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pvtdancer

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Posts posted by pvtdancer


  1. ;2812360']According to Config Viewer the classes are:

    CH-67 Huron:

    B_Heli_Transport_03_base_F

    Mi-290 Taru:

    O_Heli_Transport_04_F

    Haven't found any sort of base class for Taru and can't tell for sure if other variants inherit from this one.

    Awesome find! I hope it helps. Also I'm glad to hear it wasn't too bad for you to get you back on track. Because as it stands this last update is Damn impressive. And has some hilarious Physx glitches.... I've been watching Heli's bounce 100 feet up into the air after crash HILARIOUS lol


  2. Nice job ive a curiosity im sorry for my stupidity...but that mod affects only the vanilla effects or it also affect contents effects?sorry for my ignorance;)

    If I understand what you're asking. Yes it only affects the default games weapons and vehicles\vehicles weapons. If I'm write... (Please correct me if I'm wrong) But any weapon added in by a mod will not be changed by this as the mods aren't using the vanilla sounds like the guns. Hope that helps.


  3. That would most likely require a lot of extra work for a small group of people. Time and energy that might as well have been spend on actually optimizing the mod for everyone.

    Its just a dream :) I completely agree with you I would rather have a better optimized base then an add on like that. And lets face it even in the current videos those effects a light years ahead of BI's FX currently in place.


  4. It would be cool if OS could release an add on module to expand on the effects with some extra effects for those of us who can handle it. Longer dust hang around times or dust shaking off nearby buildings when the boom goes off but as an addon to the original effects... but I understand and appreciate the commitment to great FX with a constant focus on optimization and performance.

    :D


  5. IMO It's a little intense and in your face. if there was a way to only make it reverb from further out or just more after it fly's by maybe. I dunno its close but something is off so I kinda have to agree with leaving it out for now. Who knows maybe you'll get some more tools to work with in the Nov 4th DLC drop. it looks like they're working a lot on the Audio engine.


  6. LJH Everything on that list sounds amazing... I hope that something can be made of it. IMO I know a little about scripting and it doesn't... sound, like it would be to hard... but then again maybe it is. I hope that BI can take some of your suggestions to heart because having those features would be nothing short of AMAZING those little details like a filter while inside or a wet foot step\tire on the road would just sell thing a little more. That being said everything you're doing with the tools you do have are pretty f*&$!$% legit :D

    @LJH let me know if you didn't get my PM I sent to you in Lex yesterday.

    Also please vote for the ticket I added "Add environment class insidebuilding" at the recommendation of our fearless leader ;)

    A little birdy may have also told me that if the dev team were able to fill this Audio Programmer position then these kind of features could be implemented much faster!


  7. Lex... LJ... you guys are killing me! It all sounds so amazing, there is a lot going on for arma right now!!! I agree if its something that could be done having vehicle sounds properly echo and bounce would be pretty great. I'm assuming since you already have layers of sounds for gun fire and explosions at varying ranges, that vehicles will be the same? Because the looming roar of a tank engine stalking or patrolling your AO and you can't see it would be crazy intense lol


  8. Yeah, lets hope about that, but we'll see. Tho, there was no patch so far that made me NOT coming back. :)

    Yeah I guess its IS kinda possible, like a few mods does, but in JSRS DFyre I took the "headphone/ear plugs theory" already in account. All sounds for vehicles in first person are at 50% volume. So if you use TS or VOIP or what not you just have to stay in first person in a vehicle and you can understand your friends good enough I guess.

    Second good news... well, its was a long day in the office, hehe, LAxxmann and I implemented the Urban script from L_ES into JSRS_DragonFyre. For those of you who does not know what that is: Its basically a script detecting buildings around the shooter and reflects reverbs/echoes from those buildings. Make a firefight in the city much more intense. The first results are really cool and promising. Tho I realized the script is not well detecting ALL buildings, a few are left out and it mostly just works when you get to the core of a city. But more about that later.

