pils
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Everything posted by pils
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Hmmm hell yeah, can't wait to play with Dragonfyre again :] Ok holy shit, I've just finished watching the video. The tank main gun and the impact of the shell sound absolutely amazing. And the random firefight at 5:42 - 6:22. That is just fucking epic. I mean seriously, the sound is fucking awesome. It may be rather impractically on the long term, but I personally would love to have an increasing volume (maybe at least a bit) from small arms to autocannons to tank guns (+artillery guns). I don't know if this was mentioned before or if it was a bug or not fully tweaked yet, but as far as I can remember in RC4 a tank firing only 10-30m away already felt rather quiet, less loud than your rifle. I would guess a tank gun firing 10-30 or maybe even more meters away would be louder and would feel more intense than some common rifle going of right beside you. [Also judging by link and link (that source says as far as I understand, a firing tank gun produces a sound pressure level of around 250 dB at the muzzle, which pretty insane and around 100 dB higher than your average rifle sound pressure).] And of course all those large caliber guns should be audible as far as reasonable ;)
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Yeah, BI changed some stuff with their sound afaik, and of course JSRS which was released earlier isn't adapted to that. Unfortunately I have JSRS turned off and have to use vanilla currently. (Playing MP only) The difference is ... huge.
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Oh hell yeah. Finally. Was about time. I'm really curious about the things to come :) [One short statement to the previous issues: I may have no clue about sound engineering and all that technical stuff, but as paying and returning customer for many years now one thing is very clear: I'm not satisfied with the vanilla sounds of Arma 3 (the entire sound related part of the game actually) and somehow a semi-professional with very limited resources managed to improve the work of the professionals significantly, making me a lot more satisfied with one of the major aspect of the game. If quite a number of other paying and returning customers feel the same (which is afaik the case), then BIS does the right thing by taking a closer look at that semi-professional.]
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Why is the armaholic download only some damn page.htm instead of the mod file?
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RHS Escalation (AFRF and USAF)
pils replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great work so far! Played a lot with your mod during the last days and these are some things I've noticed: - The commanders (and other crew members with optics available) are not scanning the surroundings as they should and as they do in the vanilla vehicles. They will either stare straight ahead or look at the same spot as the gunner does. - Many vehicle optics are very nice and realistic looking, however the AI is not getting along with them too well. It seems optics with a tight focus are especially bad for the AI. The AI has quite some problems spotting targets. (Don't know if it's possible to do something about that tough.) - If the AI is gunner and an enemy tank or vehicle is getting spotted, you usually would press R and the AI gunner would target the enemy tank or vehicle in vanilla. But it seems it's not working in RHS. - I don't know how tough the wheels of the BTRs are in real life, but they seem to be very vulnerable in RHS. To minor collisions and to gunfire or low power explosions. I wish they were a bit tougher ;) - It seems like the ammo count of the ZSU23 goes down by 2, but only 1 projectile is being fired. - I've noticed many of the vehicles have very nice realistic driving and engine sounds. However, they could be a bit louder ;) Thank you for your great work on this mod!- 16577 replies
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Awwwwww yeah! If someone puts this in a torrent I will help seeding with a few mbit. The server is currently pretty crowded it seems.
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If your Singleplayer runs fine, it is almost always the server which is the limiting factor. I remember some of the King of Hill servers had a horrible performance when I played there. Try playing somewhere else. Sometimes some cache seems to clot up, too. So restart your PC regularily and in game you can get a few more FPS sometimes if you press [ LEFT SHIFT ] and [ - ] and type [ flush ]. It clears some kind of Arma 3 cache.
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Just wait a few days, there will be a new even better soundmod by the same author soon :)
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Pretty neat, but shouldn't the main gun be the BAE Systems "Mk 110" 57 mm gun? It would also be really nice to have the actual parameters of the gun. The "Mk 110" 57 mm has a rate of fire of 220 RPM and the USS-Freedom stores 880 rounds of ammunition. link If that's possible to implement, the gun should be fully stabilized.
