Arma 3
A3RO - Arma 3 Realism Overhaul
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
NeroTheHero111  [author] 15 Jul @ 12:21pm 
@Kilimanjaro117

Absolutely.
While planning for the next update I looked at the Aegis Suite as the first mods to receive a complete integration right after the CDLCs are finished. RF and EF are comparatively small in terms of what I have to modify thanks to the groundwork I've done with 1.1s WS Compat and Vanilla Overhauls. The other CDLC are already very true to real life and shouldn't take up much time even considering the vast amount of content.

That being said, my focus for 1.2 is to improve my internal workflows which means tons of restructuring that won't add anything for the player but ensures I don't start missing certain parts of a mod that I might alter on a different one, which would create overall inconsistent experience.

TL;DR: Yes. After the CDLC. If not in 1.2 then in 1.3
Shy 15 Jul @ 9:09am 
Hey Nero, do you think that this may branch out into the Aegis line eventually?
Asym29 12 Jul @ 8:46am 
okay, thank you very much!! love your mod and enjoy the rest of your day!!
NeroTheHero111  [author] 12 Jul @ 8:18am 
There used to be issues with the Optics when A3RO and Real Engine were loaded. I have since added a compat.
I see what you mean. It can be disorientating when quickly zooming in and out. I am unfortunately limited by the engine, so this was the best approach I could think of at the time. I will however look into adding a 1x Mode for spacial awareness like RHS did with its Sights.
Asym29 12 Jul @ 8:00am 
@NeroTheHero111, it was those optics, and thank you for the response. I assumed it was a bug at first while reading older comments. Do you know if there is a way of disabling the feature, while it is helpful sometimes, it can be disorienting sometimes, and a tad bit hard to aim with mods such as align. If not, completely fine and it is still such an amazing mod. Thank you for all your hard work.
NeroTheHero111  [author] 12 Jul @ 7:44am 
@Asym29 If you are referring to the Optics such as the RCO, ERCO, ARCO... being 4.0x (See ACE Arsenal Stats) thats not a bug, thats a feature. The real life equivalent of those optics have 4x zoom. Feel free to message me on discord with a screenshot of the issue though! That way I can give a more definite answer. Thank you for the report.
Asym29 12 Jul @ 7:15am 
this mod seems to be causing scopes to be super zoomed in as others have said, but this is not a conflict with RE or any other mod. I loaded just cba, ace, and a3ro and the scopes are still super zoomed in. any fix? really don't wanna break up with this amazing mod but this has been an issue for me recently.
NeroTheHero111  [author] 23 Jun @ 11:41pm 
No, don't want to anytime soon. But the Project files are on GitHub. If someone else wants to they can :)
HappyRooster007 23 Jun @ 1:36pm 
Hey, can you make separate addon with realistic weight only?
NeroTheHero111  [author] 20 Jun @ 7:56am 
Heya, thanks for the feedback.

1. The removal of the Suppressors was an oversight. I will add new ones for 5.56. Thanks.
2. Noted.
3. I had to do some wizardry to get the Mini-Spike locking onto targets using the HE warhead with ACE loaded while still working as expected without ACE. I kept the AT Missile as not to destroy balancing even though there is no solid evidence for its existence. All in all the damage values should not have been changed. Are you using the MS-AT Missile? I'll look into it again.
ZluskeN 18 Jun @ 10:15am 
I really love this mod and the direction you are taking it in.

A feature request/suggestion I have is to change the caliber of the muzzle_snds_65_TI-suppressors to 5.56, so that they can be used by Viper team again, as well as on KH-2002.

I think I found a minor bug in A3RO_Vanilla/CfgVehicles_Factions.hpp line 868, where no magazine class is defined.

