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xpetit

Need help from BIS for Airwolf AddOn

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Hi,

Like you prabably know, I'm working to convert OFP's Airwolf to Arma. I have released a beta version.

My netsite :

http://perso.orange.fr/xavier.petit/

The Airwolf for AA (beta version) :

http://perso.orange.fr/xavier.petit/RANAirwolf.zip

The pilot for Airwolf (alpha version) :

http://perso.orange.fr/xavier.petit/RANpilot.zip

But I have always three matter, and I want to know if you, BIS, have a solution.

First, about the turbos, the script is less effective than in OFP. The chopper have shaking above 500nd and it is not enought manoeuvrable (it turn slowly when you want ot change your direction)!! So I would ask to you BIS if you have an idea. Is there a solution to modify during the flight the type of simulations (be airplan when speed is more than 300nd for example, and helicopter if it is less). If you see my config, you will see an attempt of that in the config file but without success (I have put // in front of the line simulation=...).

The second thing is about the shinning for texture. Whe you select that in O2, the texture is black....you can only choose fully ligthning, but that is not what I want for the night's flight!!

And the last thing is about the insidesoundcoef. Even if I change this coef in the config file (I have tried 0.0006, 0.5, 10.0), when I'm in the chopper, I can't heard the turbos or the weapons extracting....What I must do if I want listen the sound exactly like if I was outside?

But I want to thank you very much for this beautifull soft. It's marvellous. You are free and in an incredible world. I have also appreciated the possibility to make looping with the chopper....and lot of other things.

I hope you will see my request.

Greatings

Xavier PETIT icon_rolleyes.gif

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and you really think you will getthis support ? smile_o.gif they are not paid for it wink_o.gif

Airwolf beta was awful imho - 20 Mb size, but simple dark textures and strange flight model (i tried to run into the ground and the copper was no destroyed)

1. edit geometry lod

2. learn the materials wink_o.gif

3. play with the first sound parameter - it adjusts sound fading

Quote[/b] ]this beautifull soft. It's marvellous

rofl.gif a piece of  subtle flattery...

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try these for 3.

Quote[/b] ] // how is the volume of the vehicle engine/movement changed when sitting inside that vehicle

// by default we play our own voices with half volume

insideSoundCoef = 0.5;

/**a vehicle can occlude / obstruct sounds when sound is outside of the vehicle

and listener inside, or the other way around

obstruction: how much is the direct path free

there is some indirect way how can the sound reach the vehicle (open vehicle window),

but the direct path is not available (obstruction leaves echoed sound unfiltered)

occlusion: how much is both the direct and indirect path free

describes how much the vehicle is sealed (echoed sound is filtered as well)

1 means not occluded, 0 means fully occluded (db-XX can also be used)

See also EAX documentation.

*/

occludeSoundsWhenIn = db-10;

obstructSoundsWhenIn = db-5;

/**

How much are low frequencies attenuated by obstruction and occlusion.

0 = no attenuation (LF goes through), 1 = full attenuation (LF attenuated the same way as HF)

Note: not implemented yet, 0 and 0.25 is currently used.

*/

obstructSoundLFRatio = 0;

occludeSoundLFRatio = 0.25;

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Thank's Q for your support. I have used the command "obstruct" and the result is not bad. Now, I can listen the turbo lauching or the gear when I'm inside.

Do you know what is the mean of the number Y after de dB-X,Y in the sound config? Is there a possibility to not obstruct only some sound and obstruct the other?

In the same thing, is there somebody which can explain the mean of the different numbers in the Envelope command?

Greatings

Xavier.

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