Arma 3
!Remote Controlled - Artillery, ATGM, AA!
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
Ascent  [author] 29 Sep, 2024 @ 6:33am 
Update:
-added the lovely 60mm Mortar Patria! very easy to balance asset for ops
-reworked vehicle Mortar & Howitzer charges from 0-7 to 0-6, while still maintaining a min low solution of 350MIL/20°, this doesnt sound like a big deal but its noticably smoother to set the right charge now
-reworked Howitzer range to a more realistic 40km (vanilla was 67km...) most maps arent larger anyways, Altis diagonally is like 32km ish
-improved FPV controllability

-the mods vehicle lights are now automatically disabled, so they arent on at night (sry for noticing that so late)
-improved file structure & prepared some stuff for the next update

Have fun, and thanks for all the kind words! <3
Disco 6 Sep, 2024 @ 6:22pm 
this has to be one of the most active & updated mods on steam. congrats to the dev for caring so much
Ascent  [author] 4 Sep, 2024 @ 3:56pm 
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, ETA, and the datalink feature)

-additionally to the +-0.25MIL green "aligned" indicator, and red "not aligned" indicator, there now also is a new +-