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@  CAESAR (Mon 24 Apr 17 - 16:38) Helios/Mars. Could we get svr 3 up for Cadre tonight please?
@  stabcon (Mon 24 Apr 17 - 16:39) Also a reminder to those on the course, starting in 1h 20 minutes :)
@  Helios (Mon 24 Apr 17 - 17:17) servers are up
@  CAESAR (Mon 24 Apr 17 - 17:19) Mucho thanks
@  Andrews (Tue 25 Apr 17 - 18:28) Welcome to the Reality Gaming Task Force Apollo13. View Apollo13's Profile
@  Apollo13 (Tue 25 Apr 17 - 18:47) thanks i have sent an application
@  Breacher (Tue 25 Apr 17 - 21:09) reaction to contact :)
@  Obi (Tue 25 Apr 17 - 21:11) Fuck yes.
@  Thehelloguy (Tue 25 Apr 17 - 21:13) Hardcore :o
@  CAESAR (Tue 25 Apr 17 - 22:13) lol, jesus christ
@  Obi (Tue 25 Apr 17 - 22:51) I will say this: Please don't switch out from your perfectly good rifle to try and look cool while closing in. You won't look half as cool as you think you will ;)
@  CAESAR (Tue 25 Apr 17 - 23:03) p o s e r shit
@  Obi (Tue 25 Apr 17 - 23:07) Fo' Sure.
@  Obi (Tue 25 Apr 17 - 23:08) I like the first bit, two man movement is rarely a thing, but it was fluid and then...like halfway through it goes to fuck-what.
@  Thehelloguy (Tue 25 Apr 17 - 23:21) I think I shed a tear
@  Breacher (Wed 26 Apr 17 - 01:17) Jesus guys, do we even know what a drill is? We are playing a simulator and we wonder why he switched to pistol? In real life, there is no other way to simulate different situations than this kind of drills. SAS kill house is nothing else too. Just a drill to simulate every fundamental failure.
@  Breacher (Wed 26 Apr 17 - 01:28) We do it every Wednesday, like chopper extraction, or CQB training etc. No drill (training) in the world is going to prepare you for a specific situation, but you can train how to avoid mistakes that been made by others in history operations. The rest is experience and talent.
@  CAESAR (Wed 26 Apr 17 - 04:07) You whopper.
@  Obi (Wed 26 Apr 17 - 06:53) Lol, I'm aware of why one would switch to a pistol, I didn't ask why.....I joked about having a perfectly good rifle and not switching. Calm down lol.
@  KIMBO-MK-1 (Wed 26 Apr 17 - 07:44) Thanks Ceasar its 8:45 and all I can think about is Burger King now!

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  • Submitted: 03 Apr 2017 11:44
  • Last Updated: 03 Apr 2017 11:44
  • File Size: Unknown
  • Views: 94
  • Downloads: 29

Download Enhanced Soundscape 1.06

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Screenshots
Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas.
The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed.

Real-time calculated Hill/mountain reverb:
The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from.

Forest reverb:
So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest!

Urban reverb:
The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun.




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