Arma 3
204 ratings
!Remote Controlled - Artillery, ATGM, AA!
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Data Type: Mod
File Size
Posted
Updated
2.529 MB
15 Oct, 2023 @ 6:37pm
29 Jun @ 8:59am
51 Change Notes ( view )

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!Remote Controlled - Artillery, ATGM, AA!

Description
(Its signed and multiplayer ready)

Solving most ARMA Units biggest problem!
Artillery support without:

1. It draining too much personnel from the frontline...
2. Them being bored for 2 hours, crying for firemissions...

Easily balanced by Zeus/Mission Editor being able to precicely set ammunition amount and types.

This mod has a LOT of content despite its very small file size!

New Artillery Features:
- cycle through "target reference markers" named "arty1" until "arty99" on the map, it will calculate and display target distance, azimuth, and elevation difference
- Fire Control System with low&high trajectory firing solution calculator
*low trajectory sicnificantly shortens time of flight, and increases accuracy!
- datalink panel and integration, with live updating low/high firing solutions for selected target (the real MAGIC, was a TON of work)

- Airburst ammunition, highly effective against trenches etc, for Mortars/Howitzers/MLRS
- MP Guided ammunition, that now works even in manual fire on laser/vehicle/gps targets, *including an optional 2m delayed fuze variant

- lockable gps target by placing a map marker "gps"
- datalink laser designators, to share laser spot location (for firing solution) with indirect fire assets without them needing line of sight
- finer artillery charges to optimize angle more, like firing over hills with low trajectory

- new RC Mortar Carrier
- improvements to Cluster ammunition


New quality of live features:
- improved vehicle FOV for situational awareness and usability
- different fuzes for autocannon ammo (penetration, delayed, contact)
- automatic vehicle engine turnoff when stopping to improve communication and awareness
- map being available in more vehicles

New assets:
- lowtech&hightech UAV:
- AR-1 has short range, to make it easier for Zeus to build missions, and no thermals (wouldnt work with range limitation script)
- AR-1.5 similar to AR-1 but with thermals
- AR-3 has long range, has image recognition & displays targets
- short ranged Grenade Dropping UAV's for all factions (will be improved in next updates)

- remote controllable Infantry Vehicles (RCIV), to fix most units extrem mobility issues, of having to leave vehicles behind for assault, taking ages to recover, or if not left behind getting destroyed
- automated driver for IFV/FSV/MBT, to remove the job noone wants to do, and decrease dependancy of buggy human ai drivers, also allows to be in the same ace group, improving coordination
- datalink integration and datalink guided NLOS ATGM's for IFV/FSV/MBT

- optional RC Medical Truck's that act as respawn, like for when you dont have air reinsert *feature be enabled in next updates


Bonus Content:
- new improved hand held Laser Designators, with wider field of view, and white hot Ti instead of eye hurting green hot (non Ti versions also included)

- script that finally FIXES the common problem of noone being able to connect to a UAV/UGV a player accessed before his death (this fix is a way bigger deal than you might realize)

NEW UPDATE:
-much more "neutral" olive & tan camonets, like shown on new screenshots
-correct asset names for AFV's
-correct side/faction dependant tracer colors (red/yellow/green)

Current Quirks:
-might not work correctly with "profiling branch" of arma

-the datalink target the "gps" marker creates is active for about 3minutes before it is gone for unknown reasons
-if datalink targets are not shown on the panel despite being detected by a sensor, increase VIEWDISTANCE and terrain quality! (Or as zeus check if the assets datalink is enabled.)

Quirks using Vanilla Artillery Computer:
- change ammo types per mousewheel menu, not in the artillery computer
- generating the ace rangetable requires having been close to it once
- disabling artillery computer in options after having already used it, requires mission restart (not a big deal, decide beforehand)


Highly recommended mod in combination:
Simple Grid Designators (link):
Allows you to set map markers of your current laser designated point, with an 6 or 8 digit grit and elevation, which allows for better coordination when people call in fire support.

Vehicle Retextures (link):
Fancy retextures for this mods driverless/RC vehicles.

Titus MRAP (link):
Super neat MRAP with slat cage and 11 seats in the case of this mods driverless/RC adaption.

JSRS (link):
Greatly improves artillery sounds etc.

How to add/remove artillery ammunition (link).
[github.com]
Took us an ton of effort to make this mod, ten thousands lines of code and >1 YEAR of work, so please respect that work.
REUPLOADING IS NOT ALLOWED, ask us to make changes or additions.
What is allowed is inheriting and then editing, so that it requires my mod, but tweaks it or introduces additions.

Thanks to:
Fluffy who put an enormous amount of work into this with me, making a lot of features possible.
Aaren for providing the explosion effect.
And my great friend Tapawingo to often help me with scripting problems, making the GPS targeting feature possible, and recently joined the team improving the codes performance.

Check out my Stamina balance improvement mod, as a better alternative to vanilla or ACE fatigue: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2974782096
83 Comments
Esy 18 Jul @ 7:38am 
i love you
我爱全体女声优 31 Mar @ 2:44am 
and when i replaced ai drivers with soldier ai, gunner ai don’t use turret
我爱全体女声优 31 Mar @ 2:42am 
The mod is amazing for fire support, but this mod's tanks and apcs have conflict with phantom hawk’s apc/tank pack, when i loaded this mod, phantom hawk's vehicle don't appear in zeus(only cars appeared, tanks and apcs just didn't show up). Could you please find a solution to this problem?
我爱全体女声优 14 Mar @ 8:27pm 
Is this mod compatible to AI fire support mods like drongo/LAFS? Will ai mods like lambs affect performance?
Ascent  [author] 20 Feb @ 12:31pm 
@Vissk To my experience this only happens with the remote controllable versions of driverless vehicles, unknown cause & unknown fix.
But often its just people connecting to it and taking remote control, they simply have to release control and the vehicle operator has to change away and back into the seat to regain control. :steamthumbsup:
Stolt 18 Feb @ 1:44pm 
Is this uh
compatible with Antistasi?
Krosis_LT 24 Jan @ 10:24am 
Is it possible to have UAVs as separate mod? Thanx
Vissk 12 Jan @ 6:36pm 
Having client-side issues with driverless vehicles - the driver AI will abruptly stop responding completely to commands, and full stop until I get out and get back in as commander/gunner.

I have a suspicion that the AI is catching a glimpse of an enemy and attempting to do something autonomous, but it's been difficult to nail down what's happening in testing. It feels like it occurs pretty randomly while approaching the AO, and will regularly happen while fully engaged.

I also have the same issue client-side when I take control of the fully unmanned vehicles and have to switch seats with the hotkeys a couple of times for the driverless version to start working properly.

None of this happens as host.
Ascent  [author] 4 Jan @ 7:19am 
Update Notes:
-LOTS of fixes and improved editor categories
-GPS marker visibility improved even when obstructed

-added driverless T100
-added an indirect-fire-GMG UGV with firing solution calculator
-improved the Wiesel RADAR and added Sensors to its camera

for Aegis:
-added RC 2S23M (122mm self propelled howitzer with 20km range)
-added driverless 2S90M
-added driverless BTR-80A
-added olive camo for T-14

for Expeditionary Forces:
-added driverless AAV-9A1 Maack with 50mm Autocannon


Im still working on the new feature i recently mentioned, its sadly not out yet.
Ascent  [author] 24 Oct, 2024 @ 4:49am 
Hotfix against firing solution calculator freeze is out (caused by arma update).
Plus some small general improvements.

Stay tuned, soon something really neat will be added! ;D