I assume you're talking about the ZU-23s? I think I prefer having the sound and rather have the ammo changed to HE (like Shilka). There is nothing that gets your adrenaline running more than while being suppressed by one or several of these HE rounds coming your way where you anticipate artillery/mortar coming in
AP rounds? Pffft... Who cares - you hardly notice them
In ACE_SM, HE rounds have an ear-splitting crackcrackboom sound when they explode, whereas AP rounds fired from the same cannon just sound like big impacts.
The BMP-3 and LAV-25, at least, in JSRS have only the explosive sound for both HE and AP ammo types. That's the problem.
Although I really am missing the ACE_SM HE round explosion sounds, as JSRS has just one single file for the Cobra cannon, 25-30mm and the GAU-8. It sounds like a straight-up sample of a distant thunderstorm and not very convincing. But that's just my opinion.
In ACE_SM, HE rounds have an ear-splitting crackcrackboom sound when they explode, whereas AP rounds fired from the same cannon just sound like big impacts.
The BMP-3 and LAV-25, at least, in JSRS have only the explosive sound for both HE and AP ammo types. That's the problem.
Although I really am missing the ACE_SM HE round explosion sounds, as JSRS has just one single file for the Cobra cannon, 25-30mm and the GAU-8. It sounds like a straight-up sample of a distant thunderstorm and not very convincing. But that's just my opinion.
When you make a sound addon, you notice more and more the sounds you DID NOT change. So I'm sure Jarhead is aware of this. Since ACE2 and ACESM have been available for considerably longer than Jarheads mod it will be easy to notice what hasn't been changed.
While I know you guys LOVE this mod, Jarhead will change what he wants. More importantly when he wants to. Keep the suggestions coming, but you know if every OTHER mod used the same modular system it would save alot of work.....
I take it you cannot use ACESM AP impacts and Jarheads mod together then ?
I take it you cannot use ACESM AP impacts and Jarheads mod together then ?
Well, I was under the impression that if I loaded ACE_SM first in the shortcut command line (@ACE;@ACE_SM;@JSRS...etc, the JSRS sounds would simply override the ACE sounds, and current gaps in the mod would be filled in by ACE files. And it worked for the most part, except I had ACE sounds playing for the AKM and a lot of vehicle guns, overriding JSRS. Is there some other method to make all sound conflicts get decided in favor of one mod or the other?
"Soundmix" can be any soundmod (@JSRS folders etc) and I dont actually use ACE_CM but when I did this was the order I ran it, most worked, some bits didn't, hit & miss.
Having said all of that you will find these mods are less modular and so some pbo's may contain more than one set of sounds .. which means you cant outright remove ACE_SM what you dont want and have pbo's replace these as you wish ... that's the time you will find mixing soundmods an issue, so you have to simply load it higher priority to the soundmod you want it to take over from, but this can have odd results like sounds defaulting back to vanilla in some cases with configs etc (but not all the time .. just certain mixing).
I have to say JSRS is the premo example of how modular should be
J.S.R.S. 1.4 supports any version of ArmA 2: Combined Operations (v.1.50-1.60).
A recent version of CBA is required!
It is important to set up 128 Sample in the Audio tions to prevent misfire of the sound.
JSRS 1.4 is required. Install JSRS 1.4 first!
• Feature: Includes all earliers released patches
• Fixed: Script failures
Changelog 1.4.2 HotFix
• Changed: Fixed Snip1 RPT's
• Changed: Reworked optional PKM sound
• Changed: Added two more weapons to the optional section
Changelog 1.4.2
• Changed: Volume of all radomly played SFX sounds
• Changed: Increased volume of some stereo environment sounds
• Changed: Reworked all distance weapon sounds for more life like sounding
• Changed: Increased distance for distance weapon sounds
• Changed: Reworked the sounds of passing or moving through brunches
• Changed: Increased distance for distance helicopter sounds
• Changed: Deleted annoying dog and chicken sounds
• Added: Added an script entry for automatic vehicle spawning (dummy vehicle)
• Added: Added new Script: dummy_vehicle.sqf
• Changed: The allowable distance for distancesounds was further restricted! (More Performance)
• Changed: The #particlesource will be deleted after the sound has been played (no memory leak anymore)
• Added: Soldier hit sounds, soldiers screaming and hurt sounds
• Added: Optional weapon sounds for testing. These are just to serve my own taste!
Changelog 1.4.1
• Changed: Signatures and key are updated to version 2 for more safety of cheaters
• Changed: Range and distance of script command (will fade in after 100 meters now)
• Changed: Reworked most configs for more sound range of normal weapon sounds (fading out after 400, 450 meters)
• Added: SMAW added to the NLAW config
• Added: MAAWS added to the NLAW config
• Changed: Reworked the GAU12 sounds to get rid of burst sounds
• Changed: Reduced distance of far-crack sounds
Changelog 1.33 - 1.4RC
• Changed: Signatures and key are updated to version 2 for more safety of cheaters
• Fixed: most error causing trouble or performance lags
• Fixed: strange error causing an CTD when using Hydras on A10/AH64
• Fixed: volume differences
• Reworked: the whole environment system by using BIB_Ambience config system from CarlGustaffa
• Added: Multiple and characteristic helicopter distance sounds
• Reworked: Most handheld weapons with real recorded sound samples
• Changed: Most entries for distances on both vehicles and weapons
• Fixed: All kind of missing wss RPT's
• Added: Parts from Project Zero like some reloading sounds
• New: All explosions are totally new
• New: Added a new script for adding distance sounds for all kind of weapons
• Added: Some new vehicles like the LandRover and the AH1Z
• Reworked: The A10 and AH64 for the first time with real recorded HD samples
• Added: New kind of far sonic cracks, also calles snaps. Impressiv amount of atmosphere
• Reworked: All kind of Sonic crack sounds
• Added: Some more handheld weapons
• Fixed: Some missing wss and empty sounds on M110
• Fixed: Alarm sounds on some helicopter
• Added: New T72 real recorded HD sound samples
• Reworked: T90 got a new sound kit
• Reworked: As well as the BMP2
• New: Over 330 sound samples just for environment
• Reworked: All bullethits
• Added: An small config entry wich allows me to simulate sound of far away flying helicopters
• Changed: Most volume entries for all kind of sounds
• AND A LOT MORE STUFF I DONT EVEN REMEMBER!
Readme file. Read this to get more information about installation or optional addons.
ACE WEAPONS:
Here is a reuploaded version of the ACE weapons from last week. Those are now fixed and all RPT's are gone now, much thanks to Robalo who locked over the configs and fixed some messed up class inharitations.
Dont use the old Multiupload link, those files are outdated and cause much trouble. Also you have to delete all earlier installed JSRS ACE PBO's to keep this RPT free.
Changelog 1.0 + HotFix by Robalo
• Feature: Includes all earlier released ACE sounds
• Fixed: All configs / inheritations