123 said:

Anyone else notice that the T-100 has an extremely quite engine for being a turbine? I can hear the birds chirping and trees creaking over it. 

Moreover, it doesn't sound like a turbine at all. Sounds like a diesel for me, like T-80 UD, but Varsuk is the Object 640 aka Black Eagle in the real life, who based on the stretched T-80U chassis, which means Varsuk powered by a turbine.

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And I think the sound of autoloader was better, now it's sound like as if someone is closing a rusty, poor lubricated metal door. 

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9 hours ago, Lankester said:

Moreover, it doesn't sound like a turbine at all. Sounds like a diesel for me, like T-80 UD, but Varsuk is the Object 640 aka Black Eagle in the real life, who based on the stretched T-80U chassis, which means Varsuk powered by a turbine.

No it doesnt mean anything. Just because its based on the (modified) chassis does mean jack. You can redesign it to be a diesel no problem. Plus arma is semi-fictional. If they want it to be diesel it is a diesel. And it is a diesel, because the physics and engine sound configuration says so.

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3 hours ago, x3kj said:

No it doesnt mean anything. Just because its based on the (modified) chassis does mean jack. You can redesign it to be a diesel no problem. Plus arma is semi-fictional. If they want it to be diesel it is a diesel. And it is a diesel, because the physics and engine sound configuration says so.

Ok, let's assume that T-100 meant to be a diesel, but engine exhaust looks like a turbine exhaust and acceleration model match too. 

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EXE rev. 144509

 

Tweaked: Vehicle sound configs and files for all tracked APCs 

Tweaked: Vehicle sound configs and files for all MRAPs

 

I hate to repeat myself but those tweaks did not go for the better.

 

The T-140 still sounds very strange and "flat" nothing like a large volume turbo-diesel

The Rhino and Nyx have the unpleasant sound of a street sweeper.

 

All cars and trucks have a strange driving sound now. The sound of the engine does not reflect the change in speed. Since we lack any feel in game the sound  is important, but currently none of the vehicle sounds give an impression of the speed or the workload of the engine.

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7 hours ago, Beagle said:

EXE rev. 144509

 

Tweaked: Vehicle sound configs and files for all tracked APCs 

Tweaked: Vehicle sound configs and files for all MRAPs

 

I hate to repeat myself but those tweaks did not go for the better.

 

The T-140 still sounds very strange and "flat" nothing like a large volume turbo-diesel

The Rhino and Nyx have the unpleasant sound of a street sweeper.

 

All cars and tucks have a strange drivign sound now. The soudn of the engine does not reflect the change in speed. Since we lack any feel in ga,e the soun dis important, bt currently none of the vehicle sounds give an impression of the speed or the workload of the engine.

 

Yes exactly, it feels like we are driving at idle speed and the tires make louder sounds than the engine.

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All versions of the Ifrit car have an audio error in the RC and DEV versions. The error often appears but not always. It is best to use the Altis map. On the map of Malden, I could not detect this error. I did not check the Stratis maps. The problem occurs outside of the roads.

Video - https://streamable.com/xxgsw

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Went in today again to test the sound of the Carl gustaf and to my disappointment it hasnt changed to something more realistic. It still sounds too plastic and basically sounds like someones firing a 7.62 training round, a 40mm grenade launcher or someone slapping a plastic rug with a stick. This really needs to be looked over and is important to me. 

The first shot with the blue tip is a 20mm training round and the rest are full sized 84mm rounds. You can really feel the power of these things and it should really be implemented. 

If this is already being worked on then please let us know so I can stop complaining, thanks. 

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15 minutes ago, lonewolf96 said:

Went in today again to test the sound of the Carl gustaf and to my disappointment it hasnt changed to something more realistic. It still sounds too plastic and basically sounds like someones firing a 7.62 training round, a 40mm grenade launcher or someone slapping a plastic rug with a stick. This really needs to be looked over and is important to me. 

 

 

I am sure this issue will be looked at in due course, DLC release date is April 11th. So plenty of time before the final sound choice is made, also have you logged a feedback ticket regarding this particular issue?

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On Nyx AA have added a sound of capture of a rocket on the purpose?

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4 hours ago, R0adki11 said:

 

I am sure this issue will be looked at in due course, DLC release date is April 11th. So plenty of time before the final sound choice is made, also have you logged a feedback ticket regarding this particular issue?

saw someone else had previously, has also seen someone who made a ticket about the SPG9's lack of sound and being told that "It is as it is supposed to be"

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40 minutes ago, lonewolf96 said:

saw someone else had previously, has also seen someone who made a ticket about the SPG9's lack of sound and being told that "It is as it is supposed to be"

 

The comment was from wulf in the feedback tracker:

https://feedback.bistudio.com/T127866

 

Quote

Hello.

