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ThePredator

Authentic sound & weapon Mod

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Quite the opposite. The higher the louder...well, not for me but the sound was heard on greater distances.

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Thanks ThePredator for your answer and you are certainly right.

Btw, that's a good new you add a laser designator to the cobra, more realistic for sure, I hope there is no conflict with actual cobra targetting mode.

As usually, I've got a useless question (sorry about that^^):

When do you expect to release new 44khz sounds? I know that's a lot of work and you get a life, so that does not matter if you can not answer.

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Hard to say when it will be done...

There are too many things in beta state now...

Need a coder ASAP to solve some issues...but none contacted me.

However, I try to release some preview beta so I can collect some thoughts on the new features...

Update: Here is the Preview

Update 2: Preview of some nice in-game feature...

Preview

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Still no coder with some free time to help me out with sqf scripting?

I could need some help...

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Neg, but I thought I would express my gratitude for the new video. It sounds great!

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Here you have a preview of the M1A1 in action with v0.15.

Original sounds but they sounds poor on startup because they are just pitched.

The turret sounds are missing seperate on/off/rotate sounds instead of one sound for everything.

Same for engines. start/idle/shutdown are needed for better environment.

Preview

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Would this be possible to add the guidance for TOWS somehow? Even if it was a laser, would be cool to be able to controll it during flight.

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They should've been manually controlled in ArmA in the first place, but somehow it does not work (bug).

This system will be used for the AT-5, though. This rocket is a laser-beam rider.

@Al Simmons:

I have some issues with the vehicle configs. For example: The M1A1 does not feature the remote machinegun but if I disable the inGunnerMayFire option, you have the same fake laser range finder as the shilka commander and BMP-2 commander. Where can I disable this behaviour?

What does "gunnerCanSee = 1+16+4+8;" do?

What are those numbers?

And what is the "irScanToEyeFactor" ?

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Your new features sounds very very good. Keep it up!

M1a1 startup sound reminds me good old ofp sounds ^^.

Is that a cry we hear at 0:49?

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Quote[/b] ]Is that a cry we hear at 0:49?

Indeed. The loader shouts "UP" if the new round is ready.

Here is a little video I made. Would be awesome to see this as authentic in ArmA as it is now in AAO.

Preview

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Quote[/b] ]Is that a cry we hear at 0:49?

Indeed. The loader shouts "UP" if the new round is ready.

Here is a little video I made. Would be awesome to see this as authentic in ArmA as it is now in AAO.

Preview

Agreed, i love the way it works in Americas Army ( i think you were referring to that?) a lot of detail in it... I hope you can get this modded to be more realistic!

notworthy.gif

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"What does "gunnerCanSee = 1+16+4+8;" do?"

after a quick google search, I found on this thread : http://www.ofpec.com/index.p....g_id%25

Basically, if you have these values :

#define CanSeeRadar 1

#define CanSeeEye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

then gunnerCanSee = 1+16+4+8 means the gunner can see radar, compass, optics and ear

"And what is the "irScanToEyeFactor" ?"

Look here

Great mod by the way!

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Thanks for the info.

If anyone could give me some hints on what I should change (besides the sound), I could look into that for the next release.

Remember that I can't model nor code, so the changes are more...subtle.

It's all about realism without compromise.

If I could I'd like to change the reticles for the optics of many vehicles to fit the proper real life systems.

Since I have no help other than those supporters, I can't do much. Sadly but true, I reached the limit of my possibilities with configs.

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There's ONE change I would like to see next if possible...

It's the supersonic "crack" you get when a bullet passes nearby, because the one BI has made doesn't sound authentic at all to me , compared to the one on these videos, which sounds much better. It's a great site by the way, and this page comes from a very interesting article (best of tactical gaming).

If there was any way of getting the same sound as the one in the BF2 videos I think your mod would be complete smile_o.gif

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Something like that?

Supersonic crack

Update: Just noticed I have the unedited sound in-game. You can hear the rifle report and it's range echo.

And I found out I am using the wrong M24 sound...this is so dumb, I can't believe it happened to me.

Yeah, strange, I was able to see the video just minutes ago and now it does not work...

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One little thing... ACOG magnification in ARMA is too big. It is the same as binoculars. I think it will be better to change acog scope.

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Yeah, done that already. Rarely used that, so I did not notice it had that magnification.

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I hope they'll add the manual guidance for TOWs in 1.05...

If not - better laser than nothing imho. But we have to wait.

You can edit the AI btw and relase weapon&AI mod... wink_o.gif

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Something like that?

Sonic crack video

Update: Just noticed I have the unedited sound in-game. You can hear the rifle report and it's range echo.

Video unavailable... smile_o.gif

yep... hard to imagine what that sound was like wink_o.gif

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Sound much better to me...

Still not as "impressive" as the one in those videos I posted but better than the original. Nice work!

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I talked to the creator. I got the sound file on my HDD...he uses a cracker detonation as a supersonic crack noise. I tried using a whip crack for that matter...but now he gave me a range recorded supersonic crack created by an actual bullet.

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but now he gave me a range recorded supersonic crack created by an actual bullet.

Is that the one you used in that latest video?

he uses a cracker detonation as a supersonic crack noise.

Any chance of getting that sound? smile_o.gif

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