Arma 3
!Remote Controlled - Artillery, ATGM, AA!
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Update: 4 Sep, 2024 @ 4:15pm

Update: 4 Sep, 2024 @ 3:14pm

UPDATE:
-as people wished the optional vanilla artillery can now be turned on and off (which now works) depending on asset category in cba settings (for low trajectory capable assets i still recommend this mods calculator for optimal accuracy and ETA)

-new orange "not aligned" which is +-0.75 MIL accurate, not advisable to be used for HE etc ("aligned" is +-0.25 MIL), but good for quickly aligning multiple smoke rounds

-added OPTIONAL Western Sahara support (it skips the file if its not loaded), first asset is the Patria AMV ATGM, more might follow like the 60mm Mortar Patria

-added OPTIONAL Aegis support (it skips the file if its not loaded), first two assets are the BTR-100 and BM-2T with Bumerang turrets, also an unarmed RC BTR-100

-some optimizations


Have fun :D and make sure to report any problems! (Im aware of some and are trying to work on them.)

Update: 26 Aug, 2024 @ 4:26pm

Updates:

->added LOCK DETECTION SYSTEM for AFV's! (additional to the already included missle approach warning)

->fixed manned Wiesel variants for multiplayer use

->compacted config files


(If you notice any problems with this update, please report it to me.)

Update: 21 Aug, 2024 @ 4:02pm

Update:

->further performance optimization

->added 20mm Wiesel, both manned and remote controllable versions, which also has APFSDS and a stabilized cannon

->reworked ATGM Wiesel

->made Mortar-MATV also available in zeus not just editor

->all 20mm cannons of this mod now have 240rpm with HE and 300rpm with AP/APFSDS

->small fixes & preperations for a new not yet integrated feature

Update: 10 Aug, 2024 @ 6:46pm

NEW:

-performance optimization thanks to Tapawingo teaching me HashMaps, MUCH less repetitive config checks now!

-added Mortar MATV (manned), with 2x AR-1 in inventory, for "driver=rc gunner + codriver=uav spotter" gameplay

-bugfixes, structural optimizations

-slightly shortened the Howitzers range from vanilla 67km to 50km (Altis is ~30km), this gives better low elevation options for the same custom charges, to shot over cover instead of the round getting caught


*please report any problems you find


SitRep:
We are trying to fix remaining bugs, and are working on some new features, rn figuring out if they are technically possible.

Update: 2 Aug, 2024 @ 5:39am

Updates:

-fixed MAJOR bug of *armed semi manned* vehicle gunners getting bugged
(at the sad tradeoff of these vehicles for now not being interactable by terminal anymore)

-added 20mm Autocannon variants of Otokar Arma (Marid) & Namer, which are nicely balanced as not too strong or weak for mechanized infantry ops

-also added recommended trajectory highlighting for the vehicle mortar of the mortar carrier

-changed wheel damage resistance to make wheeled vehicles more viable for mechanized infantry, likely will be adjusted/finetuned later

-compacted files and fixed left/right panels

-changed driver camera panel of APC/IFV/FSV/MBT's to default thermal to prevent "pink texture bug" when using additional mod A3TI as gunner, and generally making the driver camera more usefull at night

Update: 10 Jun, 2024 @ 6:52pm

-added 20mm AP rounds for the Titus
-made FPV drones much faster and a bit harder to spot for AI, but nerfed the explosion by 50%
-fixed missle animations for IFV's

Please report back if you find any new bugs.

Update: 21 May, 2024 @ 5:39pm

Finally found a fix to add most animations like barrel recoil etc.
Also vehicle magnification rebalance.

Update: 18 May, 2024 @ 3:37pm

Titus MRAP now supported in different driverless/RC variants:
steam://openurl/https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1472073760&searchtext=titus

Fixed driver view of RC Otokar Arma.

Update: 9 May, 2024 @ 4:23pm

small corrections