Arma 3
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Ultimate Mobility Overhaul
   
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Data Type: Mod
File Size
Posted
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151.538 KB
19 Jul, 2019 @ 7:03pm
22 Feb, 2021 @ 7:44am
21 Change Notes ( view )

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Ultimate Mobility Overhaul

In 2 collections by El Berl
Plate Land
27 items
GLUUCOM
6 items
Description
This mod requires either Cobalt ACE (old medical) or Indigo ACE (latest version of ACE3 with stamina tweaks). Do not run both!
Indigo ACE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2229653992
Cobalt ACE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1601360661

A general movement and mobility overhaul for Arma III. Your movement speed is now affected by your loadout weight and your remaining stamina. Lighter loadouts let you move faster while heavier loadouts make you move slower. It is highly recommended that you use Cobalt ACE for maximum compatibility and realism. Please note that this mod is quite punishing and takes notes from SWAT 4: Elite Force and UT99 Infiltration. Loadout weight classes are as follows:

0-30lb: Very lightweight. No mobility problems here.
31-50lb: Lightweight. You'll be pretty mobile.
51-75lb: Mediumweight. A good mix between capability, mobility, and endurance.
76-90lb: Heavyweight. You'll be getting a little slow around here.
91-120lb: Very Heavyweight. Definitely be careful with your stamina. Movement speed will be rather slow.
121-140lb: Big Chungus. You'll be exceptionally slow. Stick to vehicles.
141-200lb: Oh lawd he's coming. You must really like body armor or something.

UMO also contains some new moves, such as a jump, some jukes, and some sideways jumping action too.

Credits:
Twisted: Provided the initial scripting core.
Plate Land: Heck of a lot of testing data.

License:
This mod is presently licensed under APL-SA.

Mod Discord: https://discord.gg/ujzMJcvJtt
Popular Discussions View All (3)
8
12 Apr, 2022 @ 2:41am
Feedback & Suggestions
El Berl
0
27 Sep, 2020 @ 9:41pm
FAQ
El Berl
0
19 Jul, 2019 @ 7:46pm
Bug Reports
El Berl
25 Comments
dcove78 15 Dec, 2024 @ 4:27pm 
why would i want to run slower in arma lmao
Reticuli 13 Jun, 2022 @ 8:40pm 
Why does this seem to break stamina in both Cobalt and Indigo ACE? While I wish there was inertia effects on the body, it is nice you have running slowed down with loads even if it's not yet seeming to affect the AI, but stamina is now back to the high levels from before my ACE settings. So, without your mod I can briefly run fast, but with your mod I can run slow for a very long time. I think I notice you have getting up from a crouch as slowed, which is good, but again, not affecting stamina. All that stuff, moving while crouched, side stepping and turning while sprinting should be draining. Also, Cobalt Ace's medical is back to the old junk where you can turnicate a person's legs, shoot the legs up, and they die from 'accumulated damage'... among other annoyances.
Fluffy GS G5 17 Jun, 2021 @ 11:12am 
Is there maybe a bug: AI with exactly same gear can allways run faster than me. Or is there a reason why it is like this? But in the end it is realy nice. Only the weight scala seems to me a bit weak. I can easely sprint with 25kg Gear over 22 km/h. But changing in the CBA settings the params don't change there something. Is there a way to speed things a little bit up? Still great mod :steamhappy::steamhappy:
El Berl  [author] 4 Apr, 2021 @ 1:21pm 
Indeed, the "sprint" in normal pacing becomes more of a combat jog when one is loaded with a lot of gear. I recommend using the pacing modes to better modulate your speed. The four modes, ruck, normal, rush, and sprint all have different stamina cost and movement speed coefficients, so they'll also likely resolve the stamina drain issue.
Master Kasan 4 Apr, 2021 @ 1:07pm 
I was using standard fatigue module settings. I do understand what you are aiming with the long-term effect, which indeed I like, it's just as of now, i can sprint with a 20-25 kg loadout for a long time. In fact I can carry 50kg loadout and I would be slow as a snail but I can keep "sprinting" for what it seems like forever.

I don't use AAPM as of yet because my group and I are really into the infamous new ace medical, which we tweaked to our liking. Plus, the fact that spawned troops won't carry plates in their inventory, requiring extra mission tweak/micro managing. But it is extremely tempting, as is all your mods.

But this UMO is really great. Only tweak I feel like I need is bump in the stamina depletion, not like ACE standard settings, but something in between.
El Berl  [author] 4 Apr, 2021 @ 12:48pm 
Thanks for the heads up! I'll check things out on my end. Indigo / Cobalt use the same stamina model, and primarily focus on long-term stamina with heavier loadouts - pretty much for when you're playing with Advanced Armor Plate Mod and packing plates over long treks. As such, they do extend your stamina supply beyond the ACE3 default.

Are you running Indigo with default stamina module settings?
Master Kasan 4 Apr, 2021 @ 12:42pm 
Hi again El Berl. I'm using Indigo Ace and UMO. The weight/mobility seems to be working just fine. The only thing seems off is the stamina drops very, very slowly.

It pretty much make stamina inrelevant and only the weight/mobility important. I ramped the fatigue effect to 5.0 but it seems to make no change.

Thank you for your work.
El Berl  [author] 10 Feb, 2021 @ 9:57am 
My apologies for the late response. It's compatible with only two versions of ACE, namely Indigo and Cobalt, due to their custom stamina system.

The difference between the two is that Indigo is new medical, while Cobalt is pre-rewrite. To work with AAPM, you'll want Cobalt.
Yo Gabba Gabba! 25 Nov, 2020 @ 8:10am 
Is this compatible with either ace Singleplayer or Campaign Compatible ACE + ACEX?

Ideally I'd like to play the East wind with this mod plus your plate mod.
El Berl  [author] 14 Nov, 2020 @ 3:01am 
Great to hear you're enjoying the mod! You ask good questions, so I'll break my response up to address each point.

1. A lite version is certainly on the table, although the speed penalties are very much entwined with the stamina alterations from Cobalt ACE and so it would be quite the ordeal to rework the math. I may consider a lite version down the road, maybe as an optional PBO distributed alongside the normal version.

2. CBA server options are a good idea, but the mod's scripting is all done in one SQF file, and so it cannot be split up function by function like ACE3 can.

I definitely plan on continuing UMO development down the road, though. Stay tuned!