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Hey folks,

 

thank you for the input! I hope for more to come, don't be shy people. :)

 

@Steve 161st Yes the soniccracks, oh well. These are always a topic. I thought I got them right this time, I probably did. But the variety is just too low. They pop, zap and crack all the same somehow. Even if that's what a crack sounds like, I have multiple recordings and it's the same, they always do snap the same in a "testing environment" where the shooter concentrates to fire the exact same spot over and over again. In a firefight I believe the rounds to go in all sorts of way around the target which causes a wider variety in sounds. Hard to tell. What do you think about Squad's cracks? They sound really good but it's a question how realistic they are...

 

@Belbo I actually did work on the explosions for Rockets/Missiles, Mortar shells and Bombs. I added this loud crack at the beginning. Also I added new explosion sounds for vehicles so you really hear that a lot of shit just got blown up and spreads all over the place. I'll upload a little video to show that new effect. I'll post it here later.

 

@yokhanan Yes yes, those interior sounds, I know I know. It's pretty much a pain to get them right. I mean sound wise they work fine, but there is no real way to have some "interior vehicle" sounds or to use a controller that works like that. My current approach is in having the first few meters of vehicle weapons to sound like they are in a vehicle, for like 3 - 5 Meters actually. Only problem is, when you get really close to a vehicle externally you'll hear the sound as well. And the other problem is the weapon classes that are not separated for multiple vehicles using the same weapon. The M2 on an Abrams can use these effects, as the gunner is inside the tank. The Hmmwv Gunner on an M2 standing in the vehicle and obviously being "outside" the vehicle shouldn't hear them because he's outside, still this M2 is the same class as the Abrams one. So either the Hmmwv M2 sounds too interior for being an open roof vehicle, or the Abrams M2 will sound exterior for being inside. It's a mess. And no really solution yet.

 

Still, I'll find a way to get that working somehow. BIS is going to get a new programmer for the audio department, maybe there is a slight chance we can get this man to work on these last remaining issues for the sound (Vehicle interior and that damn Gau8 sound that needs looping soundset options).

 

And yes I can truly confirm about that UGL sound, it's just to much at the moment. Also the silencers could get a little more dynamic, more punchy but not as loud at the end.

 

LJ

 

 

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I honestly love this Mod it makes arma feel so much more alive and dangerous, My only request would maybe be tweak the volume on the chaingun on the Ah-64 from the ground perspective, as in most video's I have seen them in action you could really tell when they where firing even from a good distance away on the ground, but that's more of a personal preference not really a necessity, either way, keep up the great work and hope to see you continue this amazing mod for a long time to come.

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First up, thanks again for continuing to update your mod.  It continues to make Arma more enjoyable.  I've mostly been experiencing your latest efforts through the RHS Compatibility files, but here's a couple of thoughts with the little bit that I've played with it...

 

- Most of what I've messed with is the M16 family (M4) and I like where you're going, but it seems a little too low/bassy.  This sounds worse than I mean it, but it's almost a little muddled compared to the real thing.  I like the mechanical <clack> you're doing, it's just the "boom" that muddles the clack a bit.  Hopefully you're not taking offense, as I don't mean it that way.  It's just the easiest way to explain it.

 

- I haven't messed with the AKs much, but as a point of reference, Toadies AK sounds are fantastic.  With yours, again, it seems like maybe just a little more high end is needed, but I need to shoot yours more.

 

- UGL "in-flight" sounds...  Wow.  I had a squad of al-Qaeda targeting me as I was hiding behind a HMMWV, and hearing the pop and then the flight of the round made me move, which was fantastic.  Very similar to mortars.  Definitely immersive.

 

One question:  when using the compatibility files (RHS, CUP, etc), are the sounds for like weapons the same?  So with your files, does a RHS M4 sound the same as a CUP M4?  I haven't had a chance to test that out yet.

 

Again, thanks for all your work!

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The latest update has been splendid.

Just so that you can judge how splendid. After my last operation every single player that had JSRS loaded (Players can choose themselves if they want to have it) said that the players without JSRS really missed out alot, and being one of the players with JSRS, yes, they did miss alot.

 

I had tons of "oh shit that was close" moments when I heard the bullets zipping by and impacting in the wall behind me. And I played with an AK even though I hate them, because I loved the sound so much I just couldn't put it away again.

