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Posts posted by zerocrack01

  1. 1 hour ago, Apocalypse 31 said:

    You won't get much feedback around here, but these sound GREAT.


    I'm glad to have another sound modder around here. 

    Thank your, as far i noticed you are quite the contributor here. I like your missions 😘 

  2. 9 minutes ago, Ssnake said:

    Well, we typically have a start shot, the loop shots that receive a minor pitch treatment, and a last shot with reverb. We can't do that for all burst fire weapons however because of limitations of the total number of sounds that can be played/mixed simultaneously (obviously, an intense infantry battle with multiple MG3s etc. can produce a lot of simultaneous sounds).


    Version 5 will get a new sound engine, of course. But even then it'll take some time to process all our original recordings again, and to add missing/extra material.

    In the past it also became a memory issue, as all sounds must be kept in RAM for zero-delay playback.

    Looking forward to V5, it will pleasure for my ears and especially my eyes(new UI). Thanks for the insight 🙂

  3. I have one issue: squad leader(or rpg7 gunner) of a finish rifle squad has his own small arms sound and i cant figure out what it is. Normal riflemans sounds are covered by my mod but this one,...i dont know. Maybe it should represent a krinkov ak which is not on the list, i dunno...

    list of covered files:

    small arms 2 to 8




  4. 10 hours ago, Ssnake said:

    Maybe, but it allows us to play the sound exactly in sync with the number of fired rounds, particularly if the player holds the trigger.

    Yes, indeed. Could be worked around by playing varieties of the same shot. Repeating the exact same shot with the tail end (reverb, echo) makes it quite artificial. But nothing would  substitute auto fire recording wich would be needed in the proper fire rate to every single weapon. In short, this simulation doesn't need more and i am complaining about something which is not important at all 😋

  5. 1 hour ago, Apocalypse 31 said:

    All single, BUT it will play looped for the automatic weapons embedded in the Rifle Squad (if you give them the ammo)

    Hmm, looped single shots sound terrible, but lets work with what we have

  6. I tried out some just to find out that some small arms do not share those files. For ar15 weapons, they do not use smallarms sounds, but with something else. In the other hand G36 do use them. Man, the naming is all ever place. I assume that was for backward compatibility sake.

  7. Does anyone knows to what small arms those sound file names refer too? Most names are self explanatory, but those are not. I don't even know if they are for salvo fire or single shot.  

    121    smallarms.wav
    143    smallarms2.wav
    144    smallarms3.wav
    145    smallarms4.wav
    162    smallarms5.wav
    163    smallarms6.wav
    164    smallarms7.wav
    165    smallarms8.wav

  8. 2 minutes ago, Splash said:

    Gforce Experience is installed (card is RTX 3060ti) but I'm not aware of using an overlay. 

    I had the same issue and it was caused by the overlay. Go to the setting, deactivate it and then try again.


  9. Generic Coax MG External (be aware that most tanks share the same sound in that case, that is why, I kept it as generic as possible):




  10. 7 hours ago, Apocalypse 31 said:

    What was the recording source? Maybe they picked up some reverb in the original recording.

    I use library sounds and live fire recordings. However, with explosions i tend to use more library sounds, because recordings explosions is quite complicated and usually recorded with some distance with reverb. Most recordings are overdriven and flat sounding. Artist in me no like like

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