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JSRS4 - ARMA 3 Sound

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Posted: Tue Dec 19, 2017 2:19 pm     Super secret spam barrier
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mccabe wrote:
it does sound far better when you are being engaged from the enemy and it would be nice if it was optional as is dynasound 2

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JSRS on the other hand has been tried in the past, and proved both unreliable in MP and also a greater performance hit.


Posted: Tue Dec 19, 2017 2:51 pm     Super secret spam barrier
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But has it been tried recently ?? As it looks like it's being updated alot recently 18th of December being the most recent 


Posted: Tue Dec 19, 2017 3:09 pm     Super secret spam barrier
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I think the reasons why we won’t be implementing this mod in the near future have been made fairly clear already.


Posted: Mon Nov 12, 2018 10:09 pm     Super secret spam barrier
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So after a year I think it's time to revisit using JSRS as it's been updated and has a wide range of support.

I can also attest to it not causing any performance issues what so ever. With stable FPS and no other issues to speak off

JSRS Workshop Page

The amount of immersion this mod provides would go hand in hand with our use of the suppression mod. For your listening pleasure click the link below make sure to be wearing your headset!

JSRS Promo 


Posted: Mon Nov 12, 2018 10:40 pm     Super secret spam barrier
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Are your tests SP only? If so, we'd need to test it in MP. There are a whole range of separate issues caused by MP. Therefore saying there are no performance issues what so ever is irrelevant for us if it has just been tested in SP.

Also, did you test it using our mod packs / weapons? Do all sounds work on all weapons - i.e. close sounds, sound shaders, distant sounds, 5.56mm, 7.62mm, UGLs etc.. with our weapons? These are the sort of things you need to consider  - plus running Arma 3 with error logs on and checking your error report logs afterwards to see if JSRS is causing any issues - before another gig is added to the repo.

Finally, a check on the Steam Workshop comments below his last release suggests there are few issues being reported.


Posted: Mon Nov 12, 2018 10:49 pm     Super secret spam barrier
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JSRS would be optional like Dynasound wouldn't it? Does it need as rigerous testing as a compulsory mod does?

I used it over Dynasound with my previous unit and I think prefer it. I know the modset wasn't the same but for what it's worth, I never noticed any issues.

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Posted: Mon Nov 12, 2018 11:01 pm     Super secret spam barrier
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It would need full testing, yes, just like every other mod we add. Let's say it causes an issue in MP. Okay, that issue might only be largely confined to the person running it as an optional mod, but let's say that person running it is suddenly prone to game instability, but they also happen to be a pilot - wiping out all onboard when they are kicked off / drop connection due to mod instability - or they are signed up to 1-0 or 1-1 etc...

This is why we test, to ensure missions aren't ruined by instability. We've had Sunday Ops in the past where a mission maker has spent weeks putting an Op together, only for it to be ruined by people crashing out due to a newly added mod.

If you want this mod - or any other added - it needs to be tested in MP. Request time on the Dev servers and test it out. That is what they are for.

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Posted: Mon Nov 12, 2018 11:52 pm     Super secret spam barrier
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So the only criteria a mod needs to be tested against is our already existing repo? And does it significantly impact performance?

And lets say it passes this hypothetical criteria what process will it go through then?


Posted: Tue Nov 13, 2018 12:28 am     Super secret spam barrier
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Dev testing. We usually get a small group to run a MP session on the Dev server and check rpt error logs to make sure they are clean and the mods aren't spamming a lot of errors or causing conflicts with others etc...

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Posted: Tue Nov 13, 2018 1:03 am     Super secret spam barrier
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... and if we think its worth the change-over. I could easily find another demo for Dynasound and that sounds awesome too.... Not trying to be difficult but it would have to be significantly better in game to make it worthwhile - I'm happy to have a go at testing it back to back


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