 

Previously I couldn't really imagine what a huge difference just slightly different sounds can make.

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Hello everyone,

 

I´m glad that most comments so far were positive. I'm really happy with that.

 

@gatordev About your question: Yes, most weapons across multiple mods use the same sounds. I think it would make just sense that the CUP M16 and the RHS M16 are the same sound, as they are the same weapons. Also I can use this workflow rather quickly. I just add the weapons class from the mods weapon, tell it what soundsets it should use (Even the vanilla JSRS for ArmA3 has all the sounds, AKs, M16s, M240, DSHK, M2, all of them, even if they are not used by the vanilla ArmA3 content) and then I just have a really quick and easy coverage of a new mod but only have a single, small and clean config and dont need to upload new sounds or what ever. That's why I keep updating my vanilla JSRS to implement more and more different weapon sounds so I can cover more and more mods.

 

@Dedmen Cool, really like to hear that. Glad you guys liked it.

 

So, to get back to the latest development, it seems that I have, against my previous statement, indeed can separate the weapons for each vehicle. So that means that we can go ahead and increase the descripted "I am in a heavy metal IFV firing the coax mg" feeling @yokhanan mentioned. I saw a video of some interior firing for some russian BTR90's which gave me a good idea of what I'm planning to recreate.

 

 

That interior firing is exactly what I'm after! Sounds amazing with all the casings flying around in there. Will be really really hard to recreate and implement tho. First finding good sounds as a source, second to create the controllers. But I'll find a way.

 

Thanks guys,

LJ

 

PS: Maybe someone knows a video of that sort of stuff I'm looking for? Would help me a lot!

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8 hours ago, LordJarhead said:

About your question: Yes, most weapons across multiple mods use the same sounds. I think it would make just sense that the CUP M16 and the RHS M16 are the same sound, as they are the same weapons. Also I can use this workflow rather quickly. I just add the weapons class from the mods weapon, tell it what soundsets it should use (Even the vanilla JSRS for ArmA3 has all the sounds, AKs, M16s, M240, DSHK, M2, all of them, even if they are not used by the vanilla ArmA3 content) and then I just have a really quick and easy coverage of a new mod but only have a single, small and clean config and dont need to upload new sounds or what ever. That's why I keep updating my vanilla JSRS to implement more and more different weapon sounds so I can cover more and more mods.

 

Makes complete sense and figured you were doing this.  I'm all for unified sound, so didn't mean for it to sound otherwise.

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10 hours ago, gatordev said:

... so didn't mean for it to sound otherwise.

 

You don't. :) 

 

I hope to be able to release an update for everything during next week. 

 

Keep me posted if you have any questions, opinions, suggestions or ideas, I'm all ears! 

 

Thanks, 

LJ 

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29 minutes ago, LordJarhead said:

 

Keep me posted if you have any questions, opinions, suggestions or ideas, I'm all ears! 

 

 

Good day LJ and  thanks for your work. Please take your time to the shots inside quarters

Today I have version 6.19.0114 and indoor shooting sounds worse (IMHO), than older versions of your mod.

It's quiet and unnatural now while in older versions of JSRS it sounded great

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20 hours ago, mickeymen said:

 

Good day LJ and  thanks for your work. Please take your time to the shots inside quarters

Today I have version 6.19.0114 and indoor shooting sounds worse (IMHO), than older versions of your mod.

It's quiet and unnatural now while in older versions of JSRS it sounded great

 

Hey Mickey, 

 

Yes I noticed that some of the weapons where too bassy but a little dull in volume. I'll have to look into that again, getting more into details. 

 

LJ 

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Hello, 

 

so here is my attempt to make some more decent interior sounds for vehicles. 

 

 

I have to keep limitations in mind so some weapons are a bit different to handle. But in most cases it works pretty well. What do you guys think? 

 

Thanks everyone, 

LJ 

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All I can say about that video and the interior sounds....:

 

 

UnhappyPertinentGyrfalcon-small.gif

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Love everything in this mod except for one thing that has left me disappointed. The sounds of the GAU-8 Avenger. I've tested all top standalone A-10 mods and sound overhaul packs and none have left me satisfied. I did find some videos featuring previous versions of your pack though and I thought they were great. One of the versions was your JSRS3 DragonFyre and the other was for Arma 2. Not sure if you've already responded or addressed this but I'd love to see this updated, it would make the pack near perfect in my eyes(ears). I've linked the two timestamped videos that I thought better represented the GAU-8 Avenger.