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Petition to add eventhandlers to ammunitions defined in cfgAmmo
pils replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
For The Lord, Lord Jarhead!!! -
Addition to the tank round discussion. Ok, I just found some info about the actual HE-T ammunition which is used in the Arma 3 Slammer: Link. The infosheet says this shell has two modes: - explosion on impact - delayed explosion: the shell will pierce through e.g. the wall of a building and explode inside the room ______________________________ For the 125mm gun of the T100 I found some some real life HE counterpart (which was developed in the 70s, but I guess a modern shell would be at least as effective): Link. - the shell is supposed to have an area of 90% lethality of 40 x 20m - which is pretty big. ______________________________ I also found out: - "For example, explosions near or within hard solid surfaces become amplified two to nine times due to shock wave reflection. As a result, individuals between the blast and a building generally suffer two to three times the degree of injury compared to those in open spaces.[6]" (link) Which means, yes a part of the overpressure will leave through the windows, but as most surfaces inside a building actually are solid surfaces, the shockwave will get amplified and will be more harmful than outside a building. Approx. 60 (to 80, depending on source) psi or 4 bar overpressure are said to be lethal due to lung damage. That is only twice the pressure of a car tire. I'm not an expert for those things, but I doubt someone will be fine if an HE tank round with 3kg of TNT goes off 3m away in the room just around the corner. But you're right, the greater danger is probably still the shrapnel. Please Arma Devs, tweak the tank rounds for us. (It probably would be enough to just give the HE shells enough penetration to blast through 2 common walls. That would set off 2 explosions inside those widespread houses. One inside the first room, simulating the delayed explosion mode of those shells and one in the room behind, simulating the overpressure blast. Imho that would be reasonable. Only down of that solution is the unrealistically large explosion when hitting the outer surface of the first wall, I guess. Same thing with the HEAT, but here only 1 wall penetration. Plus a little area damage for the sabot rounds and damage reduction to buildings of the other large caliber rounds (30-40mm) and things would be fine for me.)
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Yea that would be nice. But they still need to tweak the gameplay mechanics of the large caliber rounds. I mean, that's the very basis of the game. That's way more important than any kind of new content or other fancy stuff.
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Jesus Christ, you do like hairsplitting, don't you? The shell still can be named 'sabot' or 'sabot round'. Actually 'sabot' is the common term tank crews use. They say e.g. load 'sabot'. But why make things easy of you can make them difficult, right? There is nothing wrong about saying a 'sabot round' does little damage to [...]. It's not denying the fact the sabot is discarding in mid air. So good arguments and argumentation is not enough to be taken seriously? Does anyone knows if there is a ticket already online with that issue?
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Guys, I know very well how a sabot round works. Please read carefully. The lowered damage of sabot to buildings would be fine, but: a) the other large caliber rounds are not equally balanced towards the new damage reduction. See my test. You think it's alright that you need 30x 125mm sabot and at the same time only 4x 35mm HE to take down a building? b) Arma 3 lacks game mechanics that let tanks effectively fight infantry in houses. Therefore the strong sabots were the only useful option to fight infantry in buildings -> by taking it down. We need either strong sabots back or another game mechanic that makes tanks as powerful as they are in real life against targets in buildings. Either let HE rounds ignore walls in buildings (simulating overpressure) and/or give sabot rounds area damage, simulating shrapnel shooting around when the dart punches through the wall. I mean, what do you think will happen if the 10kg dart from a sabot shell made out of extremely dense depleted uranium is punching through a concrete or brick wall beside you, or impacting into the ground or a rock near you @ 1500-2000m/s? It will accelerate brick/concrete/rock shrapnel all over the place. ---------- Post added at 18:25 ---------- Previous post was at 17:59 ---------- Oh and, HEAT (and possibly HE) tank rounds should have a penetration value, to be able to penetrate one common wall and cause area damage inside the room behind it. I mean, that's exactly what the HEAT round is made for, penetrate armor and shower the crew inside with molten metal. Here an example of tank fire at a building. During the first hit you can actually see how the round impacts at the front and how stuff gets blown out at the very rear of the building. ( )
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SABOT DAMAGE REDUCTION IN 1.36 Oh guys come on. You reduce Sabot damage without thinking of the other large caliber rounds? Quick testing on the 'Air Control Tower' at Altis airport. Distance ca. 50m, angle ca. 90°, firing right in the middle between the windows, firing until building collapses: 40mm HE: 17 rounds 35mm HE: 4 rounds 40mm AP: stopped at 40 rounds (out of ammo), building still has the 'unharmed look' 125mm AP: stopped at 24 rounds (out of ammo), building has the 'slightly damaged look' Tanks have a (unrealistically) hard time against infantry in buildings anyway. Firing HE into windows is rather ineffective, because it will only harm infantry in the same room. If the enemy is behind the corner in another room, he will remain unharmed, while in real life probably anyone in the whole building would be killed due to the overpressure. Sabot is less effective as in real life, because sabot has zero area damage, you have to hit the enemy directly with the shell or need to take the whole building down, while in real life you could blast holes into the walls and anyone near the impacting sabot round would get injured or killed by shrapnel shooting around. Now as it takes more than the full ammo capacity of sabot to take down a single building, tanks are pretty much completely useless against infantry hiding in buildings. Please, fix that. Increase the damage of sabot rounds to buildings again, balance the other large caliber shells and please finally give the sabot rounds a little area damage (see my signature), to simulate the shrapnel on impact.
