ThePredator 0 Posted January 27, 2007 Quite the opposite. The higher the louder...well, not for me but the sound was heard on greater distances. Share this post Link to post Share on other sites
Yeb 0 Posted January 27, 2007 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. Share this post Link to post Share on other sites
ThePredator 0 Posted January 27, 2007 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 Share this post Link to post Share on other sites
ThePredator 0 Posted February 1, 2007 Still no coder with some free time to help me out with sqf scripting? I could need some help... Share this post Link to post Share on other sites
max power 21 Posted February 1, 2007 Neg, but I thought I would express my gratitude for the new video. It sounds great! Share this post Link to post Share on other sites
ThePredator 0 Posted February 3, 2007 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 Share this post Link to post Share on other sites
Al Simmons 0 Posted February 4, 2007 nice to see this mod... what exactly are your problems? Share this post Link to post Share on other sites
funnyguy1 0 Posted February 4, 2007 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. Share this post Link to post Share on other sites
ThePredator 0 Posted February 4, 2007 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" ? Share this post Link to post Share on other sites
Yeb 0 Posted February 7, 2007 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? Share this post Link to post Share on other sites
ThePredator 0 Posted February 8, 2007 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 Share this post Link to post Share on other sites
Jack-UK 0 Posted February 8, 2007 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! Share this post Link to post Share on other sites
dead meat 0 Posted February 13, 2007 "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! Share this post Link to post Share on other sites
ThePredator 0 Posted February 17, 2007 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. Share this post Link to post Share on other sites
dead meat 0 Posted February 18, 2007 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 Share this post Link to post Share on other sites
ThePredator 0 Posted February 18, 2007 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... Share this post Link to post Share on other sites
Cooba 0 Posted February 18, 2007 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. Share this post Link to post Share on other sites
ThePredator 0 Posted February 18, 2007 Yeah, done that already. Rarely used that, so I did not notice it had that magnification. Share this post Link to post Share on other sites
simulacra 0 Posted February 18, 2007 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... Share this post Link to post Share on other sites
funnyguy1 0 Posted February 18, 2007 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... Share this post Link to post Share on other sites
dead meat 0 Posted February 18, 2007 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... yep... hard to imagine what that sound was like Share this post Link to post Share on other sites
ThePredator 0 Posted February 19, 2007 Now everything should work...I hope. Share this post Link to post Share on other sites
dead meat 0 Posted February 19, 2007 Sound much better to me... Still not as "impressive" as the one in those videos I posted but better than the original. Nice work! Share this post Link to post Share on other sites
ThePredator 0 Posted February 19, 2007 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. Share this post Link to post Share on other sites
dead meat 0 Posted February 19, 2007 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? Share this post Link to post Share on other sites