Arma 3
21st Nova Corps Auxiliary Assets
Showing 11-20 of 72 entries
< 1  2  3  4 ... 8 >
Update: 9 Apr @ 9:46pm

Custom Helmets:
Helmets Updated:

P2:
- Ruins

Helmets Added:

Engineer:
- Jackel

Specop:
- Cursed

JT:
- Cat
- Xetor

Armor
Armor Added:

P2:
- Cursed
- Delt

Armor Updated:

P2:
- Ruins
- Solaire

Facewear:
- Added Stand alone kamas

Backpack:
- Fixed Argyle's CDV showing in wrong place in ACEAX
- Fixed Droppacks calling wrong power script (Jumps are less powerful, Droppacks are now half the streangth of Jumppacks)
- Added Recharge jumppack feature to aircraft

Units:
- Added Clone trooper classes
- Fixed Sith empire to show correctly

Groups:
- Added Clone trooper groups (P2's and ARC's(to try and get some use out of this armor, sorry Born))
- Improved B1 spawn positions to match aother factions
- Fixed Sith empire to show correctly

Vehicles:
- Added Recharge jumppack feature to Laat/i, Laat/le, Rho, Nu
- Changed Laat billet textures to Ranks

Features:
- Added Custom 21st Map marker colors

Backend:
- Added loadorder set
- Converted all main sound files to WSS file type
- Improved Groups macros

Addtions:
- Added Argyle and Iron death sounds (No you still cant have one)


TLDR; Small fixs and quality of life stuff.

Update: 2 Apr @ 12:47pm

Custom Helmets:
- Fixed Engineer helmets not having Headlamps or visors

Vests:
- Fixed Company medic using wrong model

Backpack:
- Fixed display name of Droppack LR ER

Units:
- Fixed bad Sith empire inheritance

Weapons
- Adjusted marksmen rifles

Backend:
- Fixed ACEAX display names


TLDR; small fixes

Update: 1 Apr @ 9:52pm

Custom Helmets:
Helmets Updated:

Pilot:
- Manicdote

Airborne:
- Argyle

P2:
- Solaire
- Gale

Engineer:
- Delt

Helmets Added:

Airborne:
- Igneous
- Nuke

BARC
- Monarch

GM:
- Beyond
- Fishbed

Pilot:
- Tuna

P2:
- Blackjack
- Eris
- Frogy
- Halcyon
- Spitefire

JT:
- Nova

Armor
- Added Outlaw armor set

Armor Added:

GM:
- Damaged
- Magnus
- Renegade

JT:
- Nova

Airborne:
- Igneous
- Nuke

Vests:
- Did a complete overhall of Vest system (All questions on who can wear what is to be directed at Gear Guide and not S4)

Added
- Basic (invisible) vest
- Specialist
- Engineer
- Airborne NCO Grey and Maroon kamas
- ARF
- CFR
- Grenadier
- Holster
- Assault
- Heavy
- Heavy Alternate
- Lieutenant
- Zeus
- Texture needs updating to match new base
- Instructor
- Texture needs updating to match new base
- Airborne CFR
- Airborne
- Recon
- Recon Survival
- Force Recon
- Force Recon NCO
- Force Recon Commander

Removed
Note: All removed vests will be automatically replaced in your saved loadouts, your kits will not break.
If something is missing from your kit, grab another vest from the ACE Arsenal and load your kit again. ACE will re-use your current vest if the one in your loadout doesn't exist. Also file a bug report to S4 so we can update the list.
- All `*old*` vests
- Recon NCO Medic
- Recon Officer Medic

Backpack:
- Fixed Jumppacks not recharging (Fuck you ARMA why is that a global event, why do we code this shit game????)
- Added Texture for Droppack RTO ER
- Added CDV-12 RTO ER
- Added 21st Hawkbat
-

Units:
- Cleaned up backend
- Added 21st T-series (Multiple colors for you zeuses, naturally has HVT status)
- Added generic names to units
- Fixed Droid and Pyrishi AT and AA not having rockets
- Adjusted damage thresh hold for B1's and Bx's

