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NgNOty2.jpg

 

Vepr 9 mm, used by Russian forces as their primary SMG; based off the real-life Vityaz-SN. Speaking of Russia, their camouflage has been finalized:

 

S4i0XtA.jpg

 

And with the new pattern, some new vests! I'll put together some new desert variants here soon. We've finished a lot of the content planned for this update, and now we're just focusing on refining and completing other assets, and we will hopefully release within a week after April 11th. :)

 

On 4/2/2018 at 8:32 AM, maxl30 said:

why cut BIS the c-192 out of the game, i mean for the AAF is it a perfect transport plane (they have nothing in this direction), i didnt understand that :/

they can transport infantry, fennek (strider), the pandur 2 (gorgon), the kamaz (zamak) serie also the ugv stomper (groundbased drone) and a lot of supply for the troops (amunition, repair and medical stuff) in really short time, unlike the heli supply flying ...

 

this is to Bohemian Interactive Studios, please put the C-192 in the vanilla Arma 3 :)

 

and this is to Bohemian Interactive Studios and the modder or modding team of Arma 3 Aegis Mod, good work, but i have a question, how move the AAF here heavy fighting vehicles (Tanks) to the big shooting range (military area) of Stratis ? ;D

it would be very cool when u guys can bring a mod, free plattform update out for adding a landing ship, that can be used as a example for other landing ship mods (Nato, Csat)

on altis and stratis there are so many beaches and seaports of course also on malden and specially tanoa with his ferrie ports

 

i mean landing ships like this: http://products.damen.com/en/ranges/landing-ship

 

than we have also a base of small maritime activities for Arma 3

 

my thread about that:

 

I'm afraid new naval assets are currently out of the scope of this addon.

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Hello, Night515!

Not so much time ago I download and install you mod, at first - it's great expansion to vanilla assets, thanks!

And I have some idea, do it or not - only at your discretion.

With Malden 2035 free-DLC Arma appears new objects include old bunkers, so, my idea - maybe you can make retexture of this bunkers to make they as new?

Thanks.

 

EYi-QK7uh_c.jpg

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2 hours ago, Ulmann said:

Hello, Night515!

Not so much time ago I download and install you mod, at first - it's great expansion to vanilla assets, thanks!

And I have some idea, do it or not - only at your discretion.

With Malden 2035 free-DLC Arma appears new objects include old bunkers, so, my idea - maybe you can make retexture of this bunkers to make they as new?

Thanks.

 

I wish I could (and a jungle variant) but unfortunately I can't, most structures aren't retexturable to my knowledge. :(

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4 minutes ago, Night515 said:

 

I wish I could (and a jungle variant) but unfortunately I can't, most structures aren't retexturable to my knowledge. :(


Oh, it's sadly...

Also, on stable version I get some errors, looks like no Aegis icon on equipment in arsenal, sometimes silencers in arsenal disappear and not good russian translition, if you need - I can help with it, I speak russian.
UPD: And absolutle no preview icons in editor.

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3 hours ago, Ulmann said:


Oh, it's sadly...

Also, on stable version I get some errors, looks like no Aegis icon on equipment in arsenal, sometimes silencers in arsenal disappear and not good russian translition, if you need - I can help with it, I speak russian.
UPD: And absolutle no preview icons in editor.

 

These will be fixed in future versions. Suppressors should be fixed in the next update; are you using ACE?

 

Also, hit up the Arma 3 Aegis discord if ya wanna help out with the localization. :)

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2 hours ago, Night515 said:

 

These will be fixed in future versions. Suppressors should be fixed in the next update; are you using ACE?

 

Also, hit up the Arma 3 Aegis discord if ya wanna help out with the localization. :)


No, I use only Aegis Beta + Apex Equipment

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For my mental health, we're no longer promising any release dates - the next update will be released when it's done. Dev branch will receive updates in the mean time.

 

Also, if anyone is experienced with encoding weapons and / or vehicles and interested in lending a hand, please contact me.

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8 hours ago, Night515 said:

For my mental health, we're no longer promising any release dates - the next update will be released when it's done.

 

 

Don't worry about it, its after all a hobby. I do believe that some non-addon makers sometimes forget that. 

