Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






@Kumavio Glad it's helping you out! :)
Before doing this, I shot an ai in the leg with 9mm FMJ and it BRUISED HIS LEG. I was in shock. I tried this again after removing his clothing and got the same result. I am assuming it has something to do with how arma handles unit hurt boxes and armor values. After setting up the settings in the way I described, I was able to cause severe bleeding with a shot to the thigh, arms, and even the lower part of the body uncovered by armor.
https://github.com/DJ-Reticuli/ACE-Armor-Adjuster/
Once I narrow down the cause of that, I'll likely move forward with the changes, though perhaps with a one-time opt-in dialog so that those who don't want the change can easily avoid it.
For my new version, see the latest post in the discussion thread above.
For the old version that Sysroot just reverted to, use whatever you were using before this recent update, I guess.
Cumulative damage effects have more to do with how you set up ACE_Medical and other mods you're using than ACE Armor Adjuster (AAA). It is possible once you dial in ACE_Medical realistically, such as putting the critical damage thresholds for Player & AI to 0.5, among other tweaks, to then dial in AAA to enhance that effect, though, where a couple rounds will seem to penetrate more easily. That's part of how I came about with both the new version's math and figuring out the proper balance in AAA... that and the sweet spots for helmets, soft armor, and NIJ level 3 body armor performances.
Additional mods, IMO, are essential to getting ACE + AAA doing what I want it to, such as reactions to being hit.
Im trying to get AI to be a 3-4 shot by forcing their armor to be a certain thickness, but im struggling on where to place the sliders.
Threshold dictates armor values AAA starts affecting, resulting in either buffing skin or t-shirts if too low, or buffing nothing if too high. 5 is just over light helmets for slight buff at foot of curve.
Carrier lite is level 3, now w/ AAA defaults full NIJ 3 capable of stopping ball 7.62 NATO from m14, but not M993 or 338. Caseless 6.5 Grendel shouldn't pass penetrating injury unless you unload rapidly, get lucky, angle under armpits, etc. MX should penetrate level 2 vest (NIJ 3A-ish).
If you want to improve injuries as result of bruising, cumulative injury, have reactions, unconscious, and disabling, then check out other mods in my list, subscribe, and configure. Also, don't forget to tune ACE_Medical, as I've done many tests shooting naked dudes.
The coefficients working with vanilla was only surprisng because it didn't work with RHS, I figured that was odd.
I tried setting the armor threshold to 0 and it didn't help.
Force base armor was unchecked.
Of course the coefficient sliders work for vanilla stuff. Why is it surprising that they do?
As for the coefficients not having any effect, those were even more touchy for reaching NIJ for weaker amor... assuming level 1 is NIJ 2ish, level 2 is NIJ 3A, level 3 is NIJ full 3, level 4 is NIJ 4, and level 5 is NIJ 4+. Works for me.
If there's not coefficient effect, you sure you're not trying armor that is below the threshold value already? BTW, skate helmet is 6 armor, so tiny buff at bottom.
Obviously ensure force base armor is unchecked.
Check the AAA debug checkbox and watch what it's doing on screen. The next version I'm messing with expands that even further, among other stuff.
If that's not the issue, try changing both of the new settings for this mod (armor exponent and caliber exponent) to 0 and see if you get the original behavior back.
KAT changes healing grind, not damage. No issues found. Those on other extreme worried about just ACE_Medical being time consuming or difficult, check out my profile in links, as I tune that down to nice balance, not to mention first aid & med kits replacements mod.
Here are longer demos, including mission using AAA. Between window mode and Wirecast, my framerates were even lower than usual, but it was for good cause. Few issues with my modded mod pack I caught & fixed.
https://youtu.be/zYPNZpNQycA
https://youtu.be/2DO6ZmCRHuI
https://medal.tv/es/games/arma-3/clips/kROJUsMubGRrIO4vq?invite=cr-MSxlOUcsNDI2NzUyODIw&v=6
If it doesn't work, there's a decent change the incompatibility could be fixed simply by changing this mod to load after KAT (so that this one's override overlaps it).
https://www.youtube.com/live/CWBJ73CZL0g
Edit: Got another 4 minutes out of an hour. Hah hah. Geforce Experience is about to get uninstalled.
https://www.youtube.com/live/Ec3ONoB5BPM
Defaults in AAA are now calibrated to provide roughly NIJ-rating capability for all default body armor and anything consistent with it. Most important change for unarmored persons is to put thresholds for Player and AI to 0.5 in ACE_Medical.
You can try backing up your profiles in profiles/users/ and just using mine, though, as I have other settings tweaks. Rename username to your own. Other custom and modded mods that you might want to check out, too. Years of research and adjustments to get to this point. See either discussion thread above or see bottom of this guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2868465442
I tried to make a video demonstrating latest version of Sysroot's AAA and some of this other stuff, but GeForce Experience is not actually saving them. Sorry.
Specifically, im having a lot of trouble with RHS armour. Super high values by default, it is such a bullet sponge.
The documentation is also a bit lacking in the page, would it be possible to have a more elaborate explanation of how to tweak this?
Thanks a ton for the mod!
And yeah, there's unfortunately a pretty large degree of things that mods don't have control over (with various questionable design decisions tied to them). Needing to constantly fight with those sorts of annoyances is a big reason why I've largely moved on from modding this game.
Maybe I'm wrong in this assumption, but I'd expect the flaws of it to be obvious to you if you had written the code for it yourself (including the fact that it caches nothing but the XEH settings).
"I have confirmed that gear armor changes seem to be registered immediately using even the other method" - That is to be expected, as the only chunk of the calculation that you were actually caching was "_armorCoef", which contains only the player, AI, and side-based XEH armor coefficient values. Changing those settings wouldn't properly invalidate the now-stale cached value, so changes to those settings would fail to reflect upon units who've already been hit. It was for that reason that I had you remove that cache from the PR before merging it.
Wish I could get the stuff I've been adding with muzzle velocity, ACE_caliber, and some other values working quite right. The are correctly called now, but trying to find all the bugs and getting it balanced is making me nauseous. V4 may never happen, but maybe I should port the extra debug on screen info over to the current version, regardless. It's really awesome to have all the info to check what's going on. Like that shooting range scenario on-screen stuff, but more detailed.