

Satchel
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Everything posted by Satchel
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Also make sure you use either 16bit 22050hz Mono Riff Wave format, or .ogg encoded audio data with same parameters. Although bigger in filesize, i prefer wave format, as it´s more precise than .ogg, mp3 &co.
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Wobble´s correct, modern MBT´s have smoke absorbers, the smoke is diffused and forced out of the gunbarrel with high pressure on most tanks, so it doesn´t obscure the line of sight to the target from the Gunners/TC´s positions and according optics. It is utmost important for the Gunner/Commander to verify whether a target has been hit or not, with smoke emissions like seen in Flashpoint this would be a impossible thing to do. Visually it would look better too, you could actually see the round travel downrange...if there is one at all....... If i feel the need for the realism department, especially tanks, i go with SB anyway. But at least fix the driving behaviour of tanks- standing on the brakes at 45mph will make the Abrams stop almost instantly in a matter of feet with it´s tail bouncing up, of course that would likely cause injuries, but it´s possible. In Flashpoint however braking distance is more like 50m from 25mph to 0mph....a joke for tracked vehicles, you can´t even stop rolling down a hill.
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A slow flying cumbersome transporter like the C-130 wouldn´t be too far off. It has shorter take-off and landing distances than the A-10, is capable of dropping supplies safely in NOE flying height and paratroopers could be dropped around 300m or even less on automatic. Would be great for supply drops, transport, eye candy, as mission objective......etc.
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How cool is that!!! Brilliant  The bottles would also make for good Molotov´s.
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I´m finalizing it now, shouldn´t take much longer than a day... it will most probably be available tomorrow for D/L.
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Hi, @Noose_ITO, there are a few things to consider; - It depends on the position you are located when hearing the firing of AT weapons, a.e. the firer himself will first hear a sharp crack of about 160 dezibel he is suddenly and concentrated exposed to with high pressure, that comes from the explosion of the "Treibladung" (don´t now the english word for this) that blasts the actual warhead out of the tube before the rocket motor accelerates it - try to match that loudness with your speakers and the floor will rumble too.....i´ll give you about 4 minutes before an emergency response team or an angry neighboor kicks down your door and silences the noise emitter . The farther one stands away from the launch, the duller and less treble the sound has, appearing more meaty /bassy, echoing also influences it. Same is true for explosions. Now flashpoints Hardware accelerated audio engine (when enabled) tries to emulate this while making the sound dull and adding more bass, depending on range where it occurs and the loudness setting in the config.bin file. With some sounds this works extremely well, other sounds get perveted by this, by sounding to dull or just wrong. For example Rifles and machine guns sound amazing when HW is enabled, but other sounds such as motor sounds, treads, footsteps get really ugly with HW on, at least on a SBLive card. This is why i always have HW accelerated audio disabled in OFP, it not only cures the 10 mile footstep soundbug and crackling/popping with SBLive cards, but also sounds much clearer. - Next it depends on your speakers, i got my comp connected to my HIFI system that naturally has a good frequency range and rich sound. Someone playing with desktop speakers will experience the sound completely different, especially the treble and bass frequencys. When doing an Audio mod i´ll have to see that i don´t add to much bass or treble nor to less, so that it works on all speaker configs without causing overdrived sounds on some speakers of low quality, it´s always trying to hit the golden middle. Adding different driving noises depending on underground for vehicles doesn´t work yet, i did a little workaround by adding a general rumbling driving noise for vehicles for now.
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Yupp, i complained about the KE projectile issue since 1.10, they even seem to explode with a fireball when hitting soft targets such as infantry in OFP, not to speak of the ground...it´s not that i target infantry with AP 120mm regulary when the coax is available, but nevertheless it´s wrong. Another thing i would like to see changed are the explosions, they don´t seem right to me, to slow, too spread and not violant enough, by that i don´t mean they should become bigger....actually much smaller , but more concentrated and sudden. When a tank for example is hit by a HEAT or APFSDS round, there is a "Trefferblitz" as we call it in germany, the hit of the round on armor causes a violent and very bright flash concentrated around the area of impact, that lasts only a few ms. In OFP however it looks more like a teared apart napalm explosion. I have a nice video of some Warriors and Challenger IIs doing an shooting exercise, i´ll try to compress and post it here.
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Here is a new clip, it´s from the second single player mission. You´ll hear M16´s, M60´s and the reworked AK-74´s, note that all samples are really soundbits of the respective real life weapons, nothing improvised here. The Soundclip (128kbps/4:30min/4233kb) As soon as i get the ground noises (gravel/grass/asphalt....) of driving vehicles done, the soundmod is finished!
