He needs someone who can modify sound files in an audio editor to match different rates of fire that can be programmed. I suppose you wouldn't just want to drop the pitch of the whole sound file to slow it down, for example, but extend the time between individual shots?
And of course, a little programming skill to help with making the rules would be nice. Basically, they'd look something like this:
; suppose slower Spandaus for early DIIIs
[squad/aircraft = "Albatros DIII early"] "Spandau 400RPM"
[squad/aircraft = "Albatros DIII"] "Spandau 450RPM"
This activates either the "Spandau 400RPM" or "Spandau 450RPM" JSGME mods (full of the new sound files) depending on the craft you're in. Of course the rules could get much more complicated with settings depending on the country and date and other conditions such as squadron rating or if the player's an ace he might get earlier access to better equipment, etc. So if anyone can help code and test rules like this, for not just sounds but activating different bullet and tracer mods on historical conditions, and so on, the gunnery bundle might make some progress.
The ammo loadout rules we've already done serve as a good template. But OlPaint's made some other modrules a higher priority, and I don't have time for it, so more community help on the gunnery mod would be excellent. Even contributing with research to help others specify rules or assembling the individual mod files would be appreciated.
See more info in this thread at CA
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