Weapons:
- Inceased damage on all Marksmen and sniper rifles

Vehicles:
- Added Slap action to rotary craft (Ace interaction to allow pilots to know they can lift)
- Added Shield AAT
- Inceased Juggerenauts Armor
- Added CIS Fliknot
- Added Pyrishi Fliknot
- Added Combat Speeder
- Adjusted balance of Gun based AA
- Adjusted the damage threshold that CIS vic dismount

Features:
- Fixed Death sounds (No you can't have one for any reason)

Modules:
- Added HVT mark module

Backend:
- Fixed Math to optimize on the backend (Hemtt moments)

Addtions:
- Added ACEAX compat to the mod (Vests not include at this time, will be added later)


TLDR; Don't kill those HVTs, other wise we will know. ACEAX is here babe.

Update: 28 Feb @ 11:31am

Backpack:
- Fixed Jumppacks effects not terminating
- Added Icons to the Belt bags

Face Wear:
- Added Hud overlays to Face wears (Disable this feature by Ace Goggles > Show Goggles Overlay)

Units:
- Added invisable rebreathers to all crew units (no longer drown in the vics)

Equipment:
- Added placeable Satellite Antenna
- Moved all packables to Tools slot in the Arsenal
- Updated packing function (Its now under equipment when interacting)
- Fixed radio repair kit not working

Medical:
- Fixed Nullicane and Bacta giving chromatic aberration

Resupply:
- Added Weapon resupply

Vehicles:
- Added Cabin light keybind for pilots
- Added Missile effects to Anvils

Modules:
- Removed E-mags again (I fucking swear, if you people find them again I am deleting custom helmets)

Other:
- Fixed Med box not healing

Update: 13 Feb @ 8:04pm

2.1.1
Custom Helmets:
Added Helmets
Phase 2
- Senko

Updated Helmets
BARC
- Leo

Armor:
- Fixed Jump Trooper armor
Backpack:
- Fixed Jumppack debug message showing when activating
- Fixed Jumppacks not being able to multi jumps
- Fixed Jumppacks recharge start time
- Fixed Jumppacks being able to activate in vehicles

NVG:
- Fixed Medical NVG ragerfinder
- Added ARC rangefinder with thermals

Units:
- Fixed Sith Empire Remnants Sergeant is spelling
- Removed Base Pyrishi units showing
- Removed Droids having facewear

Groups:
- Fixed Group name of Sith Empire Remnants

Vehicles:
- Fixed Cabin light debug message showing when activating
- Added Bomber version of the Vultures, Hyena
- Fixed Keeradak have NCA in name
- Adjusted AT-TE commander turret
- Fixed backend Gavel and Anvil names
- Fixed Torpedo having a strong hand


Modules:
- Fixed Hailfire mission smoke trail


TLDR;

Update: 12 Feb @ 5:20pm

Custom Helmets:
Added Helmets
ARF
- Hero

Phase 2
- Bendy
- Cat
- Jackal
- Khova

Phase 2 RTO
- Mango

Jump Trooper
- standard textures
- Odin

Engineer helmet textures
Airborne textures

Updated Helmets
Phase 2
- Fist
- Jones

Galactic Marine
- Damaged
- Renegade
- Ghosty

Airborne
- standard textures
- Argyle

New BARC textures for BG

Removed Helmets
Phase 2
- Argyle
- Brodo
- Celestine
- Coffee
- Dusk
- Mango
- Mute
- Professor
- Shooter

Galactic Marine
- Eagle
- Ezri
- Thor
- Silver

Armor:
Added
P2
- new SNCO armor
- Enfield
- Fist
- Solaire
- Jones

Jump Trooper Armor
Blackguard Armor

Updated
P2
- Argyle

New Galactic Marine Armor

Backpack:
- 21st Portable Shield backpack
- Updated Galactic Marine Backpacks
- Updated Argyle's jumppack

