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pingopete

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Posts posted by pingopete


  1. 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?


  2. On 4/11/2017 at 4:07 PM, inlesco said:
    • Added: An ability to split internal and external vehicle sounds

    So the time has come? We can finally natively separate internal and external vehicle sounds without any hackscripts?

    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


  3. On 6/18/2017 at 3:12 AM, xxgetbuck123 said:

     

    From what I know you cant have/do muffled interior audio has they haven't added, well, they did in 1.62 or someshit but then removed it again. 

    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.

     


  4. 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.

     


  5. On 6/1/2017 at 1:41 AM, PistFlyBoy said:

    I honesty feel like 1.70 (or the camera hotfix)  its like a bandage quickly applied over a wound who needs stitches... you cannot just simply change something like the camera from a day to another and expect everyone to relearn flying.

    Yes We can relearn, but after 6000h well you know... do i really want to?

    Of course im a first Person camera non happy guy, and i barely use the 3rd, But im talking about 1st person and the FOV varying with the speed which was also broken in the past patch and its getting close to no attention.

     

     

    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.

    • Like 1

  6. 14 minutes ago, sykocrazy said:


    Do you have examples of how it performs in multiplayer? That's where you really see PiP performance drop(and the use case that @nodunit was referring to, i believe).

    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


  7. 9 hours ago, nodunit said:

    It's a fun idea but the problem is that PIP has many things going against it for use as a TGP.
    First off is the frame rate,  picture in picture is just too demanding and even if you have a great computer setup that can run everything just fine, there is still the problem of the rate at which the PIP refreshes, you won't have the same image smoothness in PIP as you would by going to the optic, and that will effect movement and reaction times.

    Second is PIP's render distance versus player view distance, even on Ultra settings.  One method of overcoming this is to place the PIP memory point well ahead of the aircraft but that brings us to the third problem.

    Third, the camera handling, DCS had this feature designed from the start as a core function, not a feature, so it was given the same if not more attention than the aircraft systems themselves.  In current PIP we don't have the same control as we do in optics, the camera remains fixed and the optic mode cannot be changed from day, night, and thermal, it's either one or the other and while having this function would be awesome, it still suffers the first problem.

    Now if we disable optics and rely soley on PIP then that brings in a fourth problem.. people who can't run PIP now have only the HUD to target anything, goodbye lasing and bombing accurately.

    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 

    • Like 1

  8. 21 hours ago, sammael said:

    what the distance to target in this video?

    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.

    • Like 1

  9. 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 ;)

    • Like 1

  10. 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?


  11. 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? 


  12. On 12/17/2016 at 10:49 PM, kilrbe3 said:

    True. Don't think any disagree with that statement. You guys have been great at giving us the framework and blocks to build on, and let the Mods polish and add more features to it. But for something like this. I hope BIS doesn't fall that same hole. Not something as big as this, and realistic as actually having working MFDs.

    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.

    • Like 1

  13. 1 hour ago, duda123 said:

    There are now a few feature requests out there and they all seem nice. Post if you have a preference which one comes next!

    • Support for A2 tracks & some custom trains
    • Train sounds
    • Vehicle loading/unloading onto train cars (including mounted guns)
    • Ability to derail/crash/damage trains
    • Ability to script trains to move on their own
    • Ability to load/unload AI on the train

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

    • Like 1

  14. 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.


  15. On 3/27/2015 at 7:19 PM, blu3sman said:

    1) Your thread belongs here http://forums.bistudio.com/forumdisplay.php?170-ARMA-3-ADDONS-Configs-amp-Scripting

    2) One way to do it is by setting maxFov equal to initFov. Downside is you can't zoom out.

    I don't know if this "feature" can be swithched off.

    Disable zooming out for all cars:

     

    
    class CfgVehicles
    {
       class LandVehicle;
       class Car: LandVehicle
       {
           class ViewPilot;
       };
       class Car_F: Car
       {
           class ViewPilot: ViewPilot
           {
               initFov = 0.7;
               minFov = 0.25;
               maxFov = 0.7;
           };
       };
    };
     

     

    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


  16. You need to use displayAddEventHandler to process keystrokes.

    (findDisplay 46) displayAddEventHandler ["KeyDown", {if((_this select 1) == 17) exitWith {hintSilent "Key ""W"" pressed.";};}];

    If you make the EH return "true"' date=' it'll override the engine's default keystroke handling.[/quote']

    Thank you. sorry to be so needy (I've barely worked with EH's) but how might one go about performing that key with commands i.e. making the player/ai perform that action?


  17. this addEventHandler ["keydown" other stuff]

    setplayer helicopterpilot

    helipilot addeventhandler keydown, setplayer original unit.

    Probably not it, but thats all I got. if anyone wants to use this to get farther go for it.

    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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