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Fixes with the new ACE release.
Several bugfixes, things like being flung around by other mods causing ragdolling means you are not forever stuck in the animation anymore.
The auto injector does work as morphine in ace mode
in ace mode the armor plate HP can be increased a lot higher now
You can now use the context menu from ZEN to heal people in standalone mode.
Thanks!
Sry if i annoy with the question :D
Of course it can be used to cheese the gameplay a little if everyone is a designated medic and thus you just can walk up to them and heal yourself without any cost.
Might seem crazy high but I host for a small group so player numbers are sometimes limited for going full milsim. Lets us still do our missions with less players if we're able to take a few more hits.
Although a higher config setting would still be nice if you ever get round to it :)
The basic injury/health damage value settings is like vanilla? Or close to vanilla settings?
So, really not that much in my hands here.
Any errors popping up? Are you using ace medical or the standalone mode? I just tried it out with in both standalone and ace mode and it works.
1. putting plates into your vest
2. virtual weight (ace medical does not use it, only ace advanced fatigue)
As a general question: does this mod differentiate armor damage vs body damage, and AP vs ball/fmj vs HP vs frangible?
ACE_caliber defines the bullet's diameter while vanilla's caliber defines the bullet's penetration. To me it would seem that the correct approach for calculating the _penetrationMult on line 51 is to multiply the vanilla caliber value with the bullet's impact velocity. ACE_caliber should probably not be a factor in calculating this and if it is to be taken into account, I think it should actually have a negative effect on the bullet's ability to pen.
It feels very vanilla on purpose with extras added
Can you tell me what is the difference between APS damge system and vanilla, please? Are there many differences?