Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by zerocrack01

  1. Artillery HE Impacts Close 1.1:
  2. 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
  3. I will look into it Microphones are in 99% of cases too sensitive and neither can loudspeaker play REALISIC explosions, especially in close distance. So i take the semi realistic approach. For e.g. i use live mg fire recording, but add library sound to to add more pressure and consistency to virous kind of bangs without losing the flavour of the real thing. Most recording of explosions are just overdriven noises with no dynamics in lower, manageable db numbers due to hardware limitations. Using the term "realistic" is questionable.
  4. How are your framerates? Having low load is okay if the performance is right
  5. I will do more stuff before i upload it here. I just started today and got addicted to sound modding again πŸ˜‹
  6. New sound mod in the making. Please give me some feedback or tell me if you have interest πŸ˜™ +Subscribe on YT if you are interested in new implementations. I add in new additions in the first post as well as a new post. My mod attempt to compliment/replace most original sounds and try to give an overall "round" and consistent experience without loosing the original feel. But be aware, there are technical limitations, which cannot be avoided. There is no download right now. I will publish it when it is ready. Artillery HE Impacts (Close impacts has alternative, see "Artillery HE Impacts Close 1.1": Artillery ICMs: Cook Off: MG3 Coax: PKT Coax: Artillery HE Impacts Close 1.1: M240 Coax: Leopard 2 Engine: 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): Infrantry Walk/Run/MG3(74): Small Arms Fire/ RPG Showcase: .50 cal "Ma Deuce": BMP/APC Engine: Bullet Cracks: 30mm Autocannon: KPV 14.5mm Close/Far: KPV 14.5mm Interior: 30mm V2 / Improved HE Tail/Echo: ICM v2: 20mm MK20 Rh202: 120mm Showcase: 105mm L7 Showcase: Frontline Showcase: Frontline Showcase + Arty: ATGM Flyby: MILAN ATGM Flyby: HE Spash Far/Mid/Close/ICM: Milan 1st Person: Milan ATGM Flyby v2: APC Engine v2: Bomb Run: M1 Engine: PzH 2000: T72 Engine: T80 Engine: T64 Engine: M60 Engine: Leopard 2 Engine v2: Leopard 2 v3 (added turbines): Leopard 1 Engine: Leopard 1 Engine v2: Leopard 2 Engine v4: M60 Engine v2: T72 Engine v2: Leopard 1 Engine v3: Generic MG 3rd Person v2 - Close/Distant: Leopard 1 Engine Interior: Leopard 2 Engine Interior: M1 Engine Interior: AGS: Battle Showcase: Leopard 2 Interior Fire & Reload: Marder 1A3: Breakthrough Showcase:
  7. Unfortunately, that does not work. Turrets are rock solid and do not move an inch.
  8. If I am not mistaken I can shove bmp wrecks around, but the turret is unmoveable and stopped single handedly my whole advance. Collision box of the turret seems quite big in nature and it is like driving against an invisible wall.
  9. Overdraw Day: M60 gunner's daysight; look into the deep forest; take a screenshot Overdraw Thermal: M60 gunner's thermal sight; take a screenshot Overdraw 2: After three minutes the weather will deteriorate and reduce the visibility from 6,000m to 3,000m. Repeat both measurements per step 1 and 2. Rural: Switch to the tank driving between the M60's position and the nearby town. From the vehicle commander's unbuttoned position: Take a screenshot City: After arriving in the town, observe the traffic along the main road into the city center; take a screenshot Particles: When artillery sets in, observe in that direction and take a screenshot Line of Sight: Finally, jump to the main force in ther southwest of the town and take screenshots at the height of the battle, and and the end of it Here I took several screenshots. Getting hit by ATGMs gives me the biggest FPS hit (~15FPS for 2-3 seconds) i tried to turn off the new heat wave effects with the same results. Otherwise it gets back to 35-45 FPS
  10. I also tried this one: I gave me around 20% more performance. With that GPU utility is always at 100% and not 80% -90% with vanilla.
  11. I would get at least a RTX 3060 but also consider to get a newer CPU with better single thread performance. I like games like IL2 GB or Graviteam Tactics and in my experience AI and simulation heavy (older) applications seem to matter the most, not sure about SB. That's why i really would know what performance others have related to their hardware. I tired 720p all settings on the lowest and get 62FPS with 40-50% GPU utilization. That's alarming for me and of course it could get better with a newer GPU, but how much better? BTW, what actually does "Dynamic Cach Size"? I cant find a description in the manual.
  12. Processor: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz Memory: 16384MB RAM Card name: NVIDIA GeForce GTX 1060 6GB Settings: Standard graphic settings and 2k resolution 2xAA Benchmark: T72B3 Tutorial showcase (a lot of arty and smoke) I wanna get a newer GPU but I wonder what rigs/framerates others might have. I seem to have around 45 FPS in quiet situations and bad FPS low spikes with smoke and arty at round 20-30FPS CPU utilization appears to be mostly 15% and up to 50% GPU utilization mostly 80% -90% Question is how much i would benefit from an upgrade or how limiting the current engine is. Thanks for your advice.
  13. Was uns am meisten trennt ist unsere gemeinsame Sprache, wie man das so schân sagt 🀣
  14. I have no issues to understand how the system works, but in German "deph" correlates to the English "width" and the German "width" correlates to the English "lengh". The English label makes sense, the German does not. It makes sense if you imagine the longitudinal impact line is the depth or length and the cross-sectional impacts is width. My guess is that in German longitudinal and cross-sectional inputs are mislabeled. Again, my input with german labels is 400m width and 100m depth with 0 mils alt. In the second picture (thanks for the realism tip) you see the impact zone, which is wrong, because the lenght drop down menu is labeled with the german width and the width drop down menu is labeled with the german depth.
  15. BTW I use the Austrian-German Translation. But in the proper German one it is translated a bit differently but also opposite. "Length" box with "Zielbreite" ("Zielbreite instead of "Zieldehnung"; "Target width" instead of "Target spread"), " Width" box is "Zieltiefe" as it is in Austrian.
  16. I am pretty new and try to learn how to call in arty. I use the wiki as reference and saw some major difference between the English and German localization. In English, first input is length (left box) and then width (right box), BUT in German "Length" box is used for "Zielausdehnung" which means "target width" and the "Width" box is used for "Zieltiefe" which translates to "target depth/length". So in my interpretation this is totally opposite if you accept the north orientation as absolute 0 mils attitude and that makes no sense to me, unless germans use 90 deg or radian zero as absolute zero. Could it be that those 2 input translations are swapped by mistake or do i miss something? Thank you for your help
  17. Is there a way to change the back ground colour of the briefing or to toggle to a dark mode? I am too much used to dark modes on all my devices and reading the small text (2k resolution) on the white backgrounds really strains my eyes. Thanks for your help. P.S.: Adjustable font size or zoom would be also nice
  • Create New...