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29 minutes ago, R0adki11 said:

 

Don't worry about it, its after all a hobby. I do believe that some non-addon makers sometimes forget that. 

 

Yep, exactly what I was going to say. Take the time you need Night, you don't owe this to anyone, so don't go sacrificing your mental health for it.

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48 minutes ago, R0adki11 said:

 

Don't worry about it, its after all a hobby. I do believe that some non-addon makers sometimes forget that. 

even some addon makers forget that haha. getting yourself locked in to a time frame and setting deadlines is a really difficult to pull off as I've learned. its best to always try to respect the authors' time and efforts and not put any additional pressure on them.

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Thanks for the support guys, I really do appreciate it.

 

In the meantime, I'm putting a lot of work into reworking Aegis's weapons; new and improved animations, textures, configuration, and other graphical tweaks for the most part. I'm currently improving the SCAR and L85 textures, adding more scratches, dirt, et cetera, with new specular maps and changes to thermal imaging maps. Be warned, there are some classname changes, specifically for the SCAR, L85, and Warfare-50.

 

We're gonna wait until the Angara samples are released, and then we'll put the Russians on dev branch. :)

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Hello! Just a quick update - we're going to put the Russians up after the Angara samples are released. In the mean time we are overhauling Raven Security and the paramilitary forces, making numerous TLC and QoL tweaks, and working on a new weapon cut from the games pre-alpha: the LAW anti-tank launcher, which - if we actually give it to a faction - will be used by NATO.

 

In less exciting news, I've decided to cancel the V-22 and cut the Jackal and Navajo. I'm personally just not interested in working on them, nor have the knowledge or patience regarding PhysX and Rotorlib. However, I'm considering a different chopper from TKOH but no promises.

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On 16.4.2018 at 6:02 PM, Night515 said:

<snip>

 

In less exciting news, I've decided to cancel the V-22 and cut the Jackal and Navajo. <snip>


That's a pity :(
I think the AAF is in desperate need for an actual attack helicopter

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Just now, Night515 said:

-snip-

 

Well if you need one of those, the CUP guys added that recently. I am sure they maybe willing to share :icon_cool:.

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Awww, that's a shame, perhaps a stealth and sensor buff for the Blackfoot then? at the moment the blackfoot really doesn't stack up well against the Kajman (IMO, especially with AFM on and the Blackfoots problems at higher speeds/ negative effects of quick maneuvers, negating a large part of its mobility advantage)... for the V-22... thats fine with me, it seems a bit redundant for gameplay purposes with the blackfish (unless there was going to be an armed version of it more comparable to the Xian).

 

As for the jackal, I'm not sure what role it was supposed to fill... I was using it as something similar to the prowler/Qilin -  ie something less well protected than the Strider? I'm guessing you're cutting it because of the physics being a bit wonky for it (it tipped over really easy)

 

@pipewr3nch

 

Quote

I think the AAF is in desperate need for an actual attack helicopter

 

I used to accept that the AAF just lacked certain assets... much like the FIA back in OFP, or NAPA or takistan militia in Arma2. As the "independent force" I was fine with it. Then they got a full air superiority jet, and they already had a full and not completely obsolete armored line-up (like T-55s and T-34s from OF and Arma 2). Now they've even got artillery and AA vehicles....

So it seems like they might as well get a decent attack helicopter... although what they have now isn't toooo bad, it would be really great if it had a turreted gun (I've experimented with the add weapon turret command to give the gunner a 50 cal, but the model would need an update for that to make sense)

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14 minutes ago, Ex3B said:

Awww, that's a shame, perhaps a stealth and sensor buff for the Blackfoot then? at the moment the blackfoot really doesn't stack up well against the Kajman (IMO, especially with AFM on and the Blackfoots problems at higher speeds/ negative effects of quick maneuvers, negating a large part of its mobility advantage)... for the V-22... thats fine with me, it seems a bit redundant for gameplay purposes with the blackfish (unless there was going to be an armed version of it more comparable to the Xian).

