n_icomach 312 Posted May 14, 2014 ;2689682']N_Icomach' date=' you latest updated is litteraly "da bomb" but I must confess the explosion ringing is too high pitched, it almost hurts my old ears... could you tone it down to a more confortable decibles? (instead of an ÃÃÃÃÃiÃÃÃÃà sound, something like an ~u~u~u~u~u~u~u~u~u~, more bass like tone... the first ringing is manageble, but when it rings again after the 2s "momentary deafness", it is quite loud and annoying) Or at least make an userconfig so we can disable it, use it low or high (for the masochists???)!Lovely to have supression effects on arma3, gotta admit I missed them a lot... but the new ringing is just too much... BTW, I´ve tested both Raid´s M1 Abrams and your new EUSS with a GLT mod showcase and the ringing was happening everytime I shoot the main cannon... but now I´ve tested all available tanks (and mods as SFP Leo2, T-72, etc) in the BIS showcase "Tanks" and the bug is gone (the ringing is only triggered if an explosion happens nearby, as supposed to happen....), but if I noticed this in another mission I´ll post it here, and try to investigate more! [edit'] Just tested again the same mission, the ringing happened when shooting the cannon just for the 2 first shots, only in the Abram, and If I left the tank and come back, it wouldn´t happen, unitl I could hit a wall or something really near the tank... this is ArmAIII, so strange bugs are bound to happen at random lol thanks in advance! =) Happy you like it. I will be adding a user config so you can tweak the sounds. I'll see bout lowering volume on the ring itself to a more comfortable level. As for the Abrams I have no idea but I'll take a look. Glad your enjoying the mod. Share this post Link to post Share on other sites
dav 22 Posted May 14, 2014 ;2689682']N_Icomach' date=' you latest updated is litteraly "da bomb" but I must confess the explosion ringing is too high pitched, it almost hurts my old ears... could you tone it down to a more confortable decibles? (instead of an ÃÃÃÃÃiÃÃÃÃà sound, something like an ~u~u~u~u~u~u~u~u~u~, more bass like tone... the first ringing is manageble, but when it rings again after the 2s "momentary deafness", it is quite loud and annoying) Or at least make an userconfig so we can disable it, use it low or high (for the masochists???)!Lovely to have supression effects on arma3, gotta admit I missed them a lot... but the new ringing is just too much... BTW, I´ve tested both Raid´s M1 Abrams and your new EUSS with a GLT mod showcase and the ringing was happening everytime I shoot the main cannon... but now I´ve tested all available tanks (and mods as SFP Leo2, T-72, etc) in the BIS showcase "Tanks" and the bug is gone (the ringing is only triggered if an explosion happens nearby, as supposed to happen....), but if I noticed this in another mission I´ll post it here, and try to investigate more! [edit'] Just tested again the same mission, the ringing happened when shooting the cannon just for the 2 first shots, only in the Abram, and If I left the tank and come back, it wouldn´t happen, unitl I could hit a wall or something really near the tank... this is ArmAIII, so strange bugs are bound to happen at random lol thanks in advance! =) While I agree the sound itself is a loud perhaps a touch too loud, but just a touch, the sound is perfect and in fact quite dramatic, really adds a sense of devastation to the grenades. I wouldn't personally change the sound for the sake of comfort. If you throw the frag and look away you wont hear the sound, so it's your call! Share this post Link to post Share on other sites
katipo66 94 Posted May 14, 2014 I seem to get the ringing sound from anywhere on the map, even if I'm miles away from any explosion, I also like the initial ringing and temporary deafness but then it seems to come back and that second part sounds unnatural.. I was running a couple of other mods so will test clean next time. Share this post Link to post Share on other sites
tortuosit 485 Posted May 14, 2014 Just for the sake of not inventing the wheel a second time (I read about ringing) - BWMod guys also have a realism collection: https://github.com/KoffeinFlummi/AGM (need to pbo by yourself). Features: https://github.com/KoffeinFlummi/AGM/wiki Share this post Link to post Share on other sites
n_icomach 312 Posted May 14, 2014 Just for the sake of not inventing the wheel a second time (I read about ringing) - BWMod guys also have a realism collection: https://github.com/KoffeinFlummi/AGM (need to pbo by yourself). Features: https://github.com/KoffeinFlummi/AGM/wiki Which is why I will include a use config if there is another mod there using that adds rings so they can turn it off. I'll be happy to take any useful criticism directly related to my mod. As for bugs reported I will fix them as soon as I can. Share this post Link to post Share on other sites
dav 22 Posted May 14, 2014 N_Icomach, If I call in a virtual chopper the flash ringing sound goes off every time the chopper uses it mounted weapon. Share this post Link to post Share on other sites
