The AKM sounds amazing, I have to say.
Lest you forget, Mr. Hunter, we are a ship of war, designed for battle.
You don't just fight battles when everything is hunky-dory.
What'd you think, son? I was just some crazy old coot putting everyone in harm's way as I yell "yee-haw"?
Capt. Frank Ramsey
USS Alabama (SSBN 731)
the far battle effects sound like 300 peoples hitting the road with a stick at 1 km, the spam of gun sounds arent realistics.
1. If you think cracking sounds or whizzing sounds are "fake" - as you previously stated:
The cracking sound is created when a rifle fires a round that is faster than the speed of sound, creating a sonic boom when it enters/leaves the sound barriar. you can actually here this and observe it as cracking (altho im not entirely sure if its omnidirectional, as you can really only here it in arma if your in front of the bullet.) Pistols and sub machines guns dont emit cracking because they fire sub-sonic rounds.
2. You claim that rifle fire from 1km away sounds unrealistic:
Ill explain the basics of sound - its composed of many different frequencies and wavelengths. Lower frequency sound waves travel farther than higher frequency sound waves. Plus lower frequency waves can penetrate material (thats why everyone on the block can hear a cars subwoofer hundreds of meters away before they can hear any actual music)
so I would say the "dark" boom you get from rifle fire km's away is a result of the same principle: higher frequency sound dies out much faster and turns into other energy. And the only thing thats left is the lower frequencies, which you hear as gunfire.
You can test this yourself - put on a piece of music, and listen to it with/without subwoofer, in another room. And search youtube for sonic boom.
I'd pay for a sound expansion package from BIS the sounds suck so bad!
hackers come in my server, make people dance
http://feedback.arma3.com/view.php?id=9341 - Random placement of units and waypoints does not work near buildings
http://feedback.arma3.com/view.php?id=14754 - Crash caused by commandArtilleryFire
http://feedback.arma3.com/view.php?id=14709 - Gunner of static weapon is always killed when weapon is disabled
http://feedback.arma3.com/view.php?id=14732 - Available gunner position of static weapon returns 0 even after gunner dies
http://feedback.arma3.com/view.php?id=15249 - Add scripting command to disable certain stances