spookygnu 563 Posted March 4, 2015 sorry my confusion! you are thinking of actually adding them in them. So that the ropes actually attach to something, not float or are just stuck to the side of the heli! Share this post Link to post Share on other sites
audiocustoms 375 Posted March 4, 2015 Hey.. I was messing around with some sound stuff and wanted to share my experiences with you: This is what i did: Replaced vanilla Arma 3 helicopter sounds with real NH90 Sounds and disabled - class EngineExt (Engine Sound in 3rd person) - class RotorNoiseExt ("zip,zip,zip" in 3rd person) - class RotorInt (Rotor noise in 1st person) The result was very convincing (at least for me ^^). Here is a link to my soundfiles: http://www.mediafire.com/download/1f9nf78jg4i8rvf/NH90_Sounds.rar Included are .wss for use and .wav to preview. And here is a link to my config to see what i've done: http://pastebin.com/NSURcMfM If you like what you hear, feel free to implement it to your NH90 and give me a hint. So i won't have to release them ;) And a little request if possible... Can you add "innerParts" to the hiddenselections? Thx :D Share this post Link to post Share on other sites
dragonsyr 21 Posted March 5, 2015 Hmmm ... Anyone else having the helo "float" roughly a meter aboveground once the advanced FM is activated and the player is in as the pilot? :confused: same here.... When AFM is set to Advance then the helo float 1 meter above the ground. Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 Hey..I was messing around with some sound stuff and wanted to share my experiences with you: This is what i did: Replaced vanilla Arma 3 helicopter sounds with real NH90 Sounds and disabled - class EngineExt (Engine Sound in 3rd person) - class RotorNoiseExt ("zip,zip,zip" in 3rd person) - class RotorInt (Rotor noise in 1st person) The result was very convincing (at least for me ^^). Here is a link to my soundfiles: http://www.mediafire.com/download/1f9nf78jg4i8rvf/NH90_Sounds.rar Included are .wss for use and .wav to preview. And here is a link to my config to see what i've done: http://pastebin.com/NSURcMfM If you like what you hear, feel free to implement it to your NH90 and give me a hint. So i won't have to release them ;) And a little request if possible... Can you add "innerParts" to the hiddenselections? Thx :D Thanks for the sounds mate, I'll test them and I'll give you my impression. I can't make hiddenselections for the "innerparts" because this part is set as proxy to main p3d and as far as I know there is no way to create hiddenselections for a proxy. same here....When AFM is set to Advance then the helo float 1 meter above the ground. I'll check that and I'll try to correct it ... thanks for info. Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 (edited) Hmmm ... Anyone else having the helo "float" roughly a meter aboveground once the advanced FM is activated and the player is in as the pilot? :confused: same here....When AFM is set to Advance then the helo float 1 meter above the ground. ok ... I believe that I've this issue fixed so you will have it working right upon next update :) Now the only thing I need to find are some rope points at side doors for AGM fast ropping ... NOTE: many of you asking me to make some more variations with different weapons on side doors ... trust me this is not an easy thing to do ... in the future I might work on that I promise, but for the moment my time is limited. ---------- Post added at 16:02 ---------- Previous post was at 15:32 ---------- Hey..I was messing around with some sound stuff and wanted to share my experiences with you: This is what i did: Replaced vanilla Arma 3 helicopter sounds with real NH90 Sounds and disabled - class EngineExt (Engine Sound in 3rd person) - class RotorNoiseExt ("zip,zip,zip" in 3rd person) - class RotorInt (Rotor noise in 1st person) The result was very convincing (at least for me ^^). Here is a link to my soundfiles: http://www.mediafire.com/download/1f9nf78jg4i8rvf/NH90_Sounds.rar Included are .wss for use and .wav to preview. And here is a link to my config to see what i've done: http://pastebin.com/NSURcMfM If you like what you hear, feel free to implement it to your NH90 and give me a hint. So i won't have to release them ;) And a little request if possible... Can you add "innerParts" to the hiddenselections? Thx :D Mate, I've tested the sounds but every time I'm using them in my config, the AFM is not working well and the heli's tail rotor went damaged few seconds after start !! could you please also test it using the AFM and let me know the results ? Edited March 5, 2015 by Aplion Share this post Link to post Share on other sites