n_icomach 312 Posted May 14, 2014 N_Icomach,If I call in a virtual chopper the flash ringing sound goes off every time the chopper uses it mounted weapon. Is this in single player or multiplayer? Are you hosting? What's the chopper shooting. How close are the rounds landing to you? Share this post Link to post Share on other sites
Mr-Pink 10 Posted May 15, 2014 Primary observation: From my test I have found that the suppression blur seems to dissipate extremely fast while under heavy fire, possibly due to changing suppression levels. Blur is weak for first round, medium by the third round and heavy from the 5th until the 10th, but then clears up completely to no blur at all for the rest of the rounds passing by. Is this a desired effect, or should the blur effect be stacking to increase blur duration? My test criteria = Player init "this allowdamage false" Enemy = Opfor rifle group Method = start in the airfield and run between cover, noting effects. Secondary observation The ringing effect post grenade explosion has too short a duration, perhaps it could be better tweaked to gradually fade out over two minutes? Share this post Link to post Share on other sites
n_icomach 312 Posted May 15, 2014 Primary observation:From my test I have found that the suppression blur seems to dissipate extremely fast while under heavy fire, possibly due to changing suppression levels. Blur is weak for first round, medium by the third round and heavy from the 5th until the 10th, but then clears up completely to no blur at all for the rest of the rounds passing by. Is this a desired effect, or should the blur effect be stacking to increase blur duration? My test criteria = Player init "this allowdamage false" Enemy = Opfor rifle group Method = start in the airfield and run between cover, noting effects. Secondary observation The ringing effect post grenade explosion has too short a duration, perhaps it could be better tweaked to gradually fade out over two minutes? Thank you for trying out the mod. The suppression's will only go up up the bullet actually hits near you. When trying to have it check for every bullet then goes by you it takes a hit on the system. As for the audio I will be tweaking this constantly trying to get it correct. I will take all this into consideration. If you notice any bugs feel free to notify me, thank you. Share this post Link to post Share on other sites
dav 22 Posted May 15, 2014 Is this in single player or multiplayer? Are you hosting? What's the chopper shooting. How close are the rounds landing to you? Single player It's when the chopper mini guns hit the ground, I'll check the chopper type in a sec.. Share this post Link to post Share on other sites
n_icomach 312 Posted May 15, 2014 V0.1 Beta Hotfix -Disabled Ringing for now -Adjusted suppression levels Released quick hotfix, sorry for the issues guys. Im working on another update which will hopefully fix this Arma black magic. Share this post Link to post Share on other sites
Guest Posted May 15, 2014 Thank you very much for informing us of the hotfix version :cool: Updated version frontpaged on the Armaholic homepage. Enhanced User Suppression System v0.1 beta hotfixCommunity Base Addons ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted May 15, 2014 New update v0.1.0.1 beta available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Victim9l3 11 Posted May 16, 2014 My only feedback so far, if not mentioned by someone else already, is about your video. Don't talk when being fired at or when firing. We can't hear you over the noise. We have to kind of fill in the blanks by listening to what is said afterwards. good work though Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted May 16, 2014 Looking better and better with every update. With your next update I swear to grab a bunch of guys and put it through the works and come back here with feedback for you. Share this post Link to post Share on other sites
n_icomach 312 Posted May 16, 2014 My only feedback so far, if not mentioned by someone else already, is about your video. Don't talk when being fired at or when firing. We can't hear you over the noise. We have to kind of fill in the blanks by listening to what is said afterwards. good work though Next time I release a video ill keep that in mind. Thank you for trying it out. ---------- Post added at 04:34 ---------- Previous post was at 04:33 ---------- Looking better and better with every update. With your next update I swear to grab a bunch of guys and put it through the works and come back here with feedback for you. Happy to hear it! If you have anything to report or like to see as the mod progresses let me know. Share this post Link to post Share on other sites
n_icomach 312 Posted May 23, 2014 Quick Update. I have the ear ring working in single-player but not yet in multi-player. Also is a user config which allows the user to turn the ring off or on. Hopefully this will be released in a day or two with multi-player support. Share this post Link to post Share on other sites
