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mickeymen

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Everything posted by mickeymen

  1. mickeymen

    JSRS3: DragonFyre

    I too can wait. But please tell, at least how to return the sound of shooting from all launchers (RPG-42,Titan,PCML) of DragonFyre? These sounds disappeared for me, despite the fact that BIS did not change this sounds for vanilla.
  2. mickeymen

    JSRS3: DragonFyre

    Yes,it's sad:( But note, that also disappeared and other sounds. Not only sonic cracks! LJ, now the people needs your update, like never before
  3. mickeymen

    JSRS3: DragonFyre

    after update 1.40 I can't find the majority sounds from mod DragonFyre. Now I have new crack of the bullets!!! (not from this mod) Pistols and all launchers systems no longer sound as before. Now i have vanilla launchers-sounds/ I still have only the sounds of primary weapon and some explosions sounds from DragonFyre. I think many sounds disappeared or changed their sound! What happened after update 1.40? Is it just me these problems?
  4. mickeymen

    JSRS3: DragonFyre

    I don't use dev version of the game. I have the basic version of Arma. I first noticed this on PD7 pistol, later on ACP-C2 and 4-Five, 45. I can't find the old sound, it seems to me its no! These pistols have lost power at the shooting and now as if sound quieter. Also, I have 100% confidence in the fact, that there is no sound of firing from all Launcher. After update 1.40, at shooting from any launcher, I hear only the vanilla sounds! Maybe BIS has updated the paths to the some sound files, or changed sound names and now, for this reason, weapon uses the new(updated) vanilla sounds!? Please help me resolve this problem. Very strange. But, try use RC4
  5. mickeymen

    JSRS3: DragonFyre

    Today I downloaded the update to 1.40. Some vanilla sounds were replaced. However, the sound of mod DragonFyre are much better! After update 1.40. I remain a faithful fan of this mod. However, after this update I can't find out the shots from pistols of DragonFyre! I think, this update (1.40) somehow changed the sounds of DF! I have also noticed that disappeared sounds when shot from a Launchers!!! LJ this update can have influence on the DragonFyre mod! How I do return the sounds of DragonFyre?
  6. mickeymen

    Static weapons recoil

    Hello BIS. I want to say relatively stationary weapons. This weapons - machine gun Mk30 and stationary automatic grenade launcher Mk32 on the ground or onboard of any vehicle. Unfortunately today(v1.38) it has problems! Any stationary weapon in the game no has recoil, if the player uses the optical mode! However, if the player exits this mode, then he sees recoil! I think it is a great nonsense, you need to add a recoil in the optical mode, also. Example here: The player should feel, what is firing from the heavy weapons! Today's just boring to shoot( Before I was informed of this by using feedback: http://feedback.arma3.com/view.php?id=21879 However, so far no any results. Thanks...
  7. Hello all, Hello BIS! I only want to remind to all, about an issue in the game. To "remind", because, feedback for a long time does not work. Every time when I play ARMA3, this ugly detail spoil the feeling of the beautiful game. I reported about this problem since (v.1.22), but my topic on the forum feedback was closed:http://feedback.arma3.com/view.php?id=19533 Issue was moved to here:http://feedback.arma3.com/view.php?id=12128 But in the end, today (v1.38) there is no definitive solution to the problem! Unfortunately I don't understand why it is ignored for such a long amount of time. I want to know the answers to the questions: 1) Someone is going to solve it finally or not? 2) Maybe BIS Believes this is normal? 3) Maybe User and BIS Believes this is normal and i was mad? My friends, please answer these questions, if it is still in the game, probably have some reasons... Again Description of problem: When any AI-soldier or player in the game gets a bullet, but not killed, then happens are different , ridicules and not realistic effects. If a player is in the game in the first person and this player gets hit, then for this player, such effects seriously do not spoil the game, but if the player sees these effects from side, then it looks very bad! There are 3 types of problems: 1. When get hit, the AI throws weapons up, then catches again. examples: [^] Why the AI throws arms up and then again catches it? This is ugly and not realistic. 2. When get hit, the AI instantly rejects back his torso and instantly returns to its vertical position. examples: [^] Why AI rejects the case and then instantly returns it to the vertical position? Any Human are not able to do it with such speed. This is ugly and not realistic! 3. If the AI gets hit while running, he begins to fall, and again instantly returns to its standing/erect position. examples: [^] It does not require descriptions, because this is glitch, which requires immediate treatment! These problems occur not always, for this reason, it may remain unnoticed for some time. One way or another the video examples demonstrate all three problems. I hope that these problems will be fixed in the near future. It really spoil the game experience in ARMA3.
  8. mickeymen