audiocustoms 375 Posted March 5, 2015 I can not confirm. Works all fine on my end. I did some weird stuff while flying but nothing got damaged at all. Until i hit the ground with 300km/h :) ---------- Post added at 15:48 ---------- Previous post was at 15:37 ---------- And about the innerParts, i ment "hiddenSelectionsTextures" Does it make any difference? Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 I can not confirm. Works all fine on my end. I did some weird stuff while flying but nothing got damaged at all. Until i hit the ground with 300km/h :)---------- Post added at 15:48 ---------- Previous post was at 15:37 ---------- And about the innerParts, i ment "hiddenSelectionsTextures" Does it make any difference? I need to do some more tests regarding the sounds as I'm also trying to fix the AFM issue ... so I'll come back to this later on. As for hiddenselections ... yes it is understood that you was talking about the textures ... and my answer is still the same unfortunately. Share this post Link to post Share on other sites
csthor 10 Posted March 5, 2015 Ok, so I had an hour to spend and flew around in the NH-90. The flying aspect is to my liking (AFM only so far, I just can't go back to simple FM), although I haven't tried stuff like external load lifting or hovering in difficult terrain. I find the helo to be forgiving, solid and not prone to the usual hypersensitivity especially when controlling collective or roll. On that basis I'd actually like to see our clan adopting it as standard transport helo. Three things I've noticed, two visual issues (model) and one config change I'd propose. 1.) Only the pilot/co pilot can open/close the ramp and the side doors. Add a distinct "crew chief" slot which can also do this (immersion, you know?). Additionally it would be nice if you added a way to open/close of the side doors via the usual action menu (even from the outside). 2.) There seems to be a missing part of the external model once you're inside the helo and open the side doors. The big "bulges" which contain the main gear aren't visible from the inside - I only realized this when I flew in the darkness and found the collision light(s) float away from the model. 3.) If you watch videos of the NH-90 landing you'll notice that the gear has a very long spring deflection. Right now you have the gear in the state of the springs pushed in as far as possible which is only true when the helo comes to rest fully. This is just a visual thing, a "nice-to-have", but I noticed the enormous spring deflection right away when I first saw a vid of the NH 90. Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 Ok, so I had an hour to spend and flew around in the NH-90. The flying aspect is to my liking (AFM only so far, I just can't go back to simple FM), although I haven't tried stuff like external load lifting or hovering in difficult terrain. I find the helo to be forgiving, solid and not prone to the usual hypersensitivity especially when controlling collective or roll. On that basis I'd actually like to see our clan adopting it as standard transport helo.Three things I've noticed, two visual issues (model) and one config change I'd propose. 1.) Only the pilot/co pilot can open/close the ramp and the side doors. Add a distinct "crew chief" slot which can also do this (immersion, you know?). Additionally it would be nice if you added a way to open/close of the side doors via the usual action menu (even from the outside). 2.) There seems to be a missing part of the external model once you're inside the helo and open the side doors. The big "bulges" which contain the main gear aren't visible from the inside - I only realized this when I flew in the darkness and found the collision light(s) float away from the model. 3.) If you watch videos of the NH-90 landing you'll notice that the gear has a very long spring deflection. Right now you have the gear in the state of the springs pushed in as far as possible which is only true when the helo comes to rest fully. This is just a visual thing, a "nice-to-have", but I noticed the enormous spring deflection right away when I first saw a vid of the NH 90. Thanks for pointed me on these mate ... I'll work on these and see what can be done ... ofcourse any issues as reported will be fixed asap. ---------- Post added at 19:33 ---------- Previous post was at 18:03 ---------- @audiocustoms ... I've finally have your sounds tested (without any issues after AFM fixed) ... I believe that internal sounds are a little more loud that they should be (but again I'm not sounds specialist as you) ... and I have one question ... for many default sounds you have them replaced by the "dummysound" .. why is that mate? shouldn't be better to keep the default sounds as is replacing only these you made? Share this post Link to post Share on other sites