 

It is as designed. There should be no sound.

 

In 2035 SPGs are silent apparently.

 

Cheers

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and firing the gustav sounds like throwing a rubber ball against a plastic dumpster

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7 minutes ago, lonewolf96 said:

and firing the gustav sounds like throwing a rubber ball against a plastic dumpster

 

Well have you logged it on the feedback tracker?

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What kinda bugs me the most is the current development when it comes to vehicle sound configs. Before we had some easy to understand structure like this:

 

frequency = "0.4	+	((rpm/	4500) factor[(1000/	4500),(2800/	4500)])*0.95";
volume = "1*engineon*campos*(thrust factor[0,1])*(((rpm/	4500) factor[(1000/	4500),(1300/	4500)])	*	((rpm/	4500) factor[(3000/	4500),(2000/	4500)]))";

And today I looked into the configs to find this stuff:

 

frequency="1 -  (0.09 * ((abs(latSlipDrive)) factor [0.01,0.15])) * (1 + 1 * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) - (2800 - 800)/(3600 - 800)))";
volume="engineOn * 1 * 1.5  * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) factor[(1200 - 800)/(3600 - 800) + (((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800)) - (1 * ((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800))))/2, (2800 - 800)/(3600 - 800) - (((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800)) - (1 * ((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800))))/2]) * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) factor [(3000 - 800)/(3600 - 800) - (((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800)) - (1 * ((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800))))/2, (2800 - 800)/(3600 - 800) + (((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800)) - (1 * ((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800))))/2])";

WHAT THE....

 

I mean, does this get cleaned up or is it supposed to stay? Because neither the vehicles sounds any better this way nor any modder will ever understand this crap I'm afraid :D ... you start making modding impossible at some point and modding is the only thing that makes people stay with ArmA....

 

LJ

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they would only had to release their macros..

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16 hours ago, LordJarhead said:

What kinda bugs me the most is the current development when it comes to vehicle sound configs. Before we had some easy to understand structure like this:

 


frequency = "0.4	+	((rpm/	4500) factor[(1000/	4500),(2800/	4500)])*0.95";
volume = "1*engineon*campos*(thrust factor[0,1])*(((rpm/	4500) factor[(1000/	4500),(1300/	4500)])	*	((rpm/	4500) factor[(3000/	4500),(2000/	4500)]))";

And today I looked into the configs to find this stuff:

 


frequency="1 -  (0.09 * ((abs(latSlipDrive)) factor [0.01,0.15])) * (1 + 1 * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) - (2800 - 800)/(3600 - 800)))";
volume="engineOn * 1 * 1.5  * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) factor[(1200 - 800)/(3600 - 800) + (((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800)) - (1 * ((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800))))/2, (2800 - 800)/(3600 - 800) - (((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800)) - (1 * ((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800))))/2]) * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) factor [(3000 - 800)/(3600 - 800) - (((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800)) - (1 * ((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800))))/2, (2800 - 800)/(3600 - 800) + (((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800)) - (1 * ((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800))))/2])";

WHAT THE....

 

I mean, does this get cleaned up or is it supposed to stay? Because neither the vehicles sounds any better this way nor any modder will ever understand this crap I'm afraid :D ... you start making modding impossible at some point and modding is the only thing that makes people stay with ArmA....

 

LJ

 

Well, it looks like this because this is a macro-output, and a thought-through one as well. Noone prevents you/us from creating our own formulas that work.

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18 hours ago, teabagginpeople said:

Tweaked: Sound volume of land vehicles was unified 

 

This on the rc? any info?

this should be on dev and not RC, unless RC got an update too.

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I placed a soldier in a town to try see what a tank sounds like coming in from a distance, passing you then driving off down the road into the distance.

 

what I hear is at approx 250 meters just a pop of sound like an ATV on gravel incoming slight track squeak ( not a gradual introduction). tank comes close you hear the engine of tank, then as it gets about to 300 meters away  the sound again is an instantaneous drop off.

 

1st thing is the gravel sound is being used on all surfaces, this wouldn't be so bad if it was not overpowering the track and engine sounds far too much imo.

 

2nd the instant pop in of sound.no fade in or out from distance, it pops straight in then pops out at around 300 meters.

 

 

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On 26.3.2018 at 10:40 AM, laxemann said:

 

Noone prevents you/us from creating our own formulas that work.

 

That was not my point. It had no good impact/result on the sounds, so why the update?

 

Making new formulas that work might be easy for you, but that will probably stop newcomers from entering the modding scene as it seems to complicated ... but what ever, that's just my opinion. 

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