 

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JSRS Soundmod - 6.19.0126 Changes:

Tweaks:

- Tweaked Explosion volume and distances
- Tweaked Weapon sounds are a little more poppy
- Tweaked Volumes for overall firefights
- Tweaked Soniccracks to have more variants
- Tweaked Weapon distance effects to have more variants
- Tweaked 3D Processors for explosions and weapons

Additions:

- Added Wood creak sounds for moving inside wooden floor buildings
- Added Tiles sound effects for moving inside tile floor buildings

CUP:

- Added RPK74 was not covered
- Added Launchers to the covered weapons
- Tweaked multiple vehicle sounds
- Added New vehicle effect

 

Thanks,

LJ

 

PS: I hear some people dont like the new updates, but I think that is with all changes and tweaks I do. Many think its an improvement, some dont. I always consider my own opinion and the highest priority. I use JSRS to maintain my skills and try new ways and styles. That means that some things will change. I hope for your understandings.

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hello LJ

 

thanks for keeping this awesome mod updated.

there is something wrong in this newst update about firefight it doesn't feel good actually it feels deaf this is not how actual firefight sounds i can't hear enemy fire not even the cracks , cracks sounds too low imho i think the previous update nailed it better in terms of firefight environment 

one more thing i would like to add as a vet i tried many AR's and even HMGs and believe me there were no mechanical sound in them shot sounds it just sounds poppy and punchy and loud some times you can't hear the shell falling.

i wish to help better but this is just my opinion and i will try to find some videos on YT showing what i mean

 

cheers 

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2 hours ago, cpt.ghost said:

 

Yes, confirm. Sounds firefight very silent. Previous version mod be better.

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I'm afraid I'm joining the view of the comments so far. I can barely hear enemy fire from 300m away. I believe 5.56x45 as still above 135dB at this range. (And about 165dB near the muzzle.)
The sonic cracks are almost completely un-noticeable as they have to be sooooooo close to be able to hear them. Again, 5.56x45 when passing around 6 feet away is around 132dB so still really loud!

Is it possible there's a parameter set incorrectly within the new 'Tweaked 3D Processors for explosions and weapons' so the drop off with distance is more than intended?

Note: I will also test with JSRS as the only mod just to make sure there's not a conflict with anything other mod causing this behaviour.

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Yeah - no difference with only JSRS running - still extremely quiet enemy fire at 300m and cracks barely audible

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Good luck!

I struggle to play ARMA without JSRS these days...

Sound adds so much to the game. Regardless of what nice weapon & kit mods you are using, you don't really have time to notice them in a fire fight as you're always looking down a sight so have quite a narrow field of view.

However, regardless of what you are doing in ARMA, you always hear the environment - which is why I think JSRS adds sooooo much immersion to the game.

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Yeah would help to clear the temp folder every once in a while :( I'm sorry for the inconvenience

 

JSRS Soundmod - 6.19.0126 Hotfix Changes:

Fixes:

- Fixed Distance firefights around 300 meters were barely audible
- Fixed Soniccracks were too low

Tweaks:

- Tweaked overall loudness of firefights

 

LJ

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I personally think the sonic cracks have too much of a whizzing noise, it sounds almost like rounds ricocheting. Maybe more of a woosh?

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Well I tried to get the screamy loud cracks more audible, so I added  some new distance steps (Very close) which are very screamy cracks. Also I added a little more bass to the distance (pool) sounds but kept them mostly rather flat. I kinda like them like that to be honest.

 

JSRS Soundmod - 6.19.0127 Changes:

Additions

- Added Very close distance cracks (Loud, screamy)

Tweaks:

- Tweaked Soniccracks got one more step (4 sets of cracks per ammo type)
- Tweaked Distance sounds got a bit more bass
- Tweaked Increased distance volume and distance values
- Tweaked Distance filter threshold

 

Thanks,

LJ

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Since I didn't see anyone else mention it, I just wanted to say the CUP support is deeply appreciated, thank you very much for including it!

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