Great to see this mod back in action. Like the direction so far even though I haven't been able to test each weapon. As for what I think could be improved just from an initial impression, Binary Laser volume is very low compared to small and medium lasers, and PPCs could use more punch like the vanilla sound offers.
Excited to see more improvements as time goes on.
EDIT: Further testing in a second mission, the torso twist sound may be a tad too loud. I do understand it's intentionally louder because it'd be more accurate though and I don't mind it being way more audible than vanilla.
It also could be just me, but Pulse laser sounds seem to play ever so slightly late. AC2 sounds don't ring out and they abruptly cut out at the end. Flamers are fairly quiet as well in first person, and completely inaudible in third person.
Is there any chance you could add the delay between the event and the sound to simulate the speed of sound? Actually is there a way I can get in contact with you on some guidance to hunt down the likely portion of the files that holds the information and I'll do it myself? It looks like it *might* be in mechaudiologic, but I don't see weapon or environmental sounds and such in there.
Overall It's a good mod But you need to also work on Autocannon sounds and also gauss sounds. Mechwarrior 5 Clans has some really good sound effects overall you should take note of that.
Excellent mod and very well put together. I am running a few other mods Including YAML, My issue that I am facing with this mod at this time is that any Rapid Fire Autocannons do not play an audiofile. I have attached a photo of my mods and load order. Ill try to do more testing and pinpoint the issue as well as change load order. Thank you !! Modlist Photo
Reporting back in -Tried moving Medssounds from 0 to 31(last) on load order. No change.
Removed MW2 Betty, P8k,and TSMusicmod from load order with Medsounds at last load; no change. Interestingly enough now the PPC-X, and AC/20 RF does not have a sound both now. I did not test the other variations or weapons. I am not sure what is conflicting and disabling more will break my saves.
So I've done some further testing (still in 3.5), interestingly enough the PPC sound actually plays louder when using the advanced zoom mod and you're zoomed in.
Optionally, while using the Party Critical mod it didn't seem to initially work (even if it was overriding this mod), it started working suddenly, but it's a little drowned in the mix in terms of volume.
Just bringing up compatibility with other sound mods is all.
204 comments
Sep___ - Beta 3.6
- footsteps too odd/loud in 3.5. Have a new version with them corrected coming up soon. Use whatever version works for you!
Changelog on front page
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Machine guns are affected too.
Super disappointed since I love the mod, but as it stands, it's not really usable, hopefully it gets worked out soon
Excited to see more improvements as time goes on.
EDIT: Further testing in a second mission, the torso twist sound may be a tad too loud. I do understand it's intentionally louder because it'd be more accurate though and I don't mind it being way more audible than vanilla.
It also could be just me, but Pulse laser sounds seem to play ever so slightly late. AC2 sounds don't ring out and they abruptly cut out at the end. Flamers are fairly quiet as well in first person, and completely inaudible in third person.
Mechwarrior 5 Clans has some really good sound effects overall you should take note of that.
Removed MW2 Betty, P8k,and TSMusicmod from load order with Medsounds at last load; no change. Interestingly enough now the PPC-X, and AC/20 RF does not have a sound both now. I did not test the other variations or weapons. I am not sure what is conflicting and disabling more will break my saves.
Optionally, while using the Party Critical mod it didn't seem to initially work (even if it was overriding this mod), it started working suddenly, but it's a little drowned in the mix in terms of volume.
Just bringing up compatibility with other sound mods is all.