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13 hours ago, nillie said:

 

@Dahlgren

 

It seems like the FFP: JSRS Sounds mod breaks the Rk 95 TP rifle in the FFP mod. More testing is required, but for me atleast loading the JSRS sounds mod removes the magazine from the weapon. No compatible magazines can be loaded in the arsenal.

This is fixed when i remove the FFP : JSRS Sounds mod. Just FYI here. Maybe someone else can confirm. Not sure how to highlight the author.

 

Greets.

FFP team made a breaking change in how Rk rifles were defined. It's been resolved now.

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On 8/19/2019 at 9:39 PM, WAR326 said:

On my opinion sounds fireds RHS became too dry. Also regret that you removed sounds SMA and NiArms.

 

On 8/22/2019 at 2:20 AM, mickeymen said:

 

Seems to me, at the fire from first person view all JSRS sounds are too dry :( I think the author of the mod was carried away by this in recent versions. For the first time, I see some vanilla sounds sound better!
I loved this mod so much, but now I'm disappointed in this (I speak about only primary hand weapons)... 

 

@LordJarhead!

 

Thank you so much for the many years of your work, but it seems to me that you is too keen on sharpen/dry sounds.

 

My easiest test to check it:

 

1. Place two opposing squads on the map and the observer player (civilian)

2. Use spectator option

 

When the spectator camera is close to the firing soldier, I personally hear a very dry, plastic sound. The same thing happens when shooting in the first person - the player is only half a meter away from the source of the shooting, as seems to me - This sound is too dry, plastic sound - there are not enough low frequency sounds, no meat! 

But as soon as I move the spectator camera approximately by 10-20-30 meters from this firing soldier, the this fire sound changes to much better,  it becomes more powerful,  fire with low frequencies!

I really like the sound of the distance, why not tell about first-person shooting.

 

My conclusion is that you do not need to make the sound dry, when the observer of the shot is so close to sound source.

Please, try to make the sound more similar (!by frequencies) to the observer who is at a distance approximately 10-20, i think it will be much better. 

 

IMHO

 

@LordJarhead Sorry, Sorry, Sorry!

 

I apologize for misinformation!

As it turned out, my equalizer settings had a preset - "powerfull", when I rolled it back to "default" I felt a completely different sound, it does not sound dry!

Oddly enough, the "default" sound settings gave me a more powerful effect!  I'll recognize my favorite mod again, Yes! 

 

So for every JSRS user! -  it’s very important what settings your sound-card has!

You may forget that once, a few months ago you changed your sound settings and now the sound will be distorted!

 

@WAR326 check it on your computer, most likely the solution is there

 

Are these settings: subbuffer, сenter, side pair, rear pair, low-frequency control connection. On or off? You need to check how it will be better for your personal perception.

I advise everyone to experiment with these checkboxes and find the best sound for yourself - 

 

PS: I can make an important conclusion - sometimes JSRS is not what it might seem!

 

 

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Hello listeners,

 

I have update JSRS and released the JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support!

 

JSRS Soundmod Update CE.19.0829:
Tweaks:

- Tweaked whole configuration structure
- Tweaked many soundsets and shaders to rather inherit controllers instead of creating new ones constantly
- Tweaked multiple volumes and distances
Fixes:
- Fixed some ram leaking problems
- Fixed some performance and fps drop offs
Additions:
- Further improved WW2 weapon sounds for IFA3 and FOW and prepared for first release of JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support

 

 

Have fun!

LJ

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'def "looking"😵... to hear your IF tweaks.

 

Thanks for continuing to support this mod !

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@LordJarhead

 

I updated your mod, and now I can not play DLC Contact. When loading a mission, I see a message:

 

You cannot play this task because it depends on the downloaded content that has been deleted:

jsrs_soundmod_snd_environment,

jsrs_soundmod_snd_land_vehicles,

jsrs_soundmod_snd_land_movement,

jsrs_soundmod_snd_land_warfare,

jsrs_soundmod_snd_land_weapons,

 

I tried Dependency Fixes mod, but not result!  

How do I play Contact?

