HangEmHigh’s 3D Soundscape + Realistic Weapon Damage v0.280
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Recommend Settings
-)Turn all sound settings to default volumes as it is balanced at that setting, then adjust master volume as needed
-) 64 Buffers
-) 44k Hz Sample rate
This mod also has my Realistic Damage mod baked in
If you would like a version without damage included
https://steamcommunity.com/sharedfiles/filedetails/?id=2515984502
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INSTALLATION INSTRUCTIONS
– STEP 1 – Subscribe and Download
– STEP 2 – Launch GoH go to extras and activate mod ‘3D Soundscape + Damage’
– STEP 3 – "Count bodies like sheep to the rhythm of the war drums"
FEATURES
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This mod overhauls the games soundscape to create a 3D immersive and hectic combat environment, sounds are taken from Squad, Post Scriptum, CoH2 and other sources.
– Every single infantry weapon has had its sounds replaced
– Every single cannon has had its sounds replaced
– Every single explosion has had its distant sounds replaced
– Bullet Impacts have been changed to add sonic cracks based on the speed and size of projectiles
– Added new terrain bullet impact sounds, to expand the games current impact library
Foley sounds have been, or will be, added to various gameplay elements and effects
– Shell casings hitting various ground materials
– New infantry movement sounds
– Dirt and debris falling after explosions
– Particle effects such as metal, wood and rock debris hitting various ground surfaces
This mod overhauls weapon damage to lead to both more punishing and rewarding infantry game-play. Damage is greatly increased making the Time to Kill incredibly fast, that is 2 to 4 shots will kill at most ranges. However, this is done in a consistent and believable manner that is based in reality and will appeal to more hardcore minded players. Firefights will be over in a matter of seconds. It also reworks small arms penetration to be a scaled down version of real world penetration values, taking the projectile hardness into account.
Currently Modeled Historical Ammunition Types
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GERMANY
9x19mm
—) Pistolenpatrone mod. 1908 mit Eisenkern (Pp 08mE), 124 grain Ball with iron-core
7.92x33mm
—) Pistolenpatrone/Kurzpatrone mod. 1943 mit Eisenkern (Pp/Kp 43 mE), 125 grain Ball with iron-core
7.92x57mm
—) Spitzgeschoß mit Eisenkern mod. 1940 (SmE 40), 178.2 grain Heavy-Ball with iron-core
—) Spitzgeschoß mit Eisenkern mod. 1940 mit Leuchtspur (SmE 40 L’spur), 178.2 grain Heavy-Ball with iron-core & tracer
SOVIET UNION
7.62x25mm
—) 1930г образец ‘П’ (obr. ‘P’), 85 grain Light-Ball with lead-core
7.62x38mmR
—) 1895г образец ‘Р’ (obr. ‘R’), 108 grain Ball with lead-core
7.62x54mmR
—) 1908г образец ‘Л’ (obr. ‘L’), 148.2 grain Light-Ball with lead-core
—) 1930г образец ‘Т30’ (obr. ‘T30’), 148.2 grain Light-Ball with lead-core & tracer
12.7x108mm
—) 1932г образец ‘Б32’ (obr. ‘B32’), 743.8 grain Armor Piercing Incendiary with steel-tip
—) 1932г образец ‘БЗТ’ (obr. ‘BZT’), 743.8 grain Armor Piercing Incendiary with steel-tip & tracer
UNITED STATES
Caliber .30-06 Springfield (7.62x63mm)
-) M2 Ball & M2 Tracer, 150gr Light Ball with lead-core and tracer
Caliber .50 Browning Machine Gun (12.7x99mm)
-) M2 AP and Tracer, 700gr Armor Piercing with steel-core and tracer
HOW IT WORKS
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Soundscape
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The entire soundscape is based upon layering to produce a 3d game environment. Each Gun Shot, Cannon Shot and Explosion now plays 3-4 sound layers which fade off at varying multiples of the speed of sound, this makes the transition almost unnoticeable and mimics the change in sound that you would hear from these impulse noises at distance.
Damage System
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Weapon damage is now based upon the real world Kinetic Energy of projectiles, measured in joules. In addition to this the ballistics curves have been rewritten and modeled after the real world Energy dissipation over distance. These damage curves have been scaled down to the max effective ranges of the weapons in-game i.e. the energy a bullet has at 120 m or max range for rifles correlates to the energy that the bullet would have in the real world at 500 m
Here is a example of how the damage system works;
An MG 34 loaded with sS 1933 has its Kinetic Energy at the muzzle set to 3696.56 joules (this is done by the formula 0.5 x mass of the bullet in kg x muzzle velocity in m/s, ^2)
This is then multiplied by a modifier based on weapon class, for rifle caliber bullets this is 0.035. This puts the raw HP damage at the muzzle to 129.38 HP, it is then multiplied further by the distance calculations, so at 120 m or max range the damage is 61.60 HP.
Depending on where a soldier is hit the damage is multiplied one final time, each hit-box has different multipliers with head-shots dealing 2.5 x damage
Accuracy has also been redesigned, to produce slightly less accuracy than vanilla to offset the higher damage.
FUTURE PLANS
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Additional sound changes to human movement, vehicle interiors, environment, foley, speech files, and possibly others.
Additional damage curves will be created to more accurately represent different projectile weights.
New ammo types will be added to increase the depth of infantry combat; Armor Piercing, and Armor Piercing Incendiary
These new ammo types will give new tools to commanders, Snipers given special ammo to be more effective at distance, and Armor piercing ammo to MG crews to give them a counter to Light Armored Scout Cars and Half-tracks
Planned Ammo Types
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GERMAN
7.92x57mm
-) Spitzgeschoß mit Kern, Hart (SmKH), 182 grain Armor Piercing ammunition with tungsten carbide-core
-) Beobachtungs Patrone (‘B’ Patrone), 167.4 grain High-Explosive Incendiary ranging bullet
SOVIET
– 7.62x54mmR
-) 1930г образец ‘Д’ (obr. ‘D’), 182.1 grain Heavy-Ball ammunition with lead-core
-) 1930г образец ‘Б30’ (obr. ‘B30’), 182.1 Armor Piercing ammunition with steel-core
-) 1930г образец ‘ПЗ’ (obr. ‘PZ’), 160 grain High-Explosive Incendiary ranging bullet
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If you would like to use my mods for future mods please ask me first for permissions, thanks.
If you have any questions, comments, or suggestions please, feel free to let me know.
Revisions:
Old revisions of this mod are available below. Click the link to download.