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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
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?
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.
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
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.
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.
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?
how can i send you the RPT?
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....
to your CfgPatches.
btw is this compatible with Arma 2 Operation Arrowhead ?