The lack of subsonic 'whoosh' sounds bug has been identified and will be fixed soon. I'll probably do a revision of this video once the fixed version is available, but for now, just imagine the whooshing instead.
Is there a feedback tracker ticket for this? Or how has Bohemia Interactive been made aware of it? Or has this been fixed already and I haven't noticed the revision video yet?
@@RXK1NG no this is true for COD too except the fact that it doesn't matter the distance if it's auto within 25m and sniper percussion from >100m in BR is an issue.
I've been wondering how you guys seems to locate the enemy even it's really hard or impossible to see them in the videos. Great topic and nice to see those visualizations as well.
Good stuff as always. Really helps show how much the audio can be relied on, at least until it isn't there. And suppressed fire at night... hope you have night vision, otherwise you're screwed.
This was a very thoughtful and well put together instructional vid. Thanks for taking the time and putting in the effort for us all. It is very much appreciated indeed. I had no idea how much energy the ARMA dev team has put into it. no wonder it is so immersive.
Impressive info, obviously you have done a serious amount of real research. Best tutorial you've done to date. Much appreciated. 👍👍👍👍👍👍👍👍👍👍/10 oh and the graphics of the physics, , , stunning!
I'm still appalled so many servers simply reveal enemy positions on the map like that. It just ruins the gameplay for me. (Your mileage may vary. I'm not telling anyone how to play ArmA here, I just have a strong *personal* preference against arcadey features like that)
@@JosephHarner I just play alone. Though, I admit I have the faint red markers on for enemies. Don’t have the enemy positions always marked on map though. That’ll ruin most of the surprise fun
@@JosephHarner I don’t play arma but I agree. It’s why I prefer apex legends over cod war zone. Or my fav game sound design wise Hunt Showdown. I get much more satisfaction of working out enemy location using my brain then the game just telling me.
I think for game play the swoosh sound could use a boost. I'm pleasantly surprised with the level of detail ARMA3 put in their audio engine! For game play accessibility it would be helpful for casual players, new players if the nearby bullets showed a small line of air disturbance trail like one can see when firing a sniper rifle. (easy/arcade mode). I wonder how ARMA's sounds compare to real life? To my ears I like to hear more variation of the 'crack sound', as well as the impact sounds who sound too similar landing on different materials. I think it's rather challenging to make a good sounding game because irl the dynamic range is so much bigger.
Oh and I wonder what Dslyeci likes to see and hear in ARMA 4? Personally I love to see a many missions (30+) COOP campaign that has a story with surprising and complex points of views. Smooth scaling, without lag, tight feeling engine, where objects don't clip into each other and feel solid. On sounds, I like to hear more interior contact sounds, like gravel impacting the fenders in a car, player bumping/brushing against walls, etc.
It's translucent spheres that are added every rendered frame which stay in their position and grow at the speed of sound. This effectively gives you the wave front of audio from a moving object. The shot at 6:42 makes this more apparent.
omg I've always tracked the super sonics but never realized the gunshot and super sonics were separate sounds. Figured a second weaker gun or different target was getting shot at. lol
I need these DESPERATELY. I currently can not reliably make it past the second engagement wave of the infantry showcase. Dying 5 minutes in because I take fire I'm not pinpointing is...maddeningly frustrating. I'm sure these visualizations are time consuming, but they're a God send. A few minutes in and I can see I've been associating direction of MISS with direction of FIRE.
absolutely fantastic video, the visualisations are great and the insights into the effect of suppressors on determining the source of fire was riveting.
I didn't draw focus to it at the time, but if you compare the online version of TTP3 ( ttp3.dslyecxi.com ) versus the original print or PDF version, you can see that I later went through it and changed all he/him to they/them references. I should have done that before it was finalized/went to print, but better late than never. It wasn't something I really thought of up to that point, but once I realized what I'd unconsciously been doing, I wanted to make it right even if most would never notice.
As a non-binary person who has spent 2.9k hours on A3 alone, I can only really thank you and ensure you know that what you're doing matters and has impact. The community, while I love it, can be very aggressively default, and I can promise you this makes a big difference to me and every other not-a-guy who wants to get into Arma. Thanks man
Jay, if you’re ignorant that’s one thing and I’ll give you the benefit of the doubt for a moment. It doesn’t matter what the avatars are. The players themselves are who I refer to, and they can be any gender. I refer to the actual flesh-and-blood players when I write or speak about the game. Don’t be a pedant about this, because it’s easy to read such comments as being thinly-veiled discrimination and petty hate. That attitude will never be welcome here.
Hi Jay. I won't add much in addition to Dslyecxi's point. This is a guide for use by individuals and units - an explanation of ingame skills and techniques to produce better gameplay and an understanding of the engine. All the soldiers in the guide use male models. In addition, every firearm in the guide is unmodded Arma 3, and every terrain is, likewise, unmodded. It is not specific, but general and doctrinal. While I don't think it's your intent, by responding to this specific element and the joy it brings people, rather than take issue with how he uses 'rifle', 'firearm' or 'weapon' in a general way, or even 'cover and concealment', there's - at the very worst - a clear subtext that creating any space not currently provided for by the game is wrong. Not just mods, - but people, too. That can be very exclusionary for folks who have to rely on third parties to be represented, through no fault of their own. At the very best, it confuses the guide into 'everything must be as is shown or else it means nothing', which would mean this guide precludes ACE, soundscape mods, and even basic weapon additions. I've played enough of this game to assure you - it does not. This is a damn good guide no matter your modset, to be expected from the best around. I don't think either is your intent, but it's worth knowing how your message is perceived and read. Queer people are just people, and they're as welcome - to play, learn and thrive, and to have a culture that recognises, plays and thrives alongside them - as you are. All Dslyecxi is doing is giving us room to not be hurt. That might be uncomfortable to come to terms with, but it's less uncomfortable to learn to accept someone than to know you're not accepted.