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Contact Expansion Asset Feedback

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If you have any feedback on the various assets (props, structures, signs, and later vehicles, weapons, gear, etc.) in Arma 3 Contact, please share it with us here. For concrete bug reports, the best go-to is the Feedback Tracker. General expansion feedback is discussed in this thread.

 

arma3_contact_screenshot_10.jpg

 

How to access the assets?

  • Main Menu: Shift + P
    • In the DLC Content Browser, select Contact Platform, and explore its contents (not all on Dev-Branch yet).
      • Some assets have a TRY button that will open the asset in …
  • Main Menu: TUTORIALS > VIRTUAL ARSENAL
    • (For vehicles, switch to the Garage mode at the top of the screen.)
    • Each asset category shows the appropriate DLC / mod icons behind each asset for easy identification.
      • Use Sort by mod to make it even easier to find them.
    • Note: in this mode you should be able to preview the assets without DLC ownership.
  • Main Menu: EDITOR
    • In the Asset Browser on the right, all assets are marked by the DLC / mod icon.
      • Use the Filter by mods option and select Arma 3 Contact (Platform).

 

What assets are available?

Note: these are the assets currently available on Dev-Branch, not all assets in the expansion!

Spoiler
  • Added: Livonia
  • Added: Livonia terrain objects (natural, props, signs, lamps, power lines, railways, decals, structures, etc.)
  • Added: Promet 6.5 mm (regular / GL / MR / SG) (olive / black / geometric / sand)
  • Added: Promet Modular Sight (olive / black / geometric / sand)
  • Added: Kozlice 12G (regular / sawed-off)
  • Added: Mk14 7.62 mm (classic)
  • Added: AKU-12 7.62 mm (black / arid / lush)
  • Added: RPK-12 7.62 mm (black / arid / lush)
  • Added: AK-12 7.62 mm arid / lush spray paint variants (regular / GL)
  • Added: Mk200 6.5 mm black variant
  • Added: RPG-42 green variant
  • Added: Titan MPRL geometric / olive variants
  • Added: 4-five .45 ACP green variant
  • Added: Mk17 Holosight arid / lush variants
  • Added: ARCO arid / lush variants
  • Added: ARCO AK-zeroed variants
  • Added: DMS old variant
  • Added: DMS Kir-zeroed variant
  • Added: Black variant of MRD optics
  • Added: Sound Suppressor (7.62 mm) arid / lush variants
  • Added: Bipod arid / lush variants
  • Added: Compact NVG green variant
  • Added: UAV Terminal [LDF]
  • Added: IR Grenades for LDF / Spetsnaz
  • Added: Military Cargo Platforms
  • Added: Banner (LDF)
  • Added: Flag (LDF)
  • Added: Flag (Livonia)
  • Added: Livonia Whiteboards
  • Added: Maps of Livonia
  • Added: Connector Tents
  • Added: Decon Tents
  • Added: Faction Field Tent variants
  • Added: Faction Medical Tent variants
  • Added: Woodland Camouflage Net variants
  • Added: Research Dome variants
  • Added: Research Dome Panels
  • Added: Research Dome Struts
  • Added: Solar-Powered Tents
  • Added: Scaffolding variant
  • Added: Antidote Kit
  • Added: Brooms
  • Added: Brushes
  • Added: Coiled Hose Sprays
  • Added: Decon Kit
  • Added: Decon Showers
  • Added: Drainage Deck
  • Added: Hazmat Bags
  • Added: Lay-Flat Hoses
  • Added: Pressure Hoses
  • Added: SCBA Cylinders
  • Added: Spill Bunds
  • Added: Spinal Boards
  • Added: Sponges
  • Added: Stretcher Roller System
  • Added: Tarps
  • Added: Trash Bag Holder
  • Added: Walking Frame
  • Added: Water Spills
  • Added: Flexible Solar Panels
  • Added: Satellite Antenna variants
  • Added: Omnidirectional Antennas
  • Added: Portable Weather Stations
  • Added: Power Cables
  • Added: Rechargeable Batteries
  • Added: Rechargeable Battery Packs
  • Added: Rugged Computers
  • Added: Rugged Screen variants
  • Added: Rugged IP Telephones
  • Added: Rugged Laptops
  • Added: Rugged Multi-Screen Computers
  • Added: Rugged Portable Generator variants
  • Added: Rugged Portable Server Units
  • Added: Rugged Routers
  • Added: Rugged Solar Panels
  • Added: Rugged Tablet variants
  • Added: Rugged Portable Cabinets
  • Added: Rugged Portable Desks
  • Added: Rugged Desk Chairs
  • Added: Rugged Portable Lamps
  • Added: Transfer Switch
  • Added: Light Cone VFX
  • Added: Tent Lamps
  • Added: Newspaper
  • Added: Books
  • Added: EMP-Proof Cargo Containers
  • Added: CBRN Packaging
  • Added: Plastic Case variants
  • Added: Tin Foil
  • Added: Garbage Barrels
  • Added: Burnt Garbage

