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Real Armor Mod

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@olds : thank for your mod.

Why not trying to speak with dev, to integrate your mod to the vanilla game ? It will increase the realism and all player will be happy. It could be a good deal.

The devs don't want any scripting in the vanilla game.

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@olds : thank for your mod.

Why not trying to speak with dev, to integrate your mod to the vanilla game ? It will increase the realism and all player will be happy. It could be a good deal.

You are most welcome izaiak. The issue has come up in chats involving devs and at this point it is not in their plan. I get the impression they don't really see this as a military sim but some sort of hybrid game(??). I think it's a mistake, but that's OK, it's not my company. :)

On the other hand, maybe they're just waiting for us to finish finding bugs and adding new features! :rotfl:

---------- Post added at 14:36 ---------- Previous post was at 14:34 ----------

The devs don't want any scripting in the vanilla game.
Everything we've done could be quite cleanly and easily achieved by making changes to the underlying game code--the way we* implemented this is very slick. Not that BIS is likely to take that route either. ;)

* And when I say "we," I mean Bakerman did the heavy lifting :P

Edited by Olds

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@olds : i agree something goes wrong. Community create mod to increase realism, company reduce the realism. Now they have finished the campaign maybe it is the time to try to speak with some.

Some guys like progamer seems to have good contact with dev. Since 2/3 day i saw oukej speaking on feedback trackers and the forum. Maybe he is the guy to speak with to create a dialog with devs.

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Hey Olds, I have noticed an issue with MBT HE shells passing through all buildings and almost any terrain. I'm not sure why but if you could look into it that would be great. Other than that small issue the mod is solid, keep up the good work and thanks for keeping the realism community active.

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I have noticed an issue with MBT HE shells passing through all buildings and almost any terrain.
I'm not seeing it TheD'. Perhaps you have other mods running? Or a problem with the CBA_A3 installation?

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I'm not seeing it TheD'. Perhaps you have other mods running? Or a problem with the CBA_A3 installation?

I'm going to try running nothing but RAM and then enable each of my mods one by one. I'll let you know if any popular mods interfere. My clan does run some mods that might change ballistics or something. Thanks for replying quickly.

---------- Post added at 00:25 ---------- Previous post was at 00:16 ----------

And of course I've spoken too soon. This was an issue last night but after updating my mod pack the problem seems to be resolved. It was a very strange issue. Thanks for the response and sorry for the false alarm.

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Hello I am working my way through the campaign and may have run into a bug or maybe something not delt with yet. Is the LAV-25 err.. AFV-4 Gorgon destroyable?

I have a save game and have played this through many times with the same effect. This is the last time with copious notes.

This is the brief situation, both a Stryder GMG and AFV-4 are on a bridge. Lase both at 150 m:

Hit the AFV with an RPG-42 HEAT round in the rear door kinda quartering.

Hit the Stryder in the rear square with a HEAT round.

AFV starts to back away hit it in the right side above the first wheel with a HEAT. (They shoot now LOTS!)

Blow both the left tires of the Stryder's left side with a 50 Lynx. NOW it blows up!! (odd?)

Hit the AFV again but with an HE round dead square right side between the front 2 and rear 2 tires. (Still LOTS of shooting at me)

I then proceed to knock out each tire on the right side 2 rounds each from the Lynx. After the tires are blown 3 crew persons comes out to play ... presto changeo they go down. (Still NOT destroyed)

Run up set a satchel explosive on the AFV. BOOOMMM. Still not destroyed!

Might this be a bug or something overlooked? Might I be doing something wrong?

I LOVE the idea of this mod but I don't think it is playing well Maybe?

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Do not play campaign with this mod. I couldn't destroy AA tank on mission two because of this. Then uninstalled and proceeded.

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@milano

Welcome to the forum and thank you for using this mod. :)

Best advice is to not have any addons enabled when playing the campaign. If you must have some enabled then consider not loading those which modify game assets and especially those labeled as alpha.

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I think there might be a problem with the Kamysh. Me and my AI fired a few RPG rounds and two Titan ATGMs at it (side and rear shots) and couldn´t disable/destroy it.

