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taumargin

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Everything posted by taumargin

  1. taumargin

    RH M4/M16 pack

    Just had a quick look at this. Congrats on the release. Wow. You've just raised the bar, sir. The only obvious thing I noticed some of the scope reticles were offset to the rifle aiming piece. Will have a proper look tonight. Great work! :cool:
  2. taumargin

    Su-22M4

    Great looking bird mate. Wow.
  3. taumargin

    Enhanced movement and more

    Personally I think the Idea of a re-hydration system is an excellent Idea as is the rest of this mod. The average person probably "could" do without drink for 8 hrs etc. But most soldiers are not average people and thrown into environments of ridiculous temperatures carrying 50 -90lbs or more of gear, for large periods of time. Ask anyone who fought in the Gulf/Afghan how much they drank voluntarily :p So am I reading this correctly jumping/vaulting/climbing may appear in Arma3 via BI?
  4. taumargin

    Scope Mod A3

    Can't wait, appreciate the time you've spent making your scopes. I would like to make a donation when you've completed your objectives. But I hope you continue to create new Items for Arma they really are top notch mate.
  5. Fantastic looking weapons. Really look forward to their arrival.
  6. taumargin

    WW AIMenu (complimentary commands)

    Area suppression another good idea. :cool: I was under the impression that the vanilla suppression hadn't been implemented yet because it was so bad. :638:. Something similar to Operation Flashpoint Dragon Rising. The only problem I can foresee is line of sight, my experience at arma would suggest the AI wouldnt think twice about shooting you in the backside with an LMG. ;)
  7. taumargin

    WW AIMenu (complimentary commands)

    Great work Windwalking it's a standard mod in my set up now. I'd agree with the posts above an all round defense would be a nice addition to your mod. The nearest I can get is a diamond formation and scan horizon lol, without individual placements. Be great leaving a vehicle of any type straight to an ARD. good work and thanks again
  8. I like the appearance of the model as mentioned above. But definitely needs some new sounds and the reload sfx is too lo-fi and 'roomy'. I look forward to seeing this develop. :cool:
  9. Thanks look forward to trying this out
  10. taumargin

    Scope Mod A3

    Great work fella :cool: always great to get some good scopes. Your Aimpoint RDS has just become my no1 scope for CQ. Multi reticle selector for the aimpoint RDS?? lol.
  11. taumargin

    STALKERGB's British Infantry

    Nice work. Awfully British of you Sir.
  12. taumargin

    The sound thread

    Couple of things I noticed whilst playing tonight. Was the lack of bullet impact debris whilst under incoming fire. As mentioned above the snap snap etc seem very isolated without the debris e.g. walls,dirt.... Still the lack of reverbs/early reflections when firing indoors and built up areas. Some of the footsteps seemed quite boomy and unnatural at times. Walking on wooden floor boards without creaks and strains. Walking up steeper hills no debris stone slides or scuffs of boots. The explosions are still a little bit Hollywood IMO.
  13. taumargin

    ARMA 3 Addon Request Thread

    Yeah the list is endless, moving vehicles with open doors.....would certainly give 'realism' game's another step forward as opposed to the standard stereo ambience effects. It would probably be even better implemented into the ACRE mod too. Mic distortion lol. Oh well I guess we'll see it in the next DICE release :p
  14. taumargin

    ARMA 3 Addon Request Thread

    I would like to see this implemented into Arma3 as standard or a mod (not asking a lot);). If this kind of thing is currently being developed happy days. I have no programming experience but I could assist with audio creation if required. This would have to be done on a simplified level as I imagine the calculations involved would be CPU heavy to recreate a 'modular audio wind simulator that takes environmental factors into consideration' lol. But I think the game would benefit from having such a mod. On a very basic level the Wind distortion audio could be synced to the in-game wind direction azimuth? The intensity of the wind would be also be decided by the in-game wind settings. Reduced or increased volume of the wind distortion to be based on players altitude and then removed altogether when indoors. Pros - A more immersive audio/video sandbox experience (more believable environment) - A quick basic audio hint when throwing smoke down for cover (when in open ground) - Simulates masking effect (vehicles and Opfor movement are more difficult to hear,depending on the intensity of the wind) - Possible clue for a none map/compass bearing situation. - Sounds great imo ;) Cons - More CPU power? I don't know how easy it would be to implement on a simplified level? - Opfor activity harder to hear Considerations - Intensity. Increased/Decreased intensity wind distortion audio samples. (On a simplified level) Slight wind 0-10mph, Windy 10-20mph, Full 20-30mph? - Option to switch off (or lower volume of the mod) for difficulty setting - Wind behavior in buildings and built up areas. (OFF/Alternative??) - Wind changes direction (this would have to concur with bullet physics) - General direction of incoming small arms are audibly more difficult to detect - Ideally synced with a bullet physic's mod e.g. ACE or L etranger's VTS Ballistic [ALPHA] - Fluctuating wind speeds (again not too important for the sake of programming and CPU usage IMO) - Altitude affecting wind speed (volume and/or intensity variation) - Running at full speed into the wind creates another audio phenomenon altogether. Easily recreated though. - This could also be a achieved to a lesser extent with a mono audio recording and a reduction in volume on the most basic level. Please watch the video thanks
  15. Thanks for this, cant wait to try.:cool:
  16. taumargin

    RH Pistol pack

    Thanks m8 look forward to trying this.
  17. taumargin

    AlphaSounds

    It sounds like your trying to make the clothing "fushh" samples much too prominent in the mix. You have to find a balance where the clothing movement compliments the footsteps and object movement etc. It shouldn't be that noticeable to be honest, in my video I pushed the levels quite hard for demonstration purposes only. Another thing to take into consideration is the timing of the clothing movement. This has to correspond to the movement of the animation or else it just looks and sounds out of sync. You may also want to consider using it louder for first person than third person as the clothing is a great deal closer as everything else. just some pointers
  18. taumargin

    AlphaSounds

    No Problem afp, pleased you like it i've pm'd you my server details. If you need any audio adjustments or requests etc feel free to give me a shout.
  19. taumargin

    AlphaSounds

    Hi afp great mod. I added some clothing movement over the top of a video to see if it would make a difference if any? If you would like the audio files to add to you mod feel free to pm me, you can use them FOC for this mod. I must stress it was done rather quickly :)
  20. Like the improvements very much. The game seems to like my GPU a bit more than Arma 2 which i'm pleased about, it's certainly been brought up to date visually. I'm really starting to warm to the stance modifier for finding cover etc. I work with audio and the sound engine on the other hand is not so impressive (at alpha stage) with regards to weapons and environmental factors. No early reflections off nearby buildings and objects, reverbs for indoors varying in room size/materials and distant delays/echo's from weapon burst. At the moment there is a great sounding generic rifle shot for all environments. But as the game is still only at alpha stage i'm hoping these things will be implemented into the final product? If not it looks like another JSRS could be on the cards :)
  21. Hi, i'm looking to join a squad of mature gamers that don't take the game too seriously and can have a laugh. As much as I enjoy playing military simulations, I tend to agree with the fellow above. My days of yes sir, no sirs are over. I'm UK based and predominantly play infantry/rifleman/marksman. I've just recently started playing ArmA2 because I was looking for a new challenge and getting a bit bored of the point and click shooters that rarely include teamwork. So if your looking for a half decent ageing infantryman please don't hesitate to respond. Thanks
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