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JSRS: DragonFyre -- WIP Thread
pils replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
God, the urban sounds are amazing. I so want to play with your mod right now :D -
JSRS: DragonFyre -- WIP Thread
pils replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
He may be lacking background education, e.g. for programing a sound engine or whatever (I have no clue about those things), but when it comes down to the sound effects themselves, LJ apparently is a professional. The sounds he is creating are not only just better than the vanilla sound effects. There are worlds laying between them. The Arma 3 sound Devs may have been under time pressure and LJ may have had more time to care about a particular sound effect - still, for me that can't explain the dramatic difference in quality of the sound effects. The sample videos LJ posted contain some of the best and most realistic sound effects I've ever heard in a video game. That may sound harsh, but it's not intended to put down any of the sound Devs, it's just my honest opinion: Some of the vanilla sounds are just pitiful. In other words, they sound like shit. I'm playing since the early Beta and back then, I thought these would just be placeholders for the final sound effects to come. Well, I was wrong. From the early Beta to at least half a year after release, there was no progress at all when it came to Arma 3 audio. And some of those pitiful effects are still there and the same since the Beta. Need some examples? - 35 mm AA cannons - Zafir - Blackfoot 20 mm Gatling - Buzzard 20 mm twin autocannon There is even one sound effect the audio department took extra care for ... and still. The result was not satisfying, at least not for me. Please recall the sound effect of the Wipeout Gatling and the sound effect of the projectile impacts real quick ... and compare it to: Somehow I have the feeling, there is nobody in the Arma 3 audio department who really knows how certain effects and things are supposed to sound like. Sorry for the bitching, but as customer I'm not satisfied with the vanilla audio at all and imho BIS is giving authors like LJ and projects like JSRS or Dragonfyre not enough credit. As customer I would like to have the Dragonfyre sound mod finished and implemented ASAP. I'm sure if there was some kind of contact between BIS and the authors of Dragonfyre, we would be playing Arma 3 with the DF mod a lot earlier. But it's the opposite, they haven't even really cared for that eventhandler thingy, even though it's an urgently needed feature. -
JSRS: DragonFyre -- WIP Thread
pils replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Deeeemn the tweaked vehicle sounds are amazing. -
JSRS: DragonFyre -- WIP Thread
pils replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is fucking awesome. No seriously, the sounds are simply amazing. I love the impact sounds of the tank shells. The engine and driving sounds are amazing, too. And I know what you mean, vehicles in Arma 3 have such oddly reacting gearboxes. Also, in many cases the engine sound doesn't fit to the actual engine utilization in the vanilla game. It's actually a shame. But don't beat yourself up because of that, I would guess it's almost impossible to get 100% perfectly fitting real life driving sounds if the vehicles, gearboxes and engine utilization don't work and behave in the game like they do in real life. There may be a few exceptions like the Marshall which I guess is having a CVT transmission, but most of the Arma 3 vehicles just don't work and drive realistically and it shows in their sound effects. So I guess that's something you can't fix without fixing the basis of how vehicles drive and behave. You also increased the distance small arms fire can be heard, right? I'm fucking loving it. How far were you away from that town at the end? -
JSRS: DragonFyre -- WIP Thread
pils replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Holy shit dude, I had no idea you've been working on a new mod! What you show in these clips sounds absolutely fabulous. But the new explosions and their concept, now this is taking things to a whole new level. I can't wait to play Arma with your Dragonfyre mod! I don't know how the Mk200 sounds in real life, but here is a clip of the Zafir (I know, the music is annoying + volume warning): So imho, the Zafir sounds LJ made are not only sounding fucking awesome (and fitting to a high rate of fire, high powered 7.62mm machine gun, unlike the vanilla sound ..), but also extremely realistic and close to its real life counterpart. I guess the main problem here is that the Arma 3 miniguns have a waay lower rate of fire than their real life counterparts. As gun sounds are played per shot, it is probably pretty difficult to make them sound like the real ones. The whole bunch of rate of fire issues in Arma 3 are pretty much a shame for a military simulation. While I'm at it, that would be my wishlist for Dragonfyre ;) (just in case and for info, maybe