    From tomorrow till sunday I'm out of business anyways, so I wish you are good week and a happy weekend, guys ;)

    Thanks!

    LJ

    lol Well that's good!

    Nice! makes since kinda seemed like you did but I wasn't very sure, thanks for the clarification.

    ANNNNNDDDD That is awesome! Makes me super happy you and Lex teamed up, that just adds a whole new layer to the awesomeness... Have a good trip!!!


  9. Just awesome! We need the "Michael Bay" version once its ready for single players. :D

    Lol is the Michael Bay version the one where everything explodes? Bump into a wall... BOOOM. Bullet impacts... BOOOM. Take a step BOOM Its like you have mines strapped to your feet! lol Nah this will be a must have once released :D


  10. Just to let you know LJG, I'm a military aviator and have been in everything from turboprop fighter planes to large cargo planes to several different types of military helicopters. Many of the comments on here are pretty accurate. The other thing I should mention is that from a pilots perspective, the loudest thing I hear is radio/voice communications due to the ear plugs and noise cancelling headphones EVERY pilot (and crewmember) wears. The 2nd loudest thing in any aircraft is the engine, and that drowns out EVERY noise that's not above an explosion. So in short, I fly in South Florida (where it rains a lot) and even under the heaviest storms, I can barely hear the rain hitting the aircraft (unless my hearing protection is off and we're sitting on the tarmac).

    BTW, talking about hearing protection...ARMA has aviator headphones that you can wear, I wonder if it's possible for someone who wears them to muffle outside sound?

    Wow that is a great thought! Not sure if this is in the scope of LJH's quest for worlds most beloved modder... but it would be cool if pilots headphones did just that and all ARMA voip came through like normal while other sounds muffled like in an armored vehicle.... I wouldn't be upset if it didn't happen but it would be cool!

    @LJH I'm glad to hear you accept our suggestions\thoughts thanks again for making this mod its coming together great! Now hopefully Nov, 4th's DLC\Platform update doesn't screw you up too much!!! ;)


  11. :butbut: Well done that all is 100x better then stock ARMA! Well done sir I'll be drinking to your progress tonight ;)

    Hate to be a critic but I agree that a little high RPM briefly would help complete the effect I think give a little extra, that and I agreed with whoever it was suggesting a little beefier thud on the vehicle collision sounds. The ones you have still sound great though its great progress just trying to help not discourage! I LOVE your work and appreciate your effort into making this.


  12. I agree. Wind is nice but I would love it if you could hear a little more from inside the vehicles. I would assume a round plinking off the side of an armored car would be very loud to the occupants. With the changes they're making on the Heli pack even with some sound, I'm curious about the plans for the sniper pack. They may be adding in better tools for these things, or maybe it will just be better ballistics overall... but I'm hoping for both sound and physics!


  13. Lord Jarhead I've been using your mod for a while now never had a chance to thank you! I LOVE it and gladly dropped you small donation hopefully it helps encourage you to keep going! I've been shooting my whole life and IMO the biggest break in ARMA 3 for me is the sound and your current release of 2.2 is great but your new work is amazing! The improved distance\echo's and sound reflection are exactly what I thought was missing and makes this all the more perfect addition.

    So from the bottom of my geeky audiophile heart... Thank you and Thank you LAxemann!

    /thanks-over

    /gushing-end


  14. Would it be, in theory, possible to utilize HC in single player too? Is there anything potentially useful for SP part of the game?

    In theory you could, but you would need to be creating these missions in the editor and hosting them from a dedicated server. Some people made missions that are "SP" and if you added the necessary pieces you could use and benefit from an HC. BUT and its a big BUT, you would not be running a dedicated server and HC on the same PC you're playing the game on so you would need a dedicated box or a server hosted that can run an HC and the dedi server. so while it can be "done" It's fairly impractical if you're just using it for yourself on SP campaigns IMO.

    Hope that helps

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