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Jacali

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Posts posted by Jacali


  1. Thanks for the quick reply. I get that armor configs can be pain in the ass, I'm not a great coder/scripter myself so I wouldn't know. But I know that this is a hobby for all of us and it requires a tremendous amount of time to fix even smallest things in this game so I would completely understand that if you don't have all the time in this world to update configs on each vehicle etc. That being said, it's a bit sad feeling seeing community leaving arma behind, although I have done that myself as well in someway at least. I actually took about a 6mo break from arma but decided to come back after I saw that you had published ffp spring update. The former XA-203 and modern AMV had very nice handlings and acceleration speeds, I'll give you that. 

     

    Keep up the good work if you still plan to update this mod in the future. This mod has given many tools to mission creation for the past couple of years.

     

    -J


  2. Hey, I really appreciate all the work you have done for sfp and ffp. However, I have Noticed that the bicycle does not have any animations anymore. Have you been aware of that or is it something that cannot be fixed anymore?

     

    the other thing that I would like to bring up is the tanks’ Speed and acceleration. To my eye, they seem to be very, almost too quick how they pick up speed, compared to vanilla Tanks. I have tried to add mass to tanks but they still have a tremendous acceleration speeds. Is There any tricks I could try to make them slower by my self or have you considered or tried to make them slower? I don’t know if this is something that others feel to be addressed but I wanted to give my Feedback nevertheless. The last thing about tanks I want cry out loud here is that There are no jsrs integration with tanks like There are with your firearms (at least What I know). The jsrs’ leopard Sounds amazing and I wish from bottom of my heart that you guys would intergate that sound with your sfp and ffp leopards.

     

    i have spoken. All the best and thank you for the new ffp spring update. It was truely amazing.

     

    -J


  3. Hey,

     

    I'm having problems with the latest update. I cannot open some of my missions which include mostly independent forces.

     

    "The scenario requires content which is not installed!"

    "JSRS_SOUNDMOD_RHS_AAF_GREF_WEAPONS"

     

    I'm running:

    JSRS SOUNDMOD

    JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support

    JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support

    JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support

    JSRS SOUNDMOD - RHS SAF Mod Pack Sound Support

     

    I have tried to uninstall JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support and reinstall it but that doesn't seem to do the trick.


  4. Hey LordJarHead,

     

    I have a small request to make. I know that this thread is not meant for such things but I have to give it a go. Since you made the NiArms compatibility mod with JSRS you covered almost the every single piece of the NiArsenal weaponry but MG3 and MG42 you left untouched. Is it still somehow possible to have JSRS sounds working in MG3's and MG42's? 

     

    Thanks for advance


  5. Thanks for the NiArms sound replacements. I wasn't expecting anything coming out of it anymore since I thought you were having difficulties with the configs so I was pleased and surprised to see you managed to make it work. However, as you know there are still some issues with the mod but I thought that I could give you the list of what I've found. 

     

    - Valmet RK-62 has a strange sound when being used in the woods. It kinda reminds me of the sound when you fire your weapon inside of some building.

     

    - Rheinmetall and epilator are missing sounds.

     

    - Burst firemode is missing sound.

     

    Overall I'm just pleased to see NiArms being finally part of JSRS sound family and these are just minor issues with the mod. Thank you once again for the great mod you've made for all of us.


  6. 4 minutes ago, Nick Seafort said:

    How do you mean doesn't have ammunition? Do you mean that there aren't any belts in the inventory? Or that there aren't any loaded? Have you checked that you've disabled the safety on the vehicle (F by default, your switch weapon keybind)?

    My bad I didn't check the safety of the weapons first. -.- Thanks for the quick response! 

    • Like 1

  7. Hey,

     

    I downloaded your mod via steam and found out that ground vehicles do not have ammunations in them. In past I've used your mod via armaholic and haven't noticed such issue before. However, I'm not using BAF Weapons which might cause the issue if something has been changed for the latest patch? Other than that, outstanding work guys and thank you for all the work you've putted into this mod. 

     

    -J


  8. 19 minutes ago, Titi said:

    It runs in SP Mode if:
    1. Playing SP
    2. Playing MP as a Client
    3. Playing MP as a ServerClient

    It runs in MP Synchronized mode if:
    1. Dedicated Server and Clients are both running RUG_DSAI,  don't forget serverkey

    Thanks for the quick answer. Could you clarify what do you mean by:

     

    1. ServerClient. Am I running as a serverclient as I am the one who is hosting game sessions and we are using my pc as a server? 

    2. Serverkey and where should I put it or should I leave it in the addons folder? 

     

    I'm a total retard and noob when it comes to these kind of things so therefore any help regarding this issue would be appreciated.. 


  9. Hey,

     

    I have this one issue with the mod and I would appreciate if someone could help me out here. I have made init.sqf file where I've pasted following lines:
     

    // legend ==> [EAST, WEST, RESISTANCE, CIVILIAN, SIDEENEMY]
    RUG_DSAI_SIDES = ["RUG_DSAIGER","RUG_DSAIENG","RUG_DSAIENG","RUG_DSAIGER","RUG_DSAIGER"];

     

    However, I can't hear any of the sounds when playing in multiplayer. Singleplayer / editor works perfectly tho. I have exported missions to multiplayer and also have made missions completely under multiplayer folder but nothing seems to work. Every single mission has the init.sqf in them. 

