Page MenuHomeFeedback Tracker

Hypnagogik
User

Projects

User does not belong to any projects.

User Details

User Since
Apr 4 2013, 6:53 PM (607 w, 4 h)

Recent Activity

May 10 2016

Hypnagogik added a comment to T65189: helicopter control - "E" is allways bound to "cyclic forward".

Confirmed. I had this same issue.

May 10 2016, 1:50 AM · Arma 3
Hypnagogik added a comment to T65051: Unrealistic damage taken in vehicle / Over-sensitive crashing.

Is there already another thread for this? Surprised this doesnt have more votes. Huge issue in the latest stable release.

May 10 2016, 1:46 AM · Arma 3

May 9 2016

Hypnagogik added a comment to T62030: Terrible sound immersion.

There is an issue with reload sounds too now (as of version .60). I can have a teammate reload 100 meters away and it sounds like hes reloading right next to my head.

May 9 2016, 11:41 PM · Arma 3
Hypnagogik added a comment to T62030: Terrible sound immersion.

@Crierd agreed. Would be nice to have some more specific control over different volumes instead of just "FX volume"

May 9 2016, 11:41 PM · Arma 3
Hypnagogik added a comment to T62030: Terrible sound immersion.

"That said, the frequency generated that confuses the target where the shot came from, would obviously also impact the distance as well, however not to the extent that a shot 300m away should sound the same as if right next to you. You would be able to determine if a shot was within 10m away or somewhere between 100m and 300m away etc."

This exactly.

I can understand the sound a suppressed weapon makes being deceptive, but this seems to be an issue with the Arma 3 sound engine or maybe just how these sounds are implemented in the sound engine.

Even if the sound a suppressed weapon makes doesn't help you figure out its exact origin, there should be some variation in the actual volume at 300m vs 10m. And right now this doesn't seem to be the case.

And I don't think this is intentional on BI's part, because I have noticed the same issue with regular gun shots as well. Its just much more apparent when some one is using a suppressor.

May 9 2016, 11:41 PM · Arma 3
Hypnagogik added a comment to T62030: Terrible sound immersion.

Someone shooting a weapon with a suppressor is extremely deceptive. I've had this issue several times where it sounds like someone is shooting a silenced weapon right next to my head, but they are no where near me. Come to find them across the map.

Not saying you shouldn't be be able to hear the weapon firing at all at this distance, but there needs to be some variation in the sound so you can judge distance better.

May 9 2016, 11:41 PM · Arma 3
Hypnagogik added a comment to T61568: character bug on atv.

If you are standing on the ATV, you will also get stuck on it (unable to get off the vehicle)while not moving. The only way I have found to get off is to start moving forward slowly and then try to jump off.

May 9 2016, 11:12 PM · Arma 3
Hypnagogik added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

Wow. Just watched (or listened rather) to the youtube videos of JSRS mod. Never tried it myself, but the sounds are amazing. Get these guys on the payroll BI!

May 9 2016, 4:08 PM · Arma 3
Hypnagogik added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

I posted this yesterday in a related thread, but its probably more appropriate here.

This audio issue becomes extremely obvious when someone has a suppressor. It sounds like there is little to no variation in the volume based on distance. Someone shooting a suppressed weapon from 300m sounds like they are shooting right next to your head.

As we where discussing in the other thread, its understandable that the suppressor is going to be somewhat deceptive and conceal where you are firing from. But this is extreme and appears to be related to the sound engine just like the issues with regular gunshots.

May 9 2016, 4:08 PM · Arma 3