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pingopete

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Everything posted by pingopete

  1. Anyway you could re-upload those link, they're both broken D: ty
  2. pingopete

    Advanced Train Simulator (ATS)

    Awesome work with the last few updates, haven't actually given it a try yet but walkable interiors for the high speed and electric trains sounds awesome! I was trying out some of the props from Armans chernobyl project and he has some incredible bridge objects that look amazing, I've been using in some personal projects, might be worth giving them a look if you haven't already. Not sure where he got the assets from but could possibly be added as part of the mod?
  3. Anyone found Any information on this? It's nice to see that in the changlog but how can we utilize it? I'm dying to have internal gun sounds on vehicles, it'd be so much more immersive and realistic
  4. pingopete

    ~ ArmA 3 Sound Modding 101 ~

    ah right ok, thanks for the reply. Would there be anyway of hacking it by using the camPos value instead of a variable somewhere in the weapon's sound class to alter the frequency and/or volume of the shot sound when it's fired? I tried adding these value below as it appears in the just class sounds section, but got nothing (I can barely find any info on the values in begin1 other than the adress) class StandardSound { weaponSoundEffect="DefaultRifle"; begin1[]= { "USAF_AC130U\sounds\l60.wss", 3, 1, 1000 }; frequency="(1-campos)"; volume="(1-camPos)"; soundBegin[]= { "begin1", 1 }; }; OR Like this class L60Fire_SoundShader { samples[]= { { "USAF_AC130U\sounds\l60.wss", 1 }, { "USAF_AC130U\sounds\l60.wss", 1 }, { "USAF_AC130U\sounds\l60.wss", 1 }, { "USAF_AC130U\sounds\l60.wss", 1 } }; volume = 1; <<<<<<<<<< e.g. "(camPos*5)-3" range = 3500; limitation=1; rangeCurve[]= { {0,1}, {1000,1}, {3500,0} }; }; EDIT: Just found this in the second most recent changelog (Jets Update): "Added: An ability to split internal and external vehicle sounds" I can't find any documentation though Edit2: I've since tried making a custom sound shader as I saw they allow some variables and equations in place of arrays, however they apparently don't support camPos! Ah the frustration.
  5. pingopete

    ~ ArmA 3 Sound Modding 101 ~

    Hey guys, I've been trying to get some audio functions working with an ac130 mod I've been tweaking for personal use. I'd really like to have the vehicle's mounted weapon sounds muffled and more quite while in 1st person but normal when in 3rd person. I've managed to get some relatively good external audio muffling using these: attenuationEffectType="CarAttenuation"; insideSoundCoef = 0.001; obstructSoundLFRatio = 1; obstructSoundsWhenIn = 0.001; occludeSoundLFRatio = 1; occludeSoundsWhenIn = 0.001; outsideSoundFilter = 1; However while this seems to quieten external environmental sounds and explosions, they don't seem to have any effect on the audio of the vehicle's weapons when in 1st Person. I've tried adding the camPos instead of the values in the sound class but aht doesn't seem to do anything. Just wondering if anyone knew anything on this, it'd make vehicles a lot more immersive imo.
  6. pingopete

    Helicopter camera

    No that was a fix for the unrealistic FOV that was tied to speed, which I absolutely hated and which I among others are extremely grateful for. It made reading instruments next to impossible and looked ridiculous in jets. Please don't ask them to un-do something that was just fixed when you can easily key bind a toggle zoom out if you need too for landings or whatnot.
  7. pingopete

    Advanced Train Simulator (ATS)

    Nope. nothin' to see here..
  8. I can't test this in multiplayer because it requires the use of memory editors which are globally banned. I found from testing that the performance didn't really change much from PIP at the ultra setting. I ran the game for over 25 mins without memory crashes with PIP render distance at 5km with one RTT target. From personal experience I haven't noticed any significant difference in performance between PIP in single and multiplayer
  9. PIP rendering at 8km and 60fps (60 only in first scene with venom with only one render target, the a10 had 3 mirrors RTT targets which brought the performance of the TGP screen way down): I implore Bohemia to take another run at PIP rendering in Arma
  10. pingopete

    A-10 Warthog Series Standalone

    Awesome! I posted this on reddit in the hope it might catch some developers eye, we can only hope
  11. pingopete

    A-10 Warthog Series Standalone

    About 4 km it says on the HMD under the slider on the right After some more testing it would seem that player view distance caps PIP render distance. Some more testing: EDIT: Just wondering if it would be possible to have a variant or and option to have the mirrors folded up and just the TGP screen rendering PIP? I think the low fps is because there were 3 mirrors rendering at 8km in addition to the TGP screen. I used to have to do this in DCS A10 as the mirrors brought the performance way down and I literally never used them.
  12. pingopete

