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The Hebrew Hammer

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Everything posted by The Hebrew Hammer

  1. Sounds interesting! I like what I hear so far!
  2. The Hebrew Hammer

    J.S.R.S. 2.2 Soundmod

    Too late now Jarhead, maybe in the next version? http://www.liveleak.com/view?i=8a6_1419327959 I would love to see more of those whistles and snaps, also note how distinct the AK fire is.
  3. The Hebrew Hammer

    [WIP TERRAIN] Puget Sound

    I'm local as well. Let me know if you need any help.
  4. The Hebrew Hammer

    Blastcore: Phoenix 2

    ^ That's definitely possible, I was using MCC, good catch! Another thing I'm noticing is that wreckage disappears very quickly. I understand it's to save performance, but there should be a limit of X number of wrecks allowed at once.
  5. The Hebrew Hammer

    Blastcore: Phoenix 2

    OS, further testing seems like MLRS rockets have a similar effect as the JDAM, but the effects last longer, possibly an error with the JDAMs then?
  6. The Hebrew Hammer

    Blastcore: Phoenix 2

    Got a chance to test it OS, a lot of it looks great! Two issues I've run into is that the HE-T munitions in tanks don't have an effect. The other is regarding aircraft dropped bombs. The effect is great, but sometimes there is a really rough transition where all the particles abruptly disappear. If possible, it would be great to see the return of some of the effects you had in Arma 2 where the debris cloud lingers much longer for those types of munitions. Obviously the terrain can dictate how long the cloud lasts, but I feel like they're just a bit short. It kind of hampers the immersion.
  7. The Hebrew Hammer

    Zero Dark Zero

    Looks interesting. Another thing you may want to look into is running sources. I would love for their to be a HUMINT side to Arma.
  8. The Hebrew Hammer

    Speed Of Sound Pure

    Sonic cracks can be loud. My biggest issue with the aound mod is really just the overall audio used. Small arms fall short yet again. What it sounds like from the first person is a mic picking up someone shooting away from the recording device at a distance of maybe 5-10 yards. That is why it is so quiet. The echo does help mitigate this but it doesn't happen consistently enough. I understand that audio is subjective. However some things are universal. The goal should be to portray sound as people perceive it, not how a microphone records it. It seems to me that there is a lack of bass involved with gunfire and explosions. That has always been what is holding this mod back. I loved the original sonic cracks, I actually swapped them in and removed the JSRS ones. As a Marine and as a firearms enthusiast who shoots bi-weekly on wide open public land those are my thoughts. Gunfire never sounds clean.
  9. The Hebrew Hammer

    Blastcore: Phoenix 2

    Seems fine to me... don't listen to the haters
  10. Hey, all I'm building a mission, and since AI cannot do high speed car chases I'm scripting it myself. I have unitplay working with an offroad truck that I want to be in the back of shooting. That all works just fine. My question is: is there a way I can force the AI driver to accelerate generally speaking so that the wheels are spinning and it sounds like he is actually driving? I've tried engineOn and it's a start, but still no turning wheels. It isn't a huge deal because I'll be in the back in first person mode, but it would be nice if any other person were to play the mission.
  11. Couldn't get it working, tried a couple options for "myVar" but nothing worked. Did the path, the script call for the path, etc. didn't work.
  12. The Hebrew Hammer

    RHS Escalation (AFRF and USAF)

    The echo sound effects cut off too quickly with the weapons. Anyone noticing that?
  13. The Hebrew Hammer

    JSRS: DragonFyre -- WIP Thread

    They don't whistle, they are sound like a freight train is incoming. Dunno if that's modeled in JSRS but it has been present in the Arma 2 version. Jarhead, only critique on your SD weapons: unless the ammo is subsonic, it should be cracking and reverberating just like any other weapon would. It only protects the shooter's hearing, it doesn't necessarily negate that sound though. socgmULGVOA
  14. The Hebrew Hammer

    F-35C Lightning II

    This should really be moved to the Addons & Mods - Complete forum. Anyways, are there any plans for a STOVL variant?
  15. The Hebrew Hammer

    JSRS: DragonFyre -- WIP Thread

    My body is ready.
  16. The Hebrew Hammer

    JSRS: DragonFyre -- WIP Thread

    Ugh the wait is killin me! Cant wait!
  17. All I am imagining is a 100gig file that takes an hour to load or a 10gig file that is shitty and low res.
  18. 250km might be a bit... excessive. Why not focus on a high quality map like the bastonge and normandy maps that were released for arma 2?
  19. Can this be ported to other maps? Is there interaction with docile and hostile AI players during SP play? Can the survival modules be ported into regular Arma 3 gameplay?
  20. The Hebrew Hammer

    F/a-18x black wasp

    hnnnnnnnnngg
  21. The Hebrew Hammer

    JSRS: DragonFyre -- WIP Thread

    I think it's good. From within the cockpit you hear the bangs and dings, outside you hear the boom. Jarhead, I'm assuming the audio used is going to be dependent on the type of crash? i.e. a shot down helicopter is going to explode when it hits the ground vs one that just crashes on terrain and the angle/speed at which they hit?
  22. Okay, I'm at a loss here. Rolled back to stable, run nothing but TPW and CBA, everything installed properly. It doesn't run anything. No cars, civilians, ambient combat, etc. TMR causes the conflict.
  23. Actually on second thought. Nothing is initializing for me. I'm trying to troubleshoot with other mod conflicts, but no the only other civilians I run are from the Aggressors pack. I go to the expansions tab to ensure TPW is loaded, and it is. Not sure why nothing works when I know I have it installed properly. Kinda weird. I'll keep working on it.
  24. Is it just me or is the CIVS module not working on the dev branch? Running the latest TPW version. CBA updated.
  25. The Hebrew Hammer

    JSRS: DragonFyre -- WIP Thread

    I noticed from some of your recent footage that bullet snaps at close ranges are too loud. Within 100 yards the gunfire should be louder than the snaping.
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