n_icomach 312 Posted May 24, 2014 V2 Beta is out! Please leave any constructive criticism in a forum post. V0.2 -Re-Enabled Ear ring -Added UserConfig -Enabled Grenades for ear ring -Adjusted Suppression effects -Fixed Multiplayer Ear Ring Share this post Link to post Share on other sites
sonsalt6 105 Posted May 24, 2014 New update v0.2beta available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted May 25, 2014 V2 Beta is out! Please leave any constructive criticism in a forum post.V0.2 -Re-Enabled Ear ring -Added UserConfig -Enabled Grenades for ear ring -Adjusted Suppression effects -Fixed Multiplayer Ear Ring Great!!!! Just tested and the new ring is quite manageble, now it is perfect, thanks!!!! ;) cheers! Share this post Link to post Share on other sites
n_icomach 312 Posted May 25, 2014 ;2696779']Great!!!! Just tested and the new ring is quite manageble' date=' now it is perfect, thanks!!!! ;)cheers![/quote'] Happy you enjoyed it! Noticed some issues still in multiplayer. Tends to get delayed by a second or two. Share this post Link to post Share on other sites
Guest Posted May 25, 2014 Thank you very much for informing us of the updated version :cool: Updated version frontpaged on the Armaholic homepage. Enhanced User Suppression System v0.2Community Base Addons ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted May 26, 2014 As with this update, I've downloaded and will be gathering a testing group tomorrow for more feedback for you. Share this post Link to post Share on other sites
n_icomach 312 Posted May 26, 2014 As with this update, I've downloaded and will be gathering a testing group tomorrow for more feedback for you. Thanks for taking the time! Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted May 27, 2014 (edited) N_Icomach, Here is the results of my play testing with myself and 4 others. First the single player stuff. General Overall Impressions - Very much a work in progress, but nice Grenade ring is fine right where this is. Not too loud, but not too quiet. The temporary black and white filter for this is also a nice touch. Visual Effects - Enemy's fire and when the bullets hit around you or objects you get that pixel screen effect good to know that you're taking more fire than you think you are and to get your head down. Nice that it forces you to take about a 5 second break, it adds immersion. - Suggestion - Make it so the pixel effect never covers up at least the area where you are pointing your rifle. This will at least give you an area where you can effectively see out of. It doesn't have to be very big, but from what I saw, it became much harder to find where fire was coming from. It's "Fun" to have your effectiveness reduced, but not to the point where it hinders your ability so much to fight back. Also the black and white filter, some is fine but currently at the "max" level of suppression might be a bit much. Or at least, according to our tastes. Again, having multiple settings for the filter in a user confiq could help use pick the level we'd like to use. Single Player - During SP or in the editor the suppression Mod works like a charm. Multiplayer - We conducted this test on a self host. The multiplayer aspect of this doesn't seem to be working correctly. Or maybe it's an issue with self host? We did not try a dedicated server. The suppression effects did not seem to work hardly at all when players shot at other players. At least not of the same side, when one player would take over an enemy player (With Zeus or MCC) and shoot at us. The effects usually never took place. On some occasions they did, but it was never consistent. So we spawned in AI and had them start shooting at us, same thing happened. The suppression effects would very rarely work. Or in most cases, some effects would be working for a player or two, but not the others. While the opposite would be true for the them. We tried this with standing out in the open. Taking cover behind walls and/or vehicles. Not sure if intended or a bug. When in a vehicle getting shot at, you get no effects. But upon exiting the vehicle you would instantly get the full effect depending on how much fire you had taken. But then this would slowly vanish away and would not work again unless you got back in the vehicle. Does this mean the suppression effects only work when players actually join a "side" that is hostile to each other? And not using MCC/Zeus control? Also not sure if its intended or not, but when you are laying down at shooting the black and white filter pops on and washes out your screen. But not all players got this effect, or rather it seemed to rotate amongst us. I'm not sure if all the triggers for your effects are playing nicely with several people running around on a self host. Otherwise so far so good. Let me know if you have any other questions. Edited May 27, 2014 by Karneck Share this post Link to post Share on other sites