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Genba_Kantoku

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  1. Italian Tier 9 heavy Progetto 66. After I disabled gun_reload.pck, the 'final rolling' sound plays only first tick (about 10ms long?) but does not play the rest.
  2. After disabling gun_reload.pck (by placing a blank file into res_mods with same name) I found the "final shell rolling" effect is completely disabled. I don't think this is what you intended...
  3. I found a bug for autoloader/autoreloader gun loading sounds. Just before their completion of reloading, final "shell rolling" sound plays, but even after the loading is complete, it does not stop, just plays forever.
  4. As of patch 1.26.0.1 (WT24 event) The mod collides with the Waffentrager 2024 event sounds. All the voiceovers of the event battle. The python.log message is like the following: If I forcefully give priority to ev_white_tiger_2021_voiceover.bnk, then the outcome is So I have to totally disable the mod to enjoy the event voice actings.
  5. Yes, I think this is the culprit. In my in-game sound settings, this sound is a bit more simpler. The sound feel somewhat dull while the sharpest part is still pronounced (thus "snap!" like a chopstick is breaking), and all other aftereffects go unnoticed in battle.
  6. Mostly APCR or AP? (but I'm not sure if HEAT never makes that sound). The situation was always in the sniper mode. Enemy guns were almost always HT/TD large caliber guns over 105mm.
  7. It was a puncture but no critical. Recently I only played heavies around tier 8 and 9, so in most situation the hits were on the cupola of the turret (but not critical). Enemies were also the heavies and TDs.
  8. The "snap!" sounds were from over tier 8. I hear it when I'm playing heavy tanks like Maus, 50TP, etc, and the enemies are also heavy tanks with very large calibers.
  9. Hello, I'm enjoying your mods greatly, as always! I have two questions 1. Some parts of the mods seem to be pending renovation, and missing from the newest "v1.29" files, so I'm using backup versions (v1.26) in some parts. Namely, "Surface Hit" and "Tracer". Am I doing it right? Also, the engine sound seems to be in progress of complete rebuilding (so the newest "v1.29" file looks very incomplete), so I'm sticking on the v1.26 (more precisely, the version updated in 2022 September) instead for now. 2. I like the new critical hit sounds, but there is one sound which feels very off the normal. Among the hit sounds (npc hit pc), without any critical hit, there is a very dull "snap" sound among the soundpack. It sounds like breaking a wooden chopstick, never an ultrasonic tungsten rod punching a hole on the armor plate. I feel like it is not the intended sound. Could you pick it up and correct it?
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