    JSRS3: DragonFyre

    Not forgot, I say "perhaps" This allows for inaccuracy. Thank you for all your hard work. You raised arma3 to the next level. I continue to wait second release, but I am sorry that you are satisfied with the vanilla sound destruction of buildings. I think this sound a real shame of vanilla game. Also game have weak visual effects of destruction. These two shortcomings together reinforce the negative effect of building destruction.
  9. mickeymen

    JSRS3: DragonFyre

    Hi LJ! on January 22, You said that perhaps the update will be released next week. But it took a long time. I understand that your work is not simple, but please tell, how long to wait for your second release? Also I would like to know you will be in the new release, add a good sounds of destruction of buildings? Such sounds really neccessary to the vanilla game.
  10. mickeymen

    JSRS3: DragonFyre

    Why final? Probably you are tired or have lost inspiration...
  11. mickeymen

    JSRS3: DragonFyre

    Hi :) I have never seen such a problem. I use a large firefight (20-30 or more soldiers at the same time) is Likely of your problem is not associated with FragonFyre mod. Recently I made a discovery! I disabled vertical sync and then my FPS has tremendously increased! Sometimes it reaches 100 FPS! Try to do the same. Probably your problem will be solved!
  12. mickeymen

    JSRS3: DragonFyre

    LJ, I noticed that in the game is very faint sound of glass breakage. At a distance of 5-6 meters, it is almost unheard of! Example for you: I hope, that you understand, that this is not ugly and more this unrealistic! I'm not sure this is the problem of your mod or the vanilla game!? I dont know. Probably you can solve the problem in next update! Please make sound notable, even at great distances!
  13. mickeymen

    JSRS3: DragonFyre

    Good luck LJ! We look forward to:p
  14. mickeymen

    JSRS3: DragonFyre

    1. I am sorry that you are not enthusiastic about work with sound of destruction of buildings. This can be a great addition to your mod! In the vanilla game these sounds "disgusting";) We hear only as a crumbling street toilet, but not heavy stone building 2. You can find just suitable sample, similar to the blast wheel. Imagine the situation. The player fires in the wheels of "Ifrit" and... wheel explodes! It would be cool! But this item of course is secondary.
  15. mickeymen

    JSRS3: DragonFyre

    Hi LJ:) 1. I asked you about the sounds of destruction of buildings but you did not answer. You have not found the time to do this? Plan to do this? The game is very weak effects of destruction. If you make a good sound destruction of buildings, then it compensates for weak visualization. 2. The game lacks sound of the blast wheel. The wheel of any vehicle often is destroyed, but there is no sound! I think if the wheel will explode there must be powerful sound. If you do this, it will be a great addition to your work. What do you think about this?
  16. mickeymen

    JSRS3: DragonFyre

    I'm sorry. My English is not the best. Probably you have the same problem. :D I don't fully understand you. I hope that in the next update you will solve these issues ADD: Added sounds when inside a tank/vehicle and being hit by big calibers ADD: Added sounds when inside a tank/vehicle and being hit by rockets ADD: Added sounds when inside a tank/vehicle and being hit by missiles ADD: Added sounds when inside a tank/vehicle and being hit by shells I love you!!!;) Next week its good! What about sounds in the destruction of the buildings? Probably You not find time for this?
  17. mickeymen

    JSRS3: DragonFyre

    of course seriously... I am interested the two first items from the my list of issues. i.e. How I can return the breath of the player(when tired) and groans of the player (when injured)? I remind you. If a player gets injured, then heavy breathing(when tired) disappears. Sorry, but I have not seen on the front page of answers to these questions.
  18. mickeymen