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It might be just me, but the firing sound for tanks feels far to quiet and lacks any real 'impact', so to speak.

Admittedly I haven't heard a tank fire myself, but I imagine they'd be louder than depicted in-game.

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Any chance for a re-upload of CE.19.0822? Or doesn anyone have a link?

 

M16s, M4s etc (CUP) sounded much better before the latest update to CE.19.0829, especially suppressed fire finally had a realistic "echo" effect.

 

EDIT: Yes, since the latest update, CUP M16s with JSRS support now sound like M203s, and suppressed fire is way to Hollywood-quiet again.

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I just don't like the new sonic cracks, other than, all good:)

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Can i only has explosion sounds? We all know vanilla explosion sounds suck, and you done a really great job at it. I just don't want the near miss sounds. Is there any ways i can do, like grabbing out some stuff out of the folder for get rid of it?

I don't need compat for other mod as both rhs and cup done a huge improvement in their last update, i just need the explosions mod to kill these vanilla "dhuuuuuu!". Already tried the Dynosound, but it's near miss sounds ..., even worsen, they sounded like smacking up the arse with a flybat.

Now i have to choose between these two-one=Hollywood, another= smacking sound.

Anyway thank you all you modders for the works as i can't imagine Arma without you guys.

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Bug report
========
Version: 0822, latest as of time of writing (latest despite steam changelogs saying 0829 the files download as 0822 as listed in the changelog)

Issue: The range of suppressor sound for third parties is very short, maybe 2-3m before no audible sound is heard behind/to side of shooter
Expectation: That sound will be reduced compared to firing without a suppressor but not that dramatically.
Reproduction: Zeus place a CSAT or Nato troop with suppressor alongside player, use ACE suppressive fire command to have it shoot and find range moving about to hear no sound in the general vacinity of the shooter.
Fails on NT4 QDSS from RHS on NATO but also base game suppressors with default CSAT troops don't work either, I didn't find one that worked correctly in 8 or 9 different suppressors so I assume they are all affected.

Let me know if you need any more details to reproduce.

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7 minutes ago, dave_beastttt said:

Getting a lot of reports that JSRS is throwing a signature error since Arma 3 1.96 update

Arma bug, not JSRS fault.

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The update yesterday https://steamcommunity.com/sharedfiles/filedetails/?id=861133494

Update: 30 Oct @ 9:29pm

Created new Key to signature the mod

Still doesn't work even with new jsrs_soundmod2019.bikey

Warning Message: Files "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@JSRS\addons\jsrs_soundmod_soundfiles.pbo" are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.

 

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On 10/31/2019 at 5:17 PM, dave_beastttt said:

The update yesterday https://steamcommunity.com/sharedfiles/filedetails/?id=861133494

Update: 30 Oct @ 9:29pm

Created new Key to signature the mod

Still doesn't work even with new jsrs_soundmod2019.bikey


Warning Message: Files "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@JSRS\addons\jsrs_soundmod_soundfiles.pbo" are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.

Any word on this issue reported by @dave_beastttt? This is still causing problems

 

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3 hours ago, gogsworld said:

 

 

This an issue with the latest Arma3 Patch, it needs to be fixed by BI. They broke some of the signatures used in mods.

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That's not what the release notes say for this current version that was released after the arma update. 

 

It stipulates that it was released to fix the arma update on signatures. 

 

That's why it's best to point out that the fix hasn't worked. 

 

I'm aware that arma are also testing a version that unwinds the v3 signatures and createVehicleLocal changes. 

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12 minutes ago, gogsworld said:

That's not what the release notes say for this current version that was released after the arma update. 

 

It stipulates that it was released to fix the arma update on signatures. 

 

That's why it's best to point out that the fix hasn't worked. 

 

I'm aware that arma are also testing a version that unwinds the v3 signatures and createVehicleLocal changes. 

 

I have tried to fix the problem by signing the pbo again, after that has failed I made a new signature key even, still it failed. Nothing else I can do about it for now... 

 

LJ 

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Have u fixed the cup weapons compatibility? It makes some of the cup launchers such as rpg18 and the LAW disappear

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