Vests:
- Updated Galactic Marine Vests
- Fixed old duplicate vests

Units:
- Added the Sith Empire Remnants
- Removed hat for Pyrishi SL
- Reduced B2's tankiness - For now >:)

Weapons:
- RPS6 Disposable Mag Fix
- RPS6 Guided Disposable Hand Animations fix
- Thermal Detonator damage buff- second times a charm.
- Changed arming distance of UGLs HE rounds from "15" to "5"
- Removed JLTS EA scopes
- added Galaya, a new AT GL
- Tons of new weapons for enemy factions

Equipment:
- Remade the entire jumppack system
- Custom short range radios
- new NVGs: Rangefinder, Armored Plating, Macrobinos, Commander Visor

Resupply:
- Replace LS thermal detonators with 21st versions
- Replace JLTS stun mags with 21st versions

Vehicles:
- Fixed vics and turrets showing twice in Zeus
- Added Swampspeeder
- Fixed Orbak inventory
- ITT side gunner seats can now use tertiary weapons
- N99 can now be submersible
- Removed Pylons from LAATs and Nu
- Adjusted LAAT hammers, now called Gavels
- new rounds for the LAAT/I

Effects
- Fixed particle issues

Misc
- Cleaned up a lot of scripts & errors
- Remade our mod framework
- Lowlight vision for 21st helmets
- Removed IMS Dependency on page
- Removed Webknights Droids Dependency on page.
- Removed Last Force Project Dependency on page
- JLTS Extended Dependancy added.

Credit to Owl, Dart, Jay, Ruins, Argyle, Nuke, Chopper and Sphinx.

Update: 25 Nov, 2024 @ 4:16pm

Custom Helmets:
Added Helmets
Phase 2
- Fishbed
- Sim
- Spark
- Solaire

Pilot
- Viper

Galactic Marine
- Polarbear
- Thor

BARC
- Leo

Updated Helmets
Phase 2
- Jay
- Ryan

Removed Helmets
Phase 2
-Tachanka
-Thor
-Viper

Galactic Marine
- Solaire

Armor:
- Hide GM Armor for now

Backpack:
- Hide GM Backpacks for now
- Added Unmarked Drop-packs (regular, medic, and EOD)
- Added 21st Drop-packs (regular, EOD, Medic, RTO)
- Added CDV: Unmarked, Marked, Argyle
- Added JT12, Unmarked, Unmarked LR, Marked, Marked LR
- Changed Sub naming of backpakcs (Only the Unmarked packs are now denoted for coloring)

Vests:
- Hide GM Vests for now

Units:
- Buffed B2 armor
- Removed shielded droideka
- Reduced Mag capacity of droid EPL
- Hide Pyrishi for being a problem (will fix later)

Groups:
- Reduced amount of EPLs in groups

Weapons:
- Inceased travel speed 15X standard round
- Adjusted 15X scope
- New sounds and effects for PLX
- Reduced rounds in Droid EPL 5 -> 3
- Extended RPS-6 Guided Range
- Adjusted DW-23s Fire rate
- Adjusted Valken third pin fire rate
- Adjusted DW-23S and Valken Scopes
- Added new Valken scopes

Equipment:
- Buffed Class C's
- Improved Prowlers detection variables

Resupply:
- Added Vulkan ammo to ARF Crate
- Added DC-17 ammo to ARF Crate.

Vehicles:
- Fixed AAT Tracer
- Added LS impulse to LE, Nu, Rho
- Buffed Rho armor
- Added 21st J10
- Added Both 21st versions of J1's
- Added 21st Keeradak
- Fixed Rho class door not working
- Buffed Laat Hammers
- Added 21st Fixedwing drone
- Added 21st Scavenger Drone
- Adjusted Visability of Prowler
- Added AAT Variations (The CIS relearned to use paint)


Modules:
- Removed E mag mines (they never worked but yall some how kept finding them out of no where)


The whole mod has been rewritten to use hemtt. So there maybe things that are broken. All the main assets should have no issues. Please use the S4 forms to report any issues.