my wishes are already obsolete): 1. I'm playing some large scale COOP lately which is actually pretty fun. So you got about 50 players spread over a certain pretty large area fighting against lots of AI. If it's an open area, you can usually see friendly squads firing and tracers flying in the distance. (Usually about 1,5 - 2,5 km away. Seems like the limit you can hear small arms fire is about 1 - 1,5 km for JSRS? Now it would be cool if you could also hear the distant firefights. JSRS is already amazingly increasing the distance you can hear many sounds, but I wish I could hear certain sounds from even further away. 2. I guess it's because the vanilla game has no sound for it at all, but somehow it seems there is no sound feedback if you sit in an armored vehicle and large caliber projectiles are hitting the vehicle. Because so many times I was sitting in a tank, being focused on watching through the gunner sights, when all of the sudden I'm like 'Dafuq is going on, why is the tank damaged? Oh, I'm under fire lol!'. Afaik there is no sound for 30-40mm AP and tank gun AP shells impacting on armor. If you getting fired at with HE shells or AT missiles, the impacts sound inside the vehicle just the same as outside, just a bit less loud. So I wish we had nice powerful sounds for 30-40mm AP and tank gun AP impacting armored vehicles, and tweaked sounds for HE shells and missiles hitting the vehicle you sit in. (Not only for the gameplay reason being able to recognized if you are under fire easier, but also for immersion, as I'm pretty sure 30-40mm armor piercing rounds and even more AT missiles and tank gun armor piercing shells hitting your vehicle will cause frightening and violent sounds inside.) I'd also love to have tweaked sounds for 30-40mm AP and tank gun AP projectiles hitting either the ground or an object/building nearby. For the 30-40mm AP I don't even know if the vallina game has any effects, but I would assume those projectiles and of course the tank gun AP shells both sound pretty violent if e.g. punching through a massive wall. ( Bad example, but the best I could find searching real quick. I'm pretty sure they are firing AP/Sabot rounds in this vid.) 3. Please let the A-10 Gatling gun projectiles make this scary 'sparkling' sounds, I think you know what I mean :D http://youtu.be/uhJ_A-wvNCE?t=3m35s (better quality, volume warning) -
The 30mm Gatling is a nice weapon ... as last resort in case you fired everything else away :P No seriously, I know the Devs tweaked it but it's still crap. Main reasons: - Lacks anti armor power. Even light armored vehicles, choppers and other fixed wing aircrafts take loads of hits to kill. - Low rate of fire. Yea for Arma 3 the rate of fire is high, but compared to the real life counterpart it's nothing. I know about the engine limitation, but afaik there should be still quite some room for a higher RoF before the limits are reached. - In Arma 3 all medium caliber cannons which fire HE rounds are too weak against infantry. Take the Mora and fire some 30mm HE at infantry. You need either direct hits or extremely close hits to kill infantry. You need like 4-5 hits of 30mm HE to kill infantry in case you hit ~0,5m away. Afaik the Wipeout 30mm is a bit better, but still too weak against infantry. But oh well, the other fixed wing cannons are even worse. E.g. the Buzzard 20mm is imho a bad joke and completely useless. Especially because of the low rate of fire.
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I have it, too. It's fucking annoying. It's still there in 1.24. Even reinstalled game trying to fix it, but didn't work obviously. Need a fix for that asap.
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Thanks a lot!
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How to create a proper repro mission for issues?
pils posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi, I'm asked to create a simple repro mission for that issue (http://feedback.arma3.com/view.php?id=17786). I'm happy a Dev is caring about that annoying issue and really would like to help. But I'm not quite sure what I'm supposed to do, plus it's a multiplayer issue. I thought I create a mission on Stratis, put a tank into it and somehow make it for multiplayer with 2-3 players. Mainly the Devs just need to enter a tank in multiplayer and play around a little, eventually these bugs will appear. Except the one in which only the first player is able to change places, that issue is there all the time. Any tipps would be appreciated ;) -
How to create a proper repro mission for issues?
pils replied to pils's topic in ARMA 3 - QUESTIONS & ANSWERS
Yea that's no prob, I know these bugs occur eventually, no matter which mission you play. I can load the mission when creating a MP game, but I'm even too dumb to open it in the editor, because then I would have tried to do it myself. Could you replace the Slammer with the T100 and send me the link again, please? Because one of those bugs only occur when the commander fires the commander gun.