    It seems to me that it is only me who is having this issue as all the other players who are joining the session are able to hear sounds from the mod when running in multiplayer but I just can't. I am also the one who is hosting the server which might be part of the issue dunno? 

     

    Mod is also in correct @folder. 

     

    Thanks for the help. 

    J

     


  10. Yeah I must admit that the explosion sounds tend to be a bit too quiet for my liking. However,  sounds are getting closer to squad's sounds which is nice! Now, I have had this one specific issue for I don't know how long, probably since the first jsrs I've downloaded years ago where wind sounds are way too loud compared to gunshots etc. This forces us to use radio comms over voip in some occasions because otherwise you'd have to be shouting at all times. 

     

    Now, I'm not even sure that is this clearly an jsrs issue or issue from other mods which we are currently running since we're running approx 70 mods including ace, alive, cup, asr ai and all that good stuff. The thing is that even when wind and all is set to 0, it still might get windy despite the fact that I've tried my best to force every single weather script into the game to stop it from occurring. 

     

    It feels like there is never a completely silent moment as the wind hums somewhere in the background. 

     

    Any help regarding this issue would be appreciated!  

     

    Thanks.


  11. On 6/24/2017 at 5:51 AM, PuFu said:

    this is the official RHS Steam Workshop profile: http://steamcommunity.com/id/rhsmods/

    the official RHS Steam Workshop mod list are here: http://steamcommunity.com/id/rhsmods/myworkshopfiles/?appid=107410 

     

    please report it in this thread, but don't worry about it too much, because i DMCA these uploads weekly anyways.

     

    pity that your think that way, since they are made by the same person that does RHS sounds using real samples, not gamey improved bass ones...also, you have received the answer to your question alreadyalrea

    On 6/24/2017 at 5:51 AM, PuFu said:

    this is the official RHS Steam Workshop profile: http://steamcommunity.com/id/rhsmods/

    the official RHS Steam Workshop mod list are here: http://steamcommunity.com/id/rhsmods/myworkshopfiles/?appid=107410 

     

    please report it in this thread, but don't worry about it too much, because i DMCA these uploads weekly anyways.

     

    pity that your think that way, since they are made by the same person that does RHS sounds using real samples, not gamey improved bass ones...also, you have received the answer to your question already

     

    I get that your sounds are made by using real life samples and I must admit that most of the weapons do sound pretty damn good when you're personally firing them. However, when it comes to mid-to-far ranges they sound totally crap. The flat non-echoing sound is terrible and ruins completely the immersion. 

     

    Jsrs might not sound greatest or most realistic by far but it still gives you the feeling of a dangerous battlefield. It is just my opinion and someone else might disagree with me.

     

    Personally I think that squad has the most realistic sounds in modern games when it comes to small arms and especially firefights in distance. I don't know anything about game development or sound occlusion factors and could you even have similar sounds in arma that squad currently has but that's something that would be awesome if it could be done.


  12. You making a whole new sound pack just for the RHS is a best thing I've heard in a long time! The sound difference between RHS sounds and your mod's sounds is too notable and therefore makes RHS guns useless in my scenarios which is a shame. Probably the only wish from my side is to make RHS sounds to match with your sound mod seamlessly. Make 'em loud, make 'em feel the power that they deserve and most importantly kill that flat non echoing sound from mid-to-far ranges. 

     

    Thank you 


  13. 3 hours ago, jarrad96 said:

    There is already an un-official hotfix out, has been for a few weeks. 

    I'll see if I can get you a link.

     

    EDIT- I can't link from Steam mobile, but the name of the fix

    is-

    "Specialist Military Arms (SMA) Sound Fix 1.68"

    uploader name (unofficial, not by SMA team) 

    joko 

    Thank you very much!

    • Like 1

  14. Hey,

     

    As you guys probably already know 1.68 update has fucked up with all the ingame sounds due its new ambient occlusion factor etc. Sma weapons' sounds are currently way too muffled behind the objects especially when compared to jsrs modified vanilla guns. I know the fact that niarms are fixing the problem on their part atm and will out on the next big update but what is your response to this issue? Hopefully you guys are going to fix it as well as it is currently making your weapons unplayable which I hate to say.


  15. 5 hours ago, LordJarhead said:

    Well i have to check but I'm pretty sure I can hear everything and can't reproduce this issue... 

     

    LJ

    Sorry boss, I used NiArms and SMA weapons which caused the problem of sounds being too muffled behind the objects. My bad. With Vanilla weapons sounds are still lit. Keep up the good work!

    • Like 2

  16. Hey, 

     

    Are you aware of the fact that sounds are again way too muffled behind the objects? I think you got everything sorted out after the massive 1.68 update but now it seems that something has changed and sounds are back to 1.68 basics unfortunately. This is same in both vanilla and mod maps.

     

    Thanks 

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