    A-10 Warthog Series Standalone

    So was messing around with a memory editor and managed to hack Arma's PIP view distance to 8km. Ran surprisingly well given the default is capped at 2km. I have yet to try turning player view distance below that of the pip to see if it increases stability.. as you can see the game had a memory crash at the end. Next project: modifying the thermal aperture ;)
  13. pingopete

    TOH South Asia Map

    Just tried out this map, looks absolutely incredible with terrain detail up and view distance at 25k plus. This map is like a bridge between ARMA and flight sims in scale and fidelity, would love to see some ground/air operations done with it in multiplayer. How feasible would adding water be? I assume it's mainly because a lot of the water bodies are at different altitudes but is there not a way around this?
  14. Mine works fine with latest DL
  15. pingopete

    A-10 Warthog Series Standalone

    Absolutely love what you're doing with the TGP functions! Awesome stuff!! :) Come on Bohimia, give us some improved pip D:
  16. pingopete

    Advanced Train Simulator (ATS)

    I agree, as cool as cable cars would be, would personally love to see rails/trains completed first ;)
  17. The screenshots in the OP genuinely look better quality than the upcoming f35 in the jets DLC
  18. pingopete

    Scripting Discussion (dev branch)

    How feasible would it be to add a low-level "Set Input Action" scripting command to manipulate AI/player raw actions/output, essentially the opposite of getting the User Action and instead Setting the user action. E.g. _plane SetInputAction Pitch [1 to -1]. This would open up a Huge number of possibilities for the community! If scripters could manipulate directly how AI vehicles (in particular) behave through their fundamental output the community would be virtually limited only by their imagination. Complex aerobatic maneuvers could be written for AI vehicles to undertake like rolls, realistic attack runs, smooth banking turns proportional to distance, threat level etc. the list goes on. Planes could be made to fly efficiently and intelligently through waypoints in placement of the often squirely and unpredictable AI waypoint following. I made a ticket for this two years ago but got nothing back whatsoever. I really think this would be a great tool for the community, and from my mind doesn't seem like it'd be too unreasonable to consider implementing if not at least trialing?
  19. I agree, I'm really hoping for map/GPS incorporation into MFD's at some point, especially as the speed zoom in air vehicles is now being disabled so that we can read the cockpit displays. (switching to full-screen map view is risky when flying transport helicopters). I think having maybe a second sensor update for helicopters and jets somewhere down the line would add a huge amount for the hardcore/realism fans in Arma, an update that could maybe implement TMS and DMS up,down,left,right controls which could be used across all air vehicles for in cockpit sensor and display controls as in most realistic military flight simulators. Having the ability to switch sensor of interest (between two MFD's) would negate the need for twice as many bindings, as the TMS/DMS controls would be relevant to the currently selected MFD/SOI. I totally understand that the development team has to prioritize things, and honestly I'm really happy that vehicle sensors are getting an overhaul, I'd just be over the moon to see these changes also incorporated into the existing MFD functionality and I'm sure many others would too.
  20. pingopete

    Advanced Train Simulator (ATS)

    I agree with this order! Can't wait to test this on the larger guage tracks on esseker and cherno :)
  21. pingopete

    A-10 Warthog Series Standalone

    BTW if anyone else is having problems try re-downloading the latest FIR AWS for this mod, it fixed my non existant tgp screen and map now works too where it was just black before. Also amazing work on this mod man! Always love seeing people putting attention to detail in the cockpit and utilizing RTT screens, all we need now is BI to fix the PIP rendering so we can see beyond 1.5 km and have better fps. I don't know why they couldn't make pip render at its own distance so you can have the world object distance low but have a TGP viewing objects beyond this, or maybe some reduced rendering techniques for better performance.. we can only hope BI pays more attention to this.
  22. Hey Blu3man, I've been trying to adapt your method above to disable zooming out at speed in helicopters but with no success, this is the code in the config.bin of the PBO I made: class CfgVehicles { class Helicopter; class Helicopter_Base_F: Helicopter { class ViewPilot; }; class Helicopter_Base_H: Helicopter_Base_F { class ViewPilot: ViewPilot { initFov = 0.7; minFov = 0.25; maxFov = 0.7; }; }; }; Any ideas what I might be doing wrong here? The mod loads into the game fine but there is no notable change and I still get the zooming out at speed. Thanks in advance for any info, it'd be greatly appreciated. EDIT: Just got it working exactly as I wan't, I just modified Head Range Plus - TrackIR Mod PBO code to cap all the maxfov's! No more unrealistic speed zoom!! :D
  23. Hey just a heads up, I just downloaded this the other day and found that the AFM appears to be kind of broken, with full collective the chopper won't quite lift off the ground, but I can see the effects of the control inputs.
  24. Did this allow you to control vehicle input via script? I'll have to give it a try, thanks for the info. I have made a request for this feature on the ARMA 3 Community Issue Tracker, please +1 if you agree!
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