Update: 22 Aug, 2024 @ 3:51pm

Custom Helmets:
Added Helmets
Phase 2
- Orion

Galactic Marine
- Blueberry
- Ezri

ARC
- Born

Removed Helmets
Phase 2
- Ezri
- Revenant

Galactic Marine
- Born

Updated Helmets
Phase 2
- Odin
- Renagade
- Rexiford

Custom Armors:
Phase 2
- Argyle (CMD)
- Nuke (NCO)
- Ganch (CMD)

Galactic Marine
- Magnus (NCO)

ARC
- Born

Units
- Removed Blades for BX units
- Added E5 shield to Citadal BX's
- Removed B2 WBK scripts
- Added NVG's to all CIS

Backpack:
- Adjusted recharge are on the CDV-21 and JT-12

Resupply:
- Removed resupply crates from all vehicles
- Fixed Thermal Detonators
- Removed Splint

Weapons:
- Fixed spellings
- Fixed a thermal scope somewhere (Ask Jay)
- New stun round

Vehicles:
- Adjusted Raptor AT Tanks guns
- Remove AT rounds for Scout Tank
- Adjusted UTAT drivetrain
- Adjustments to ATAP Gunsm (Top and bottom)
- Adjusted Saber drivetrain (All)
- Reworked Recon Saber (More to come)
- Fixed Super Saber having two gunners
- Adjusted Laat/c holding placement
- Adjusted Pathfinders to perform tracking better
- Added laser lock to Hammers
- Increase Hammer count on Laat/I
- Removed Oro's from Laat/I
- Adjusted Fuel burn of impulse
- Added PX-10

Vehicle Inventories:
- Removed Splint
- Fixed Thermal Detonators
- Added standard medium vehicle inventory to Laat\LE
- UTAT Matched AT-TE inventory
- Removed Inventories: BARC Speeder, AV-7, UGV, Laat\C
- Rho Class Matched standard shuttle inventory


TLDR; Custom armor is coming back and we fixed things. Also smuggler is actually real now so, it only took 2 years. RIP Laat Oro's

Update: 24 Jul, 2024 @ 9:15pm

Custom Helmets:
Added Helmets
Phase 2
-Viper

Pilot
-Dreston

Galactic Marine
-Magnus

Removed Helmets
Phase 2
-Dreston
-Magnus

Helmets:
- Added the Specials opserations Helmet


Armor:
- Adjustments to ARF armor

Backpack:
- Adjusted recharge are on the CDV-21 and JT-12

Weapons:
- Increased damage of the High Powers

Vehicles:
- Added Raptor tanks (MG, AT, and GL variants)
- Added 21st MTT
- Fixed rounds used by AAT, ADSD, GAT
- New Round for Proton cannon
- Increased N99 rounds count
- Fixed ATAP rounds being private
- Added OG9
- Corrected the Armor on AT-TE
- Adjusted AT-TE max speed and rate of fire
- Added Scout Tank
- Added Standard Droideka
- Added Sniper Droideka
- Added Default Z95 pylon loadouts
- Increased the speed of the Overlord rockets

Laat Changes
We finally are here, the changes to the Laats. They are not huge, as I have been slowly nerfing.
This round is small but impactful. It will not only effect how pilots run and operate the aircraft,
but how tauntaun and platoon interate. The goal is to move it closer to a true transport gunship.
This means more munitions, less range.
- Switched impulse system to LS
- Changed max speed to 400kph
- Changed impusles impact on fuel consumption
- Added laat specific Oro's with shorter range ~1,000m
- Added Hammers
- Reduced count of plasma cores (cut in half)
- Changed plasma cores to be just for AA
- Added Main cannon guns
- Added plasma cores to copilot gun

Update: 16 Jul, 2024 @ 5:51pm
by Sox