Arma 3
254 ratings
A3RO - Arma 3 Realism Overhaul
6
6
6
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
File Size
Posted
Updated
212.411 MB
2 Oct, 2024 @ 8:59am
13 Jun @ 8:40am
3 Change Notes ( view )

Subscribe to download
A3RO - Arma 3 Realism Overhaul

Description
[postimg.cc]

Arma 3 Realism Overhaul, 'A3RO' for short, aims to achieve realism in aspects not covered by other modifications as well as improving on existing ones, all the while maintaining the highest possible level of backwards compatibility, featuring native support for CDLC and other Modifications.

A3RO is also available for download on GitHub[github.com].

Core Features
[postimg.cc]
Ammo Overhaul
Every Ammo Type used ingame has been re-evalued, with a new, standardized configuration applied across the board.
Air Friction, Calibre, Hit Values, Audible and Visible Distance ranges, Projectile Lifetime and more.
With ACE loaded, Ballistics Simulation is taken to the next level. Every Ammo Type has received updates to its ACE Config where possible.

Tracers Overhaul
Tracers Ignite and Extinguish just when they would in real life. Every single Ammo Type has been checked for this.
Tracer Size Scaling has also been standardized. You will see the difference of being shot at by 5.45x39 or 12.7x108 as clearly as night and day.

Explosives Overhaul
Underbarrel Grenade Launchers have been rebuilt from the ground up. Different Calibre Launchers have different Grenades available to them.
Increased Lethality, Grenade Selection. Launcher Missile and Rockets, Warheads and Projectiles.
Hand Grenades will be Overhauled in 1.2

Magazines Overhaul
Every Calibre where Tracer Ammo exists now has Magazines with them made available. Depending on the Magazines' Capacity, this can be just before Reload, every Round or on every 4th Round.
In turn, missing tracerless Magazines have also been created for a consistent experience.
Thus a few hundred new Magazines have been created to fill the gaps throughout the Game.
Over 600 Icons have been created to help differentiate between the various Magazine Variants with their respective Tracers load.
Every Magazine features a Description, aswell as an Abbreviation to be displayed in the UI where required. You will know what you are using.
Every Round, Every empty Magazine, Every Belt Link, Every Pouch. Everything was taken into account to achieve the closest approximation of Magazine Weights yet. Belts. Are. Heavy.

Weapons Overhaul
Every conceivable aspect of Infantry Weapons has been analyzed, researched and adjusted to achieve the most accurate representation possible.
Name, Description, Mass, Rate of Fire, Accuracy, Muzzle Velocity, Barrel Twist and Length, Compatible Calibres and Attachments, Zeroing.
Countless Inconsistencies and incorrect Attachment Slots have been fixed, replaced, and hidden ones added.
Few Settings Remain yet to be touched upon. But they will be, in 1.2

Attachments Overhaul
In the same manner, every type of Weapon Attachment has been reconfigured to represent its real life counterpart.
Name, Mass, Magnification, Descriptions that provide useful Information on Ranging, Zeroing based on Magnification.
There is more work to be done. Attachments will receive a massive Overhaul in 1.2

Weapon UI Overhaul
The Position and Scale of Attachments displayed on any weapon in the Inventory is now accurate.
The ROI is marginal. And yet it was done.

Backpacks Overhaul
With increased burden, existing Backpack capacities would not do. They were too limiting anyway.
All Load Bearing Backpacks have had their capacity increased, and their Weight set to the real value.
Statics Backpacks and some other functional Backpacks have also been modified.
While currently a hasty addition, a proper revision will follow in 1.2

New Content
With everything in place, the stage was set to create derivative content, and so it was.
Civilian Sporting Weapons based on existing Gear, additional Weapon Families, Weapons and Attachments hidden in the gamefiles revealed and re-configured.
Meticulous care was placed on Texture work. You will not find a Semi-Automatic Rifle with a Selective Fire Switch.

Maximum Compatibility
No stone left unturned. A3RO is intended to apply all changes across the entire game. That means: No missing Magazines in Units, no missing Editor Objects, no Errors or Bugs in any Vanilla Scenario.
Where Class Inheritance prevents a full replacement, new classes were created and applied throughout.

Dependencies
Hard Dependencies
The only Mod required to play A3RO is CBA_A3[github.com].
CBA_A3 provides vital functionality and intercompatibility options that allow A3RO to be easily applied onto other Addons.

Soft Dependency System
As of Version 1.1, native compatibility has been achieved with ACE3[github.com], ACEAX[github.com], ACE_Tracers[github.com], Western Sahara CDLC and Real Engine.