audiocustoms 375 Posted March 5, 2015 That's easy to explain why i disabled / altered them: - First, the external vanilla external engine sound (class EngineExt)... This engine sound is as unnatural as it can get, and the only time you actually hear an engine sound in RL is at startup and landing right befor the rotor starts or stops rotating. Any other time the rotor sound is heavyly overlapping the engine. But of course there is a very little engine sound and i've already build that into the rotor sound. - Next up, the "zip, zip, zip, zip" noise in external view (class RotorNoiseExt). This noise creeps the shit out of me since there is absolutely no such sound in RL. I've been working for several years on a local airshow as an audio engineer (Tannkosh) and i've seen a lot of helicopters but not even one made that sound. Ever... - And there is the internal rotor noise (class RotorInt). I've disabled it because i got my hands on a perfect recording from the NH90 inflight transport seat sound (Heli_NH90_01_int_engine.wav). It's 1:1 what the crew / passengers hear on board that helicopter. So there is no need to add a EQed version of the external rotor sound to the inside engine sound. And as for the inside engine sound beeing to loud, imo it fit's perfectly. IT IS loud as hell, but if needed for better coms and gameplay i can lower the level. No problem at all . Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 (edited) That's easy to explain why i disabled / altered them:- First, the external vanilla external engine sound (class EngineExt)... This engine sound is as unnatural as it can get, and the only time you actually hear an engine sound in RL is at startup and landing right befor the rotor starts or stops rotating. Any other time the rotor sound is heavyly overlapping the engine. But of course there is a very little engine sound and i've already build that into the rotor sound. - Next up, the "zip, zip, zip, zip" noise in external view (class RotorNoiseExt). This noise creeps the shit out of me since there is absolutely no such sound in RL. I've been working for several years on a local airshow as an audio engineer (Tannkosh) and i've seen a lot of helicopters but not even one made that sound. Ever... - And there is the internal rotor noise (class RotorInt). I've disabled it because i got my hands on a perfect recording from the NH90 inflight transport seat sound (Heli_NH90_01_int_engine.wav). It's 1:1 what the crew / passengers hear on board that helicopter. So there is no need to add a EQed version of the external rotor sound to the inside engine sound. And as for the inside engine sound beeing to loud, imo it fit's perfectly. IT IS loud as hell, but if needed for better coms and gameplay i can lower the level. No problem at all . Fair enough explanation for the "dummysound" matter :) If possible to lower (a little and for gaming purposes only) the level of internal sounds then I believe it will be perfect. Also let me know if you want me to include these sounds an my next update (credits will go to you ofcourse) or you want to publish them as seperate addon (I'll be glad to include them in my next update anyway). Thanks mate. Edited March 5, 2015 by Aplion Share this post Link to post Share on other sites
audiocustoms 375 Posted March 5, 2015 I would love to hear them in your next update. So i don't have to breake my brain getting them to work in my config properly (i'm not good in configs ^^). Here is the updated version of the internal engine sounds: http://www.mediafire.com/download/2bth7cvtcvma258/HAFM_NH90_int_engine_sound.rar I reduced the level by 6dB, should be enough. Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 I would love to hear them in your next update. So i don't have to breake my brain getting them to work in my config properly (i'm not good in configs ^^).Here is the updated version of the internal engine sounds: http://www.mediafire.com/download/2bth7cvtcvma258/HAFM_NH90_int_engine_sound.rar I reduced the level by 6dB, should be enough. thanks mate ... I'll test them right away and your sounds will be part of my addon at next update. Share this post Link to post Share on other sites
audiocustoms 375 Posted March 5, 2015 Sounds perfect. If you need anything else on customized sounds, give me a hint. I'd be happy to help. Share this post Link to post Share on other sites
Αplion 1122 Posted March 5, 2015 (edited) Sounds perfect. If you need anything else on customized sounds, give me a hint. I'd be happy to help. I'll keep that in mind :) btw ... I've tested the new internal sound and looks fine :) Edited March 5, 2015 by Aplion Share this post Link to post Share on other sites
audiocustoms 375 Posted March 6, 2015 Hey... I hope it doesn't mess with your current plans, but it would be awsome to have two additional versions: - Forward Air MEDEVAC http://forcesoperations-blog.com/wp-content/gallery/fob/nh90_medevac_tgea_2010_05_28_dsc_0688-1.jpg http://4.bp.blogspot.com/_de3nXSLiw70/TAjz_NXBvkI/AAAAAAAAA3o/T5XBB1xJrME/s1600/NH90_Medevac_TGEA_DSC_9673_small.jpg http://vignette3.wikia.nocookie.net/polinetz/images/b/b2/IMG_428.jpg/revision/latest?cb=20120912061942 - And a version with fixed open side doors and on each open door two additional FFV seats. Share this post Link to post Share on other sites