    JSRS3: DragonFyre

    Thanks:yay:
  19. mickeymen

    JSRS3: DragonFyre

    Thanks! How I can use this? Only place in the mod directory?
  20. mickeymen

    JSRS3: DragonFyre

    Was second relise of this mod or not?
  21. mickeymen

    JSRS3: DragonFyre

    I appreciate your experience. Probably you are right. However, we first have to deal with the gameplay of video game. Please note this. In this case there is a great contrast. The player does not hear voices, footsteps and other sounds. If he makes the sound louder, then start to hurt your ears. I think that the comfort of the player must be in the first place. "so while at first it was a bit loud, now it's right on the spot. " why at first? Was second relise of this mod? Today I see only first relise version. http://www.armaholic.com/page.php?id=27827
  22. mickeymen

    JSRS3: DragonFyre

    I hear it too. But when a player gets injured, and makes self-treatment then he stops to hear it! Confirm this! May be even > 100m! I heard these shots very far... This should be fixed
  23. mickeymen

    JSRS3: DragonFyre

    Hi LJ. ;) I continue to enjoy your mod, but a few details bothers me. I noticed that if a player gets injured, then disappear not only the moans of the player (when injured) and shortness of breath (when tired) This should be fixed. Please make this, because I worry for your work! 1. You removed shortness of breath(after injure of player), now it does not exist in the game and now the player does not understand when fatigue begins to appear or when fatigue has already passed. This complicates the ability to properly calculate the strength of the player character. You must return the heavy breathing of the character when he is tired, because the game has no any indicator of fatigue! This sound is part of gameplay. Please note this! Heavy breathing is an indicator of fatigue of the player. If the player ran a great distance and then hid in the shelter, he doesn't understand when fatigue was gone, because player not hear its breathlessness. 2. You removed the groans of the player when he is wounded. This complicates the understanding that the player is injured! When but did self-treatment(after injure), he then has a residual effect (has increased the sway of weapons) If the player sometime does not hear the groans (after wounds and self treatment) then this player, during fight is able to forget about what he was wounded! This is not correct, because player should know that he was wounded and correctly calculate their capabilities (aiming for example) This groans worked for player simular indicator. It always reminds the player about his physical condition. Please return this sound, because this sound, also is part of gameplay. 3. If you use automatic grenade launcher from attack-boat on the sea and shoot in the surface of water, we see, what the grenades does not explode, but the sound of the grenade blast still sounds! This moment, should not sound, because the grenade didn't explode. 4. Again. The cracks of bullets about player character, sound louder than other sounds (voices, radio, shots from the weapon to the player) All sounds in the game should be commensurate. This contrast is easy to check. Check it yourself! Turn on the audio "effects settings", Set all effects by 50% (you will hear the loudness of vanilla shots, bullet cracks, voices, effects). Then immediately go back in game and listen to your sounds, there is a contrast. Vanilla efeects will sound much quieter, than what we hear in mod. Maybe you want to make your sound louder than vanilla, but it's still overly loud. In these moments,the player will not hear other sounds! I use headphones and I have to take them off periodically, because I hurt my ears. 5. If you order the soldier from his squad to defuse the mine, you will hear the sound of the mine-explosion. Please fix this. Just a reminder. 6. When the enemy is shooting from under-barrel grenade launcher, player hear this shot at a great distance (85-100m). I think, too much sound range.
  24. mickeymen

    JSRS3: DragonFyre

    Ok and thanks. Please do not forget about the sound hit effects, when the player is inside a vehicles.
  25. mickeymen

    JSRS3: DragonFyre

    already upwoted... This is not only my problem, i am assured. Because the perception of people is different/ Also the problem is that DragonFyre, cannot normally be used with other weapon mods. I use mod HLC Weapons and RH Pistols mod, but the sound of the shot HCL-weapons and RH-pistols is quieter, than the sound of a shot from DragonFyre. Again contrast... When I play with headphones, my wife makes me do it more quietly! :) Because even she hears the clicks outside of headphones! Note, I only use 30-40% of the total volume! Either way, I think these sounds (cracks) requires alignment with the rest of the sounds.
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