 

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Guess you can't have nice things, then.

 

Not much a fan of this alien / stalker setting either, but the content looks great to me so far. I'm not worried about the campaign / missions at all, because I know who's working on it.

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I like idea so much.

 

Just tried new map in Dev branch and to me some houses scale are completely off. Too big

 

house2.jpg

 

house.jpg

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2 hours ago, ataribaby said:

I like idea so much.

 

Just tried new map in Dev branch and to me some houses scale are completely off. Too big

 

house2.jpg

 

house.jpg

 

Yeah, for some windows it is hard to see through stuff on a height below it even when standing.

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Yep exactly what the_one_and_only_Venator said. That second house is like three floor building.

 

In the moment I placed myself into terrain I felt like garden gnome. To me, houses and some other assets like wooden fences are 15%-20% bigger than they should be and I don't like it. It looks simply stupid in milsim.

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Yes! I'm glad it's not just me that thought this. The houses are too big.

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Windows/doors proportions may be odd, but building shape/size itself looks quite OK on these screens. Two floor houses of similar shape and size comparing to a man are often in Pol... Livonia, but I'm talking modern architecture, while these are looking by texture/details like some really old remnants. Maybe they are pretending/place holding modern ones?

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39 minutes ago, Tankbuster said:

Yes! I'm glad it's not just me that thought this. The houses are too big.

 

They're built for the aliens to enter as well

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1 minute ago, fn_Quiksilver said:

 

They're built for the aliens to enter as well

To be honest, when I read that the buildings are ex DayZ SA (I didn't know, I don't own that game, nor do I care) I wondered if the buildings have to be bigger to allow for the improved weapon handling in confined spaces that comes with that game.

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Quote

 

                                                                                                     PROMET 6.5 mm

The Promet modular bullpup rifle is the LDF's main service rifle. It is known for its unique detachable carry handle with integrated 2.5x magnified optics. Besides a marksman variant with extended barrel, it can also be fitted with a 40 mm underslung grenade launcher. Tactical teams can instead choose to mount an underbarrel 12 gauge shotgun module with quick-release cylinder for an extra close range punch. The rifle is manufactured in a range of color options

 

 

 

Dear developers, please add underbarrel 12 gauge shotguns also to the main types of all carabines.

Otherwise it will be strange if a underbarrel shotguns can only be ONLY AT PROMET 6.5mm and not on any other weapon!

 

Always dreamed of having under-barrel shotguns in Arma3 with various types of ammunition (explosive, incendiary, standard). A current update could significantly diversify the weapon customization in the Arma3!

 

For example, a shotgun will look great on such basic carbines as:

 

Type - 115 

MX 6.5 mm assaul rifle

Katiba 6.5 mm assault rifle

Mk20 6.5 mm assault rifle

TRG assault rifle

AK-15 7.62 mm 

 

maybe other carabines...

 

 

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https://imgur.com/jVmKD7W

 

The roof's texture of the chickencoop_01_f.p3d model doesn't have the same quality as the rest of the object.

 

 

Any chance we could get the famous radio tower from Chernarus? It would fit perfectly. dayz-the-landmarks-of-chernarus-green-mo

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39 minutes ago, mickeymen said:

please add underbarrel 12 gauge shotguns also to the main types of all carabines

Unfortunately underbarrel attachments are not dynamically implemented in Arma 3, meaning they need actual model variants. We don't currently have plans to add them to other rifles for Contact's release at least.

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Just now, DnA said:

Unfortunately underbarrel attachments are not dynamically implemented in Arma 3, meaning they need actual model variants. We don't currently have plans to add them to other rifles for Contact's release at least.

Thanks for the answer, I hope one day it will be implemented.

