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jokoho482

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About jokoho482

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  1. jokoho482

    LAMBS Improved Danger.fsm

    It works via a Tweaked config parameter. Vanilla Units on Default is set to 1.75. if I remember correctly that value was one of the values that I think got changed around the Apex DLC time to that value on the Base Class for Man, before Apex from what we could that value was set to 3. And as the Change you are Referencing is from the Current Devbranch we are experimenting a bit around with that value and set it to 6. The Value is, from what the Wiki and also our testing shows, logarithmic. So that means that 1.75 is about 130m, 3 is about 250m and 6 is about 300m Those values were Tested on Perfekt View Conditions(AKA VR and in Full Daylight), so all Vanilla Influences count into it, so Night time, Smoke and just bad Weather reduces the distance AI can Detect someone. Some Mods Overwrite those values so it may not change on all Units but only Vanilla Units or Units that Inherit that value from the Vanilla Class Man
  2. jokoho482

    LAMBS Improved Danger.fsm

    no it wont. those changes are config changes and if SOG does not inherit from those Exact Vanilla Classes or overwrite those values them self it wont work for those RPG/Launchers
  3. Suppress is for Bullets only! i think you may talk about Immerse made by LAxemann and Me
  4. jokoho482

    LAMBS Improved Danger.fsm

    Nothing. we check in the config if it is a Artillery, if not they wont be registered.
  5. @Freddo3000 no this is how it is Intended. we want the player to be able to change those values and if a server owner wants to force then they need to do so manually.
  6. I can not recreate your issue with the Bombs with only Dynasound 2. that issue may come from a different mod that you are loading.
  7. L_ExShake is not supported because it got merged into Immerse
  8. the Echos and reverbs in vanilla are just Sound tails. ES calculates the real reflection points and plays there sounds. Basically Vanilla is static or "faked" and ES is Dynamic and more realistic calculated
  9. @zafjr No Dynasound Does not send any data it self over the network. Dynasound is totally Client side.
  10. I think I fixed it I only have the problem I can not reproduce it my self. when you would have a repro description. i can look deeper in to it
  11. DS and ES are total Client Side mods. what means the server only needs the serverKey for CBA and DS/ES and it should work fine
  12. jokoho482

    Release Candidate Branch Discussion

    after a little bit of testing, I noticed that the Sonic Boom is a little bit buggy. 1. you hear your own Sonic Boom in the Vehicle. what should not be possible? 2. and in 3rd Person camera is the sound sometimes a bit buggy when you move the camera around the plane. and sometimes you don't have any sound at all, here is a video where I show both issues here is a video where I show both issues
  13. jokoho482

    (SMA) Specialist Military Arms

    i just noticed that the current version dont uses the new vaules for soundSets what makes the sounds work very wierd. this new config entrys for soundSets are occlusionFactor and obstructionFactor. default values are 0.5 and 0.3. that should fix the issues that the sounds are very hard faded when you have something between the shooter and you
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