Αplion 1122 Posted March 6, 2015 I have one question for all of you guys ... look at th photos below ... ... only for the transport version, I've added 2 cranes left and right (above side doors) in order to serve as points for AGM fast ropping ... I know that in RL there is only one crane at the right side serving different purposes (not to all variants). Do you think that it will be nice to keep it like this or not ? ---------- Post added at 21:25 ---------- Previous post was at 20:42 ---------- Hey...I hope it doesn't mess with your current plans, but it would be awsome to have two additional versions: - Forward Air MEDEVAC http://forcesoperations-blog.com/wp-content/gallery/fob/nh90_medevac_tgea_2010_05_28_dsc_0688-1.jpg http://4.bp.blogspot.com/_de3nXSLiw70/TAjz_NXBvkI/AAAAAAAAA3o/T5XBB1xJrME/s1600/NH90_Medevac_TGEA_DSC_9673_small.jpg http://vignette3.wikia.nocookie.net/polinetz/images/b/b2/IMG_428.jpg/revision/latest?cb=20120912061942 - And a version with fixed open side doors and on each open door two additional FFV seats. Not so easy to do that mate as needed to work on new 3d interior and add a huge amount of polygons on the model ... but I'll consider that for the future. btw ... do you believe that this will be useful for the players in game ? Share this post Link to post Share on other sites
audiocustoms 375 Posted March 6, 2015 (edited) It adds more variety to the game and gameplay. What would be cooler than playing a air rescue / air medevac with an actual designated rescue helicopter? :D Well, that's my humble opinion. But a alternate transport version with FFV seats on the doors would be a game changer. Maybe even with a FFV crew slot on the (a fixed) rear ramp... But even if this is not possible, i'm totally cool with what you got by now! BTW, i love the crane. But for reality matters just keep the one on the pilot side. It looks better. http://www.ima-photo.com/immagini/altre/20110510_AVESRimini_4.jpg (629 kB) Edited March 6, 2015 by audiocustoms Share this post Link to post Share on other sites
Αplion 1122 Posted March 6, 2015 It adds more variety to the game and gameplay. What would be cooler than playing a air rescue / air medevac with an actual designated rescue helicopter? :D Well, that's my humble opinion. But a alternate transport version with FFV seats on the doors would be a game changer. Maybe even with a FFV crew slot on the (a fixed) rear ramp...But even if this is not possible, i'm totally cool with what you got by now! BTW, i love the crane. But for reality matters just keep the one on the pilot side. It looks better. http://www.ima-photo.com/immagini/altre/20110510_AVESRimini_4.jpg (629 kB) About the crane ... I was thinking the same ... keeping just the one at pilot side will be more realistic and fullfill its purpose for fast ropping. Share this post Link to post Share on other sites
christian2526 68 Posted March 7, 2015 One Crane is enough and realistic. Share this post Link to post Share on other sites
Αplion 1122 Posted March 7, 2015 ok ... one crane then :) Share this post Link to post Share on other sites
GamerOnkel 100 Posted March 7, 2015 there is the sea / marine version (NFH / NTH sea lion) and gets the helicopter still damage a model and the advanced flight model of the NH90 is not on the ground, he floats in the air. ;) Share this post Link to post Share on other sites
Αplion 1122 Posted March 7, 2015 there is the sea / marine version (NFH / NTH sea lion)http://images.flugrevue.de/sixcms/media.php/11/thumbnails/NH90-Break-Marine-2013.jpg.2781088.jpg and gets the helicopter still damage a model and the advanced flight model of the NH90 is not on the ground, he floats in the air. ;) ... and still I haven't release my update that will fix all these :) also ... I might add some extra parts as shown on that version too ... Share this post Link to post Share on other sites
audiocustoms 375 Posted March 7, 2015 Is it somehow possible to split up the textures from the outerHaul to geht more texture details like the doors or the upperTail? The upperTail and the doors got preety awsome details on 2048x2048, but the outerHaul has to cover way more area on the same size. The result is low quality of the markings as you can see. Share this post Link to post Share on other sites
Αplion 1122 Posted March 7, 2015 Is it somehow possible to split up the textures from the outerHaul to geht more texture details like the doors or the upperTail?The upperTail and the doors got preety awsome details on 2048x2048, but the outerHaul has to cover way more area on the same size. The result is low quality of the markings as you can see. http://abload.de/thumb/arma3_2015-03-07_14-3ehuq8.jpg http://abload.de/thumb/arma3_2015-03-07_14-4mdo6p.jpg http://abload.de/thumb/arma3_2015-03-07_14-4m0q0p.jpg I know what you mean mate but it is not easy as I should remake outerHaul UV maps from the beggining ... maybe I'll try that later but for the moment I have to close some other "issues" first and I'm working alone as you might know. Share this post Link to post Share on other sites