 

As for the jackal, I'm not sure what role it was supposed to fill... I was using it as something similar to the prowler/Qilin -  ie something less well protected than the Strider? I'm guessing you're cutting it because of the physics being a bit wonky for it (it tipped over really easy)

 

@pipewr3nch

 

 

I used to accept that the AAF just lacked certain assets... much like the FIA back in OFP, or NAPA or takistan militia in Arma2. As the "independent force" I was fine with it. Then they got a full air superiority jet, and they already had a full and not completely obsolete armored line-up (like T-55s and T-34s from OF and Arma 2). Now they've even got artillery and AA vehicles....

So it seems like they might as well get a decent attack helicopter... although what they have now isn't toooo bad, it would be really great if it had a turreted gun (I've experimented with the add weapon turret command to give the gunner a 50 cal, but the model would need an update for that to make sense)

 

V-22 was cut because it really was redundant with the Blackfish, and couldn't carry any vehicles apart from quad bikes in the cargo hold.

 

Blackfoot buffs are possible.

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IMHO SuperHind is what Mi-48 should have been (same for Medium lift (not)Huey from ToH as AAF tac helo instead of the (uglyfied)Lynx)

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Heya, just wanted to see what you guys thought. I may or may not actually do this.

 

Should NATO's PCMLs be moved to a 'Heavy AT' role, like CSAT's Vorona? Meanwhile, the standard AT soldier will be equipped with the LAW.

 

Not sure, just wanted to hear y'all's opinions. (speaking of which, we run polls on the Arma 3 Aegis discord so I'd recommend joining that too - you can find a link on my twitter or on the Workshop page.)

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In my opinion, no.

 

NATO should still have a multi-role launcher as standard as a counterpart to the RPG-32- if you don't want to use something with lock-on a different multi-round launcher could be an option, but all the primary sides (NATO, AAF, CSAT, CSAT Pac) sides should have something as standard that can reliably damage/kill MRAPs and maybe lighter APC's if needed. 

 

I could see the LAW being used as a supplemental weapon for various factions however, as it's relatively weak warhead (compared to other launchers) is balanced with it's very light weight, as a result of it being disposable. I have not tested how the new SLAT armor works yet, so that might make the LAW more or less effective against some vehicles. The PCML is a bit bizarre because it's decently powerful and has lock-on because it was meant to be single round, so that single round had to count more when you need it, but in A3 it's re-usable. 

 

-For example the LAW could be used by the BLUFOR/INDEP FIA as a replacement for the CSAT RPG's, where it's used by some teams and supported by the newer MAAWS for heavier armor threats or being used by other relatively low tech INDEP or NATO allied forces due to it's cheaper cost compared to other AT.

 

-Gendarme, due to them being lightly equipped and rarely fighting vehicles, so having a small, light weight and throw-away launcher for emergencies is not as much of a detriment considering the rarity of vehicles and their role as more security than frontline forces.

 

-or possibly in limited use in NATO among Recon troops, as I know some SOF groups do prefer to carry it over other alternatives due to it's increased effectiveness against structures compared to an AT4 (or similar) and very light weight being useful for hiking around in the mountains. 

 

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Realistically, the NLAW is intended to complement the Carl Gustav in rifle sections to deal with stuff that the Gustav isn't able to (landing helicopters, fast moving vehicles, winged mythological beasts, etc). Whereas the Metis isn't in the traditional rifle platoon, but attached as needed. (Of course, intended role and actual role (thanks to the entire budget being spent on doomsday devices) are very different things...)

 

IMHO, the Vorana feels like it should have replaced the Titan for CSAT, rather than serve some weird "heavy-light anti-tank" role. Though I can see why BIS didn't do that, considering how much stuff it would break! (No one's going to haul that thing around as a rifleman in case they might run up against armour... well... no one playing with stamina on anyway...)

 

I'd just change the names, rather than having some "light AT" or "heavy AT" dichotomy, so, like-

Rifleman (AT, PCML)

Rifleman (AT, MAAWS)

Missile Specialist (AT, Titan)

Missile Specialist (AT, Vorona)

etc.

 

(LAW, as in, M72? Would only really fit Guerillas or maybe SOF, IMHO. The NLAW is the replacement for the M72's replacement, it'd be like swapping an Abrams for a Sherman!)

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