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Showing results for tags 'bullets'.
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So as you all know the sound system WILL get overhauled in the hopefully-not-so-far future. I made this thread so we can maybe somehow "help" the devs and give them suggestions on the sounds and such. First off, here is a video, although with blanks instead of real rounds (Real rounds are quite louder than a blank) showing off how gunshots should sound in an urban environment: Loud and echo-ey: Now, on the other hand, we have INCOMING fire. SONIC CRACKS. These are missing from the game. This is not as great of an example but I could not find any better. Very loud pops and cracks, like a whip cracking inches from your ears. We also have distant sounds. I feel as if they are too quiet. An explosion 100-150 meters already sounds relatively quiet and distant, when in real life, a distant explosion would be approx 400 meters. Here's a good example of distant sounds: Keep in mind that ALL of the examples I gave are in URBAN environments, so this would be fitting for Basrah and Narva, but not for maps such as Logar Valley. I know the sound designers know much more than all of us combined, and are striving to make sounds as realistic as possible, but I hope we can also contribute with a few examples.
I think this is a near perfect example of incoming bullet cracks and other noises.(good examples: 1:35, 2:18, and 3:35) Possibly implementing some of these noises would make the game even that much more immersive and intense! I hope a Dev sees this, I love this game a ton! And possibly being able to contribute an idea in some way would be so awesome! Cheers, keep up the good work!
Just interested to see what the community has in ideas, not saying it should be in but just spewing some ideas out. Such as odd Soviet era tanks. Or anything in general... Examples.... IDF MAR-290 Soviet Scud Soviet BTR... Again just brainstorming odd vehicals, plus as a history geek I learn something new when someone post something interesting. Please post with pictures
Looking for a solid group of guys age 21 and over to form a new group. I have been looking at various units pop up and none of them grabbed my attention. I really want the atmosphere of a mature group of guys getting off work and putting in some hours behind the virtual gun together. I think we could have a lot of fun playing tactical with a group of guys we get to know. As of right now it's just myself as most friends haven't purchased squad yet. I want to build a great website and community for this group. Lets get this thing started! I'll be mocking up a logo for us pretty soon and will be putting my day job to good use and building us a great website. If any of the larger groups can help support us that would be great. Love this community and can't wait to join in depth.
Dear Devs, PLEASE add TRACERS at all times of the day! That would be so awesome! It would visually add confirmation of the force, or power, and speed of the gun/rifle, and hence, add another positive layer to the realism and experience of the game. Muzzle flash would also be great. Both tracers and muzzle flash would help greatly with situational awareness and orientation that would normally exist in reality. Also, PLEASE do add destructible environments similar to Battlefield. This game is alredy great, but adding destructible environments would take it to the next level!
Caveat : I don't know if this has been reported already so apologies if it's a duplicate (I've done a bunch of searches but couldn't see anything specifically about this). I noticed over the course of last weekend's play that shot placement seems to be slightly out (read low) regarding cover height versus the weapon firing angle and height. When a weapon is fired over sandbags or hesco barriers, it seems like quite frequently the bullets get stopped by the barrier even though the weapon barrel and sights appear to be clear of or higher than the object being fired over. I don't know if anyone else has observed or reported anything like this already? I wasn't really sure whether this was more generally a symptom of the hitreg issue, but figured I might as well post here and see if anyone had noticed similar things during the last weekend's play? For obvious reasons its hard to capture with screenshots but I could try and record some footage of it this weekend if that might help.
Hello everyone, I am the same Spartan0536 that writes ballistics code in the ArmA III mod forums for independent mod developers and I am now a contributing ballistics coder for the ACE 3 team in ArmA III, working alongside Ruthberg. Now that the introductions are covered I would like to ask a short series of very important questions. 1. Which calibers (small arms) are going to be represented in the game? 2. Will the game be using a single type value for the caliber or will there be different sub-munitions per caliber allowing people to best choose their load-out based on the combat environment? 3. Will the projectiles penetration and "damage" capabilities be realistically portrayed based on all available combat information and manufacturer specifications? 4. Will there be different ballistic characteristics based on ambient temperature, wind drift, Etovos, Coriolis, and atmospheric pressure and barrel length? 5. How will object penetration with projectiles be represented in the game? 6. Do you need any assistance with ballistics in this game? Thanks for taking the time to read this, I greatly enjoyed the PR mod for BF2 and I look forward to seeing what you have been working on for so long.