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ThorBrasil

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Posts posted by ThorBrasil


  1. I noticed something about the sounds of the mod: If you place tracer effects modules on the map, they usually don't make so much noise in vanilla version. With SoS they get much louder.

    The problem about this is: To have a dramatic effect (at daytime at least) you have to add quite some of those modules. But then they get much louder, to an extend that you can barely hear anything beside the sounds from the modules, if you're in closer proximity to the modules (like 500m to 1km).

    Maybe there's a way to add an optional file for lowering the bullet sounds that are produced by the tracer effects module?

    I agree with everything you said. The sound is too loud when you get bursts of fire. Stopped using this MOD because of it. 've Talked here nothing has changed. Hopefully that will change in this new update. the JSRS2 changed that. Now the sound is very nice. I can hear everything around me in JSRS2.1. I want to use the SOS because I like him very much. But when it is not modified I will stay at JSRS2.1.


  2. is to lower the sound of the receipt of the shots? Is very high. I'll go deaf even with low volume. If download more my sound I do not hear other sounds. Only the crack and burst shot in my direction. Thanks! I like to enjoy the sounds of your MOD. Only you have to balance to make the most of the experience. Thanks and merry christmas! Thanks!


  3. Check your TrackIR settings. I just tested this with both the Dev and non-Dev versions of Arma3 and it works perfectly.

    ---------- Post added at 13:25 ---------- Previous post was at 13:24 ----------

    I tried a few different things to lower the view down to the waist level, similar to how it is in FSX, but no joy. Not sure what the limitation is but I couldn't get it to work.

    Future plans include adding this to cars.

    ---------- Post added at 13:45 ---------- Previous post was at 13:25 ----------

    Here's a link to my TrackIR profile. Please keep in mind that it's just a starting point for you. TrackIR's effectiveness has a lot to do with where you place your camera, whether or not you are using TrackClipPro or a baseball hat and TrackClip, the location of the TrackClipPro on your headphones, etc. For example, for me, the Z movement is way too fast as it appears in Arma 3 (vs. in TrackIr's interface). So I've set up my Z movement to be much less sensitive than the X or Y moves. Also, since Roll isn't something I use that often, I have it set to not engage unless I severely roll my head. But it's a setting I'm still tweaking, so only consider that setting to be a starting point.

    Here's the download for my profile:

    https://www.dropbox.com/s/qew8q5xt0l7jucb/FEINT_Smooth%20Modified.xml

    For those who don't want to download this, here are the manual settings:

    http://www.lightstormimages.com/gallery/games/arma3/HRP/TrackIR-01_LR.jpg

    Thank you! This profile does not work on my TrackIR 5. Giving a error and it does not appear. Do not know why. Anyway thanks!


  4. Thanks for the nice review. That was my impression of this addon too, that it just added to one's situational awareness and added to the feel of vehicles.

    ---------- Post added at 10:33 ---------- Previous post was at 10:27 ----------

    I'll post the profile that I use later on today along with a few tips. Thanks for everyone's feedback and comments. As for adding this to the FA-18 addon, that would add a dependency to this addon which I want to avoid. But if the creators of that aircraft want tips on how to enable this, I'll be happy to supply them.

    Next, I want to look into enabling this for cars. And I'll look into the non Dev problem mentioned.

    Thanks!


  5. yeah i though that bis would actually add that one themselves, kinda makes sense right? since they have blood for bullet hits.

    Also anyone noticed anything different audio wise within the game since last week? I've just played today for the first time since 3 days ago and the sound engine seems different some how, like louder and even more wacky properties wise than before. Odd thing is we haven't had an update.

    I'm waiting for a major update your MOD. I hope soon new. Keep improving. Your mod has great potential.


  6. Please! Making guns AR10, M16A1 with texture on high quality. Same as others. Guns Ar10, M4, M16A1, M16A2, M16A3, MK12 and Sam-R. The palm enters the hilt of the weapon. Is to correct the error of the animation? Please! These weapons are the best ever made for ArmA 3. ;) Google Translator!


  7. Folks, I decided to release a patch to fix a few bugs.

    Change Log

    Version 0.6.1

    • Black MX rifles will now work with VAS (Note they still look the same as the standard mx in the VAS menu as I havent done custom icons)
    • Fixed a missing icon error for underwear
    • Removed a redundant ammo crate for uniforms which wasn't working (there is still an ammo crate containing all weapons used in the mod, i forgot to mention in the last release)
    • Fixed loadout issue which was still resulting in some units shouting "out of ammo"

    DOWNLOAD PATCH v0.6.1 @MEDIAFIRE

    First post updated.

    Please do let me know if you find any more issues.

    Cheers

    Pomigit

    Thank you! In the future I'll be very grateful if MX are all black. Thank you! Thank you!


  8. Thanks all for the feedback so far. Much appreciated.

    @ProDomo That would be one of the changes I forgot about. arifle_MX_blk_pointer_F is now arifle_MX_MRCO_blk_F

    The class list on the front post reflects the correct class names. The error you talk about getting though would be because your mission is looking for the old class name. If you have manually added the weapon to an ammo crate or to a units init then this will be the cause.

    @ThorBrasil I dont use the virtual ammo and have never tested against it but i'll take a look into that

    Very grateful! Very grateful! I wait for the hotfix! Thank you! Your MX are the best textures I've ever seen. Thank you, Thank you!

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