Arma 3
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Enhanced MAAWS for CUP
   
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
2.093 MB
18 Dec, 2024 @ 1:37pm
1 Change Note ( view )

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Enhanced MAAWS for CUP

Description
CUP version of Enhanced MAAWS for RHS

Damage values have been adapted to work better with CUP Vehicles.

License:
APL-ND
https://www.bohemia.net/community/licenses/arma-public-license-nd

This mod is not permitted to be reuploaded into the Steam Workshop.
11 Comments
Zantza  [author] 21 Jul @ 12:58pm 
@Tovarich Cookie If you're still following these comments, thank you for your findings. I can confirm that the rockets fired out of the vanilla MAAWS are flying high.

However, I was not able to fix the issue with the values you've provided. I see that they are the same values as on the vanilla MAAWS. The sights of the vanilla MAAWS seem completely busted even without any mods that affect them.

If you figured out how to make them true, is there something missing from the values you provided?
[UKSF] Yankee-Delta 20 Jul @ 4:43am 
Was just coming here to say what Kilo said. We can't use it on our servers because of the PBO signing thingy.
Zantza  [author] 12 Jul @ 6:42am 
Thanks for letting me know. Will be fixed at some point.
Kilo 11 Jul @ 1:35pm 
hello mod author, your mod is signed but incorrectly, seems your pbos are signed with a different key than the one included in the download. just letting you know in case you want your mod to be able to be used on servers with signatures enabled
Tovarich Cookie 8 Jun @ 12:07am 
Hi again Zantza, I have figured out the rounds are flying high, These values should be set for the ammunition for them to fly correctly according to the optics on the MAAWS mk4 mod 1 and mod 0:

cfgmagazines:
initspeed = 350;

cfgammo:
maxSpeed = 350;
airfriction = 0.05;
sideairfriction = 0;
thrust = 0.1;
thrustTime = 0.1;

When I put them into the cfgammo file all the rounds fly accurately to the optic, however it also seems to make the sight setting randomness functionality work less well - I am not sure how the functionality call works for that.

Look forward to seeing what you come up with next!
Tovarich Cookie 2 Jun @ 6:19pm 
Some of the rounds (HEAT551 in particular) seems to fly a bit high when using the Mk1 MAAWS MOD1, especially noticeable at 600+ meters. Might be a initialvelocity thing, will explore later tonight.
Tovarich Cookie 2 Jun @ 6:01pm 
Awesome sauce! The changes we are making are a mixed bag for different reasons, mainly specific to our unit. I will elaborate:

ASM - Increased IndirectHit but lessened IndirectHit range, seems to more consistently remove larger chunks of multi-segment buildings. Needs lots more tweaking.

Smoke / Illum - Set to a very light weight to encourage usage in general.

All other rounds - Moved weights closer to vanilla ARMA 3 values rather than their realistic KG weights. Vanilla seems to like to run most of their stuff to be much lighter than real world counterparts (see - 40MM rounds, magazines, blood etc) so we lightened your rounds a little to bring them in line with our unit's gameplay.

I also got a MAAWS launcher mod in the works that I would love to work with this in the future, but one thing at a time =)
Zantza  [author] 2 Jun @ 12:34pm 
That's fine. I'm curious as to what sort of changes you felt were needed? :)
Tovarich Cookie 2 Jun @ 3:20am 
Hello Zantza, great to see this mod get it's CUP version, we have been using it since the original incarnation a few months ago!

I have made a patch that slightly changes some values of the ammunition in this mod, and I would like to use it with my Arma group - staying internal, and will not be shared outside of our players. Is that okay with you?
[UKSF] Yankee-Delta 30 Dec, 2024 @ 5:41am 
Perfect! Thanks for coming through with this.