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Sorry if i replys take some time, but i don´t have that much time to waste to wait for the Flashpoint1985.com site finally loading after an hour or so. I´ll try to answer questions and give some facts about the soundpack: Facts: ===== - Over 220+ All new, high quality and realistic soundsamples - ca. 20MB in size - Adds many sounds to actions that were without sound before - Variety in sound, some actions/ weapons have more than one soundsample attached, making for a more varied audioscape Faq:: ==== Q: Are the soundsamples EAX/ HW Acceleration compatible? A: The question should be if your system runs flawlessly with EAX/ HW acceleration enabled in OFP. It is known that there are problems in Flashpoint with SBLive card and VIA mobo combos, especially in WinXP when EAX HW is turned on. It is not sure if this is caused by Flashpoints audio engine, SBLive drivers or the VIA mobo PCI latency. On my system i have to turn HW acceleration and EAX completely off to experience Flashpoint as it was meant to be, else footsteps will be audible beyond 1 mile or so, amongst other major sound glitches, such as crackling and popping- this has nothing to do with the soundpack. I suggest everyone owning a Sblive card/ VIA mobo/ WinXP to turn HW and EAX off to experience the soundpack properly. Q: Will there be sounds when walking through bushes, like rustling? A: Sadly no. I found no entry in the config.cpp for bushes and no way to implement it, if someone knows of a way to achive this it would be great. Q: Will i be able to join as client on a hostserver in multiplayer that hasn´t got the soundpack/ will clients be able to join my server when im hosting and i´m running the soundpack? A: Although there are some people that are able to join an MP game as client with the host not having the soundpack, it is highly recommended that host and client have the package. Q: Will the soundpack modify any weapon values or other things? A: No, the new soundpack will not modify anything, besides adding and replacing audio, as adding a custom reticule for the white I beam and T aiming aid. Q: Will the soundpack have a large impact on performance, i have a slow system? A: Flashpoint ran well even in large scale test battles on a Duron 700, SBLive, 384MB ram, G2MX, VIA mobo Win98SE&WinXP, no performance drop caused by sound can be observed. Q: Will the soundpack modify voices? A: No, simply because i´m german and my english skills, although not that bad, are not enough to pass as an US citizen. If you like german accented english however...i´ll think about that for an later addon...hehehe Q: What about units in the addon folder, that didn´t ship with the original Flashpoint version, but were part of ultimate upgrades. Will they also have new sounds? A: No. Addons have their own config.bin files, therefore they don´t rely on the master config.bin for main configuration, other than having links to certain classes in it. To give addons new and correct sounds, i would have to work on every addon changing its very own config.bin file. Partially addons seem to have a new sound, but thats coincidence and not intended, as they have a reference into the main config.bin, using a weapon/ engine that has been given a new sound. Q: The weapons do not sound as the real ones, they sound different, i have shot them. A: Flashpoint uses 22050Hz, 16bit mono audio files. By now it should be clear that you can´t have a 1:1 audio conversion of a weapon sound, the greatest deal of realism is taken out by having only one mono channel, 22050hz sampling rate is the other sound killer. Try it yourself, take an 44100hz stereo audio sample, listen to it, convert it first to mono, listen and then convert to 22050hz...compare it to your 44100hz stereo sample and you will understand. I can assure you that the majority of sounds are actual battle- or weapons sounds, taken from videos, professional sound effects CD or recorded by myself. There are no fillers in there, either i took a sample directly from the original weapon/ vehicle, when not available i took a sample of a similar weapon/vehicle. I didn´t took the next best sound available and didn´t rip things out of other peoples soundpacks, everything was created by myself, because i wanted the best possible portray of the sounds on a battlefield. Q: When will it be available? A: When it´s done, but it won´t take much longer. This addon will do a great deal to the enjoyability of Flashpoint, that´s the idea behind it, to add something to the game so it maybe becomes more popular and gets better support by the community. It can´t give you a completely new Flashpoint, but it will give you better immersion and a new perspective. BTW, the AK-74 sound has been replaced, i will post a link to a full scale battle mp3 later (if i manage to get into the forum), featuring many weapons.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Jan. 29 2002,16:13)</td></tr><tr><td id="QUOTE">A silenced (or suppressed) sniper rifle would tip game balance way out of proportion...imagine, lurking in a bush, wiping out entire enemy squads, them never knowing where the hell it was coming from...until your ammo ran out. Ouch!<span id='postcolor'> Hehe, ever played against some guys with Bizon or MP5SD online ...it already happens, that "shit, where did that come from" feeling. The Bizon and MP5SD can both be used successfully at 300m+ in OFP. The bizon capable of wiping out a whole group in no time, cause of it´s large magazine and sustained high ROF.
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I think we had that topic before..... and again, i don´t see the need for a silenced Sniper rifle in an military game, as most of the times you shoot at considerable ranges. Truly silenced means the bullet has to travel below 330m/s, reducing range and penetration power by a large amount, neglating all the natural advantages of a sniper weapon and changing it´s long range role more or less to that of a submachinegun on semi auto with scope, spoken in terms of range and power. Silenced sniper rifles are used within Hostage Rescue teams for example, where they´re often employed in the sub 100m range. A silenced sniper rifle is dispensable in OFP for me, just as slingshots and airguns.
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I would like a new scenario once Visitor and Oxygen/Objectiv is released, an Industrial Complex or a small city with multi story buildings and large interiors for CQB and MOUT, nothing else on the map, thats the one thing i´m really missing in OFP. If there would be such thing, then there is no need to play SWAT 3, Ghost Recon & Co. It´s something different.