More importantly, spike missiles seem significantly less potent now, firing at a Karatel MRAP only takes out its tires after two missiles, and it seems impossible to destroy them. Intentional?
NeroTheHero111  [author] 13 Jun @ 8:42am 
I hope I didn't break something else now. That was annoying.
NeroTheHero111  [author] 12 Jun @ 5:21am 
Found the issue, hotfix in a bit.
MyHobos 11 Jun @ 11:51pm 
Same issue as the folks below with the circular addon error that leads to a 0x0000DEAD - crash error. It runs fine with CBA_A3 and this mod alone, but have yet to isolate which mod it isn't playing nice with. If we can't figure it out for you we'll at least get you the RPT log file shortly.
NeroTheHero111  [author] 11 Jun @ 11:07pm 
Send me the .zip on Discord @NeroTheHero111 or upload it somewhere and post the link in Bug Reports, thanks.
DoctorRPG 11 Jun @ 8:44pm 
hello, much like someone else i am also getting circular addon error
how can i send you the RPT?
NeroTheHero111  [author] 11 Jun @ 1:07pm 
@Frosted Flake @Kepe Kon Kimmerman
Thank you guys :)

@Breezy__22
Send me a link to your RPT Log in the Pinned Bug Reports Discussion and I'll have a look. I tripple checked it with different mod combos....
Breezy__22 11 Jun @ 12:20pm 
I'm getting an error with the new update "circular addon dependency detected, check Rpt for details"
Kepe Kon Kimmerman 11 Jun @ 11:36am 
Nice new update, knew 2025 would bring more good for this mod. Looking foward for the Aegis compat!
Yo Gabba Gabba! 11 Jun @ 8:06am 
I love the update. Outstanding job!
NeroTheHero111  [author] 7 Jun @ 3:29pm 
Doing the last few Faction Configs, tomorrow for sure!!
ID 7 Jun @ 2:48pm 
Hoew update
TubaHorse 6 Jun @ 9:54am 
By the way, thank you for putting me on the right direction. You were spot on with skipWhenMissingDependencies. I was able to figure it out
NeroTheHero111  [author] 6 Jun @ 1:18am 
I don't know what fit means in this context. You can play with it yes.
rakna 5 Jun @ 6:50pm 
does it fit in overthrow?
NeroTheHero111  [author] 2 Jun @ 8:50am 
1.1 this week.
TubaHorse 31 May @ 6:38am 
Could you elaborate a little more? The wiki didn't have specific examples of using that method. How do I designate what to skip?
NeroTheHero111  [author] 31 May @ 4:23am 
You don't need to do all that. Just add skipWhenMissingDependencies = 1;
to your CfgPatches.
TubaHorse 31 May @ 2:37am 
Hey there, how did you do soft dependencies for CDLC? I'm working on something of my own that could benefit from that considerably. I know how to use __has_include to detect base vanilla content and mod content, but I cannot figure out CDLC.
HawkSixx 21 May @ 2:33pm 
keep going i love your work!1!!1
NeroTheHero111  [author] 20 May @ 7:00am 
I just keep thinking of new things to add or fix so I'll just push 1.1 once I've implemented everything into Vanilla, ACE and Western Sahara, the rest will follow...
HawkSixx 9 May @ 7:49pm 
ooooooh thanks!
NeroTheHero111  [author] 9 May @ 2:44pm 
When A3RO and Real Engine are loaded at the same time this bug happens. Unload either one for now.
HawkSixx 9 May @ 2:23pm 
Why does the top sight of the RCO have an exaggerated zoom?
NeroTheHero111  [author] 4 May @ 1:23am 
I only applied minor tweaks to existing calibre damage values, so this sounds like ace damage threshold doing its thing. Nevertheless thanks.
Valken 3 May @ 11:25pm 
I've been using this with some older mods, Unsung, SOFPF, SPE, etc.. and it is deadly... one shot kills everywhere and the AI gets massacred due to lack of ARMOR values in those period gear. It is sobering to see this in squad battles.
NeroTheHero111  [author] 3 May @ 4:01pm 
Jonas I swear to god
when is the new update coming ?
btw is this compatible with Arma 2 Operation Arrowhead ?
NeroTheHero111  [author] 29 Apr @ 8:58am 
There should be no problem at all with APS. If you do find something, let me know.