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1 NeutralAbout Bucic
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Staff Sergeant
core_pfieldgroups_3
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aviation engineer
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Bucic started following Soldier protection (dev branch), What sampling rate is used by ArmA 3 sound assets?, What's happened to my sound effects? and and 3 others
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What sampling rate is used by ArmA 3 sound assets?
Bucic replied to Bucic's topic in ARMA 3 - QUESTIONS & ANSWERS
The sad thing is I still haven't found the answer. I also asked on Steam community page https://steamcommunity.com/app/107410/discussions/14/43099721958388691 Crickets. The only trace I've found is "Sampling rate of 44.1 kHz is OK." mentioned in https://community.bistudio.com/wiki/Multiplayer_Custom_Sounds_Tutorial The Sound modding 101 megathread contains the following information It was my initial guess but I didn't post the question to resort to guesses. Anyway, I'm currently replaying some showcases so many times over I might as well switch down from 24 bit | sampling rate 48000 Hz (48 kHz) | Allow applications to take exclusive... TO 16 bit | sampling rate 41000 Hz (41 kHz) | Allow applications to take exclusive... -
Thanks, man. I'll load up the save in the mission I mentioned before and I'll report back. BTW. "(...)the maximum central processing unit (CPU) performance is not enabled(...)" Does the marketing department write changelogs now? Edit: After tens of repeated runs in the Night and Infantry showcase scenarios I must say I did not notice post-KB4517211 audio issues. That said: - pre- or post-KB4517211 vehicles are still unbearably loud - Irfit wheel rolling on sand sound is audible from several hundred meters (close to 1000) as if it started rolling 30 meters away After the runs I'm switching down from 24 bit | sampling rate 48000 Hz (48 kHz) | Allow applications to take exclusive... TO 16 bit | sampling rate 41000 Hz (41 kHz) | Allow applications to take exclusive... as per
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OK, after playing ArmA 3 for 6 hours on that config I'm starting noticing missing/cutout sounds. Very few though! I only noticed it because the missing sound was for a freaking Irfit vehicle passing by 🙂 And maybe the wind sometimes.But it might be the case where the Irfit sound "came into conflict" with the wind effects. I played several Showcases (the top ones) and ONLY in the Night operations scenario I noticed those sound problems I've mentioned above.
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Bucic changed their profile photo
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Is there such a list somewhere for 1903 up to the most recent updates? I'm hunting for info about half a second freezes on 1903. I don't get any such behavior outside of ArmA. I'm talking about desktop, internet video and offline video here. I do not have any other game installed right now. Since it's my very Windows 10 installation I'm completely in the dark. I do use Asus Xonar DGX, which is supposedly problematic on recent Windows 10 versions but I haven't seen any specific evidence to support that on my system. Related:
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Hunting for info about half a second freezes on 1903 I found this thread. Just FYI, I do not have any audio issues so far. I've installed Windows 10 1903 + updates last week and from all I have read I'm supposed to get audio issues. Even more so that I uses supposedly unsupported Asus Xonar DGX. I installed the drivers along with the control center from the official ASUS support page.
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I've seen it. Thanks for the reminder. I'm sure many people, like myself, find those limiters spacing too coarse. @Greenfist just PM-ed me about his experience with MSIA/RTSS. Long story short - it works. With steps in single FPS.
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I faced the same issue this year. I was told this would work: - in Steam, change the game location to another, more spacious disk ; Steam is supposed to use that disk for the huge installers - update ArmA - in Steam, change the game location to the SSD I ended up assuring that 32 GB of free space on my SSD but I was told it should work. Extras for hunting down disk space hogs: Overdisk WizTree (or the good old WinDirStat) System files https://download.cnet.com/news/clean-out-junk-files-in-windows-7-8-1-and-10/
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Damn it. Could it be Comodo Internet Security *again*? As for the whole frame limiting affair in this thread. What an ignorance festival! It reminds me of some people's reactions when I stated that I need good fenders in my bicycle. Reaction: - So you intend to ride your bicycle during rain? 8-| One of the geniuses here... revealed... that FPS won't be constant anyway... Framerate limiters limit frame rate fluctuations into high, useless ranges. Like 130 FPS I get in the Multiplayer role selection menu. Benefits apart from lower heat generation: - smoother apparent framerate - lower CPU and GPU load that results in lower *frame times*! Frame rate FPS vs Frame Time https://www.vortez.net/articles_pages/frame_time_analysis,2.html
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BattleEye doesnt like RivaTunerSS (part of MSI Afterburner). If there was only a way to tell BattleEye to burger off, it would have solved the problem right away.
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The steam updater has just forced me to provide over 15 GB of free disk space for the 3.2 GB 1.60 update to succeed.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bucic replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
OK, thank you. That did the trick. It doesn't affect my savegame either. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bucic replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could you please explain why? I'm playing the last mission in the official Win campaign. I have not altered the mission. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bucic replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://pastebin.com/wkN2pJxg -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bucic replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm using only the following components of ACE 3 ace_advanced_ballistics.pbo ace_advanced_ballistics.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_ai.pbo ace_ai.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_ballistics.pbo ace_ballistics.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_common.pbo ace_common.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_frag.pbo ace_frag.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_hitreactions.pbo ace_hitreactions.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_main.pbo ace_main.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_modules.pbo ace_modules.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_ragdolls.pbo ace_ragdolls.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_recoil.pbo ace_recoil.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_testmissions.pbo ace_testmissions.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_weather.pbo ace_weather.pbo.ace_3.4.2.0-1ee4c12a.bisign ace_winddeflection.pbo ace_winddeflection.pbo.ace_3.4.2.0-1ee4c12a.bisign and I get the following error while loading any mission cfgweapons.ace_muzzle_mzls_h no entry Any suggestions? Latest version of ACE and ArmA (stable). -
Sorry for posting a completely non-contributing question but I literally stopped playing ArmA because of the current state of damage modeling. So, when do you guys think this could land in the stable branch? Alternatively, can I play the campaign with the DEV branch with minor to average issues?