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20190523174430_1.jpg

 

Happens with both SCBA Cylinders.

 

Sand retextures of the Apex rugged screens and generator look... bad. Black ones are missing buttons too.

20190523213857_1.jpg

20190523213918_1.jpg

 

How will the default / GL variants of the AK-12 from Apex be handled with the Russian forces? Will it require either / or, or both Apex and Contact?

 

I'm loving the new content and I am super excited to get my hands on the new LDF and Russian gear in particular. Also, it is kind of strange to have LDF on the independent side when they are a NATO member state as mentioned on the Steam page and elsewhere. It also means they cannot engage the Looter faction (saw 'em in cfgFactionClasses).

 

I'm begging y'all to include PSD / TGA samples or unencrypted files for the LDF and Russian equipment! 😄

 

EDIT: Will we also get Tropic / standard MTP variants of the NATO chemsuits? And does CSAT or AAF get chemsuits too?

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59 minutes ago, AveryTheKitty said:

How will the default / GL variants of the AK-12 from Apex be handled with the Russian forces? Will it require either / or, or both Apex and Contact?

The camo spray paint (arid / lush) regular AK-12's and some accessories will still be Apex-licensed. The AKU-12s and RPK-12s will be Contact-licensed, as they are new model files. We've considered linking those to Apex as one 'family', but felt it would become too complicated with dependencies between products.

Those particular reskinned props are 'placeholder' still and will be improved.

We do hope to release as many texture templates via Arma 3 Samples as we can post-release.

CBRN Suits are available in all NATO-spec faction camos (MTP / Tropic / Woodland / LDF / AAF / Blue / White). In our view CSAT uses more advanced infantry uniforms with their own 'air-conditioning' and some CBRN protection features built-in. They do get their own APR in 3 colors. Although what we have not created to complete this set, are hoods for said CSAT uniforms to create a better seal (not currently planned).

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39 minutes ago, DnA said:

The camo spray paint (arid / lush) regular AK-12's and some accessories will still be Apex-licensed. The AKU-12s and RPK-12s will be Contact-licensed, as they are new model files. We've considered linking those to Apex as one 'family', but felt it would become too complicated with dependencies between products.

Those particular reskinned props are 'placeholder' still and will be improved.

We do hope to release as many texture templates via Arma 3 Samples as we can post-release.

CBRN Suits are available in all NATO-spec faction camos (MTP / Tropic / Woodland / LDF / AAF / Blue / White). In our view CSAT uses more advanced infantry uniforms with their own 'air-conditioning' and some CBRN protection features built-in. They do get their own APR in 3 colors. Although what we have not created to complete this set, are hoods for said CSAT uniforms to create a better seal (not currently planned).

 

Awesome! I'm super excited for everything, can't wait to redo my Russians with all of the new gear in particular. Personal request: Granit Suit with a ghillie cover like the other vanilla ghillie suits. Also, will the Spetsnaz faction receive any new ground or air assets such as quad bikes, qilins, or helis? I do recall spotting a heli pilot when digging though cfgMods. 😉

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My main question is, how does BIS's official Russian faction compare to RHS Russians?

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In what terms? RHS focuses on present day armies whereas A3 is set in the future, they don't really compare I think.

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Posted (edited)

Livonia map looks fine, a feeling of Chernarus+ probably.

Nice having all those buildings we can enter.

FPS are OK with entry level R3 2200G at 2200 m visibility.

But 100% GPU load on entry level RX 550.

 

Some rails track mismatch near Garbin station in timbers loading facility such as ...

 

duSTR41h.jpg

Edited by oldbear
Working more than 30 years for a railway company leaves traces
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@DnA can you please turn the terrain objects from EBO to PBO now - it would be extremely help for terrain makers to have them available in TB and for binarization ASAP

this would make a possible "proxy" solution unnecessary, would be simple to do (just to adapt the build script), and be possible to release with the next dev branch update

 

thanks for the consideration!

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Hi

I've pre ordered so I assume as it nears release date assets will be added to try? At the moment it's the ones listed in first post in the editor but will the rest eventaully be accessible in arsenal/garage?

cheers

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+1 for Kju's request.

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I know that may sound greedy....but is there a small chance that we also see some of the Chernarus+ city assets added in the future, especially the soviet style appartement blocks. This would bring Arma 3 map making to a complete new level 🙂

 

 

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