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In general, the tracked APC hitpoint structure is quite buggy (by RAM standards). Other vehicles have similar problems, usually to a lesser degree. As I've mentioned before, these features are binarized and cannot really be tweaked or fixed for vanilla A3 vehicles.

I think we can do a much better job with full control over ported/new vehicles. But let me make this clear:

RAM is limited by the "quality" of the P3D models. While the game engine supports detailed damage, the vanilla vehicle designs are very spotty in this regard.

As for people trying to play the campaign with an alpha mod... I can only say I appreciate your testing, but I don't recommend this if you want to keep your sanity! :)

* I'll modify the main page to make this clearer. What we've learned so far is that RAM will really only achieve its potential with new/port vehicles. At the end of the day, vanilla vehicles might very well end up at "half-RAM"--with a lesser realism standard due to this factor. Sad perhaps, but true.

Edited by Olds

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Ahhh... ok. I know that the campaign isn't recommended to be played with mods but.. now there is THAT reason! (And a darn good one!) Thank you for the mod. I hope to see it in use with some user made campaigns and missions soon. Thank you all for the heads up and solution.

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In general, the tracked APC hitpoint structure is quite buggy (by RAM standards). Other vehicles have similar problems, usually to a lesser degree. As I've mentioned before, these features are binarized and cannot really be tweaked or fixed for vanilla A3 vehicles.

I think we can do a much better job with full control over ported/new vehicles. But let me make this clear:

RAM is limited by the "quality" of the P3D models. While the game engine supports detailed damage, the vanilla vehicle designs are very spotty in this regard.

As for people trying to play the campaign with an alpha mod... I can only say I appreciate your testing, but I don't recommend this if you want to keep your sanity! :)

* I'll modify the main page to make this clearer. What we've learned so far is that RAM will really only achieve its potential with new/port vehicles. At the end of the day, vanilla vehicles might very well end up at "half-RAM"--with a lesser realism standard due to this factor. Sad perhaps, but true.

This really sucks. Is there any way for you to get access to the models from BIS?

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..Wait! Wait!... good news I think. This may be fixable! Oh boy am I going to eat crow. Testing... testing...:cylon:

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I have found a problem with the Kuma. It can take a ridiculous ammount of ATGMs. I placed 4 missile specialists with Titans behind it and they couldn´t destroy it. Same with sides and front.

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Yeah, see my last post. At some point a BIS update introduced a bug for us that is affecting every single HEAT weapon--regardless of the target. Should be fixed in the next update, but I'm testing now. :)

--Update--

I apologize for unfairly denigrating the vanilla vehicles! :blush: Mea culpa! Their models are not responsible for the some/most of the recent problems.

This is good news as it appears that most of the vehicles-ignoring-damage problems can be fixed!:ok:

Edited by Olds

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Seems to be working better than ever! :) Giving some other testers a chance at it before releasing though.

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Dude they have changed something:

-The damage of various parts of vehicles has been made more distinguishable (between each other and between factions) and dependent on the damage source (explosives vs direct hits vs mines)

-Optimization of vehicles protection and explosives’ power now also takes buildings durability into consideration.

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2653281#post2653281

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Dude they have changed something
Thanks for the heads up Tonci. :) It looks like config editing for "game balancing" - it won't really affect us AFAIK (RAM configs will overwrite these changes).

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Well that is nice to hear. I wonder how the vehicels handle mines with your mod. How is the testing going?

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0.0.6 Alpha is out!

Everything should be working better than ever!

Weird invulnerability bug is fixed (thanks Bakerman!). AT mines now work. APC's respond more realistically to penetrating damage (they were too tough before). Tanks are more sensitive to penetrating damage as well.

Special thanks to the RAM Beta Testing team:

:pet7:Shadow_MSOG

:bigglasses:Adanteh

:kungfu:Kawa

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Does this promising mod now make Bakerman's Armor Improvement System obsolete?

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Does this promising mod now make Bakerman's Armor Improvement System obsolete?
No. In fact, Bakerman is involved in both mods! AIS does a whole range of things. RAM is pretty much just focused on bringing/enabling more realistic penetration mechanics to Arma 3*.

* For obvious reasons, that includes largely getting rid of the default hitpoint damage system

Edited by Olds

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