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The forum is hardly reachable for some days now, everytime i tried it seemed down, a wonder i made it today...... here some sounds out of the upcoming sound replacement: INF AK74 Order: - Movement noises; running, crouch, prone, crawling, standup - AK 74 semi, AK 74 burst, AK 74 full - Handgrenade throw - First aid sequence - Firefight w. AK 74 from the perspective of an russian soldier.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">My clan mate, Russin [RN] who claims to own a AK74 says that your sound does not sound like one?  Can I ask where you got your sounds so I can tell him he's a moron?<span id='postcolor'> Well, if your clanmate says he owns a AK74, why doesn´t he record the sound of it and let us all know how his AK sounds.....
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Please let us know what do you want to have fixed in the next patch. Currently, we would like to fix: .......... - more robust against some not well made user made addons (currently, some user made addons could modify the core config file of the game - causing USES MODIFIED CONFIG FILE and also general problems with the game) Thank you.<span id='postcolor'> Don´t know if i understood correctly, does that imply that you are planning to prevent the modification of the main config.bin file by adding stronger encryption and safety meassures, so addons that need to use it, like Soundmods for example, are unlikely to work any longer with the new patch?
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MG3 for 7.62x51mm. M249 for 5.56x45mm.
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@ Chan, for your 1st question: i have an Geforce 2MX card, those cards have a feature called "Digital Vibrance", you can spice up the display greatly with this, making it look richer in colors. In addition you can set your color balance, gamma etc in your GPU options. 2nd one: those sounds are partially recorded by myself, like handgrenade handling, 1st aid sequence, some weapon reloading procedures. Others are digitized out of documentation videos, like from a NAVY Seal "propaganda" documentation that ran on german television some months ago, there were some good M4 and AK47 sequenzes in there..., some from a prof. special effects CD for films, or taken from the net like weapon video clips. And yes, i´m serving in the german army.
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Where´s the M4A1 FlatTop w. M203GL and/ or Trijicon ACOG in your list? Also i can´t find the AK105 with Kobra Sight and GP30 GL.
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Hmm, your Processor seems to be the bottleneck on the first glance. OFP is very CPU intensive, even if you have a fast GPU but slow CPU, OFP will give you a slide show. Take the quality via the sliders in OFP back step by step, find what bests suits you, a good compromise between image quality and framerate. For your Question: Framerate slider: The number of FPS specified here OFP tries to keep, by dynamically adjusting the image quality, or Level of Detail (LOD), including Texture quality. You can however override this behavious of dynamical adjustment partially via the external OFP Preferences setup and choosing autodropdown "0". Image Quality slide: Here you specify an upper boundary for graphical quality, the lower the setting, the more undetailed the graphics. I have everything on max. image quality on a mediocre system; Duron 700 @ 900, G2MX, 384MB 133 SDRAM. Works fine, looks good .
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Hehe, that´s really great! Thumps up.
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I don´t think it´s a good idea, neither from the technical nor from the playability aspect...it´s like trying to get a shark fit  into a Goldfish aquarium, if you know what i mean. Besides that everything non infantry related in OFP is to be considered arcade in terms of  operation and general "realism". Try the following instead: http://www.thirdwire.com http://www.lo-mac.com These are called Simulations, especially written engine to suit fast moving, high flying aircrafts.
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Sniper rifle accuracy or adjustents for the scope?
Satchel replied to Swedish Mercenary's topic in ADDONS & MODS: COMPLETE
Seriously?!?! i´m pretty disillusioned now i must say. Until today i honestly was sure about wind being part of OFP affecting ballistics. Is the wind just nullified, or are there no routines at all for it- did SUMA get more specific on this? If it´s nullified then we could reenable it via the config.bin maybe. -
Before having a SAW, how about some MG bipod support that is usable, means resting the bipod on the ground as an option. You choose via the action menu or hot button if the bipot should be extractable or not. If Bipod support is choosen, the M60 should fire more precisely with less bullet spray, but also makes the gunner stationary with only a fixed angle range he can cover in the direction he´s facing, maybe 45° to both sides ~ 90° field of fire in the front arc. On the visual aspect it would look better too, instead of having just another "half bakened" weapon.
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Sniper rifle accuracy or adjustents for the scope?
Satchel replied to Swedish Mercenary's topic in ADDONS & MODS: COMPLETE
The only thing i´d like to have is some sort of wind indicator display when playing as sniper character, so that your first shot has a good chance to hit the 10 when shooting 500m+, if you did your calculations (based on the indicator) correctly. And oh, almost forgot, the binoculars should have range estimation markings, so that the spotter can call distances to the next target to the sniper, engagements could be alot faster then in MP. -
Here is the next soundclip, AK74 in action, among other general sounds. Sequence in proper order: - New Running, go Crouch, go Prone, crawl sound - AK74 fired semi, burst, full auto with 1 magazine each - Handgrenade throw - injured being treated by a medic - AK74´s in combat, 1 soviet group vs 2 U.S. groups on desert map, from a soviet solders perspective. AK74.mp3 (2:00min / 2452kb)