ACE 3
Loading ACE3 will apply all A3RO patches onto ACE Calibers, Magazines and Items. In turn, ACE Configuration is applied to all classes edited by A3RO where possible in order to create the most realistic version of Arma 3 yet.

ACEAX
Loading ACEAX will enable A3ROs custom categorization of all Weapons. Other ACEAX for supported Addons can be run alongside to sort content unaffected by A3RO.

ACE_Tracers
Loading ACE_Tracers will apply ACE Tracer Models to all Calibres added by A3RO. Furthermore, ACE_Tracers benefits from A3ROs Tracer Scale Standardization.

Western Sahara CDLC
Loading the Western Sahara CDLC will apply all A3RO adjustments to the DLC content where possible. Derivative Content becomes available.

Real Engine
Loading Real Engine will cause it to be overwritten by A3RO in aspects wherein RE and A3RO clash. The result is a seamless integration of both Mods.

Planned Updates

Full Creator DLC Compatibility
Reaction Forces and Expeditonary Forces Compatibility will come.

Crates Overhaul
Left out of 1.1 due to their low relevance, compatiblity is in order nontheless.

Feature Requests
Community requests like ACE_Tracers and Real Engine Compatibility were just the beginning.
There are many more mods that deserve attention.

Ideas Backlog
For every Feature added in 1.1, two more had to be postponed for later, lest the update would never arrive.
There are many great ideas that simply weren't a priority. Work will continue. But now it is time for a break.

Credits
While this is a one-man project, I still would like to credit those whose resources I have used to turn this mod into a reality:

The CBA_A3 Team - Whose Shared Classes allow my Magazine and Attachment Changes to work throughout the Armaverse.
The ACE3 Team - For their vast and useful Documentation that made it possible for me to create my own Calibres and so much more.
All Contributors to the Arma Wiki - Without whom I would've missed countless useful game trivia that assisted my artistic direction.

[postimg.cc]

License
[imgur.com]
'A3RO - Arma 3 Realism Overhaul' is licensed under APL-SA[www.bohemia.net]
Popular Discussions View All (1)
27
31 Aug @ 12:31am
PINNED: Bug Reports
NeroTheHero111
162 Comments
NeroTheHero111  [author] 2 Sep @ 11:26am 
Probably not
Dickjoebob 2 Sep @ 9:50am 
Btw is this mod compatible with UAS mod
YeOl'Choppa 17 Aug @ 3:11pm 
@NeroTheHero111

take all the time you need, also thank you for putting this mod together, i really appreciate the research and effort behind the naming of equipment and value tuning behind the scenes
NeroTheHero111  [author] 17 Aug @ 2:52pm 
I've heard before that the Titan AT Missile is too weak. I had to make a weird config to get the lockon behaviour to work as intended, which seems to cause this. Spike LR being too weak is a new one. That shouldn't inherit from the infantry one. I don't have the time to work on a patch right now, but start of september I should be able to push a bugfix update before working on 1.2 again.
YeOl'Choppa 17 Aug @ 12:41pm 
i should also mention that i have ACE advanced vehicle damage activated for armored vehicles
YeOl'Choppa 17 Aug @ 12:33pm 
i just noticed the mini spike/spike LR missiles are not dealing proper damage against armor, specifically tested the MS-AT and Spike LR missiles against the vanilla Badger IFV APC in the editor.

i also tested both with and without A3RO loaded into the preset, along with my other mods, as well as just with a clear preset with only ACE, A3RO and CBA_A3.

any workaround to make use of all the other features (such as naming changes, rifle attachment slot fixing, etc.) but getting rid of changes to rockets and missiles?
Valken 16 Aug @ 10:23am 
Yes it is working now with the ARMOR mods. 388 performs as it should and rifle rounds takes 1 - shots to down an armored AI. Just wanted to share with others. TY and keep up the good work.
NeroTheHero111  [author] 16 Aug @ 7:22am 
@Valken I haven't made the jump yet to try and balance Vests because I would have to do this for more than just Vanilla. Given the fact A3RO doesn't yet support RHS and CUP those things need to happen first before I can begin standardizing amour across these mods. There should be a time window beginning september where I can focus on A3RO once more. Im glad you found a solution that works for you in the meantime. :)
Valken 16 Aug @ 12:37am 
Been playing with this in Vanilla, ACE and with DLC/cDLC. Just insane how it performs but in a mission with CUP and RHS, it overkills as the gear defense are not working.

When using this mod - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3062466918 and armor plates system https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2523439183&searchtext=armor+plates , it is much more satisfying so I wanted to ask will you revamp ballistic vests protection in the future or should we just keep using 3rd party mods?

It is too bad AAPM had stopped development. Would be good to to inherit some of those properties to enable more realistic gear defense.
Shy 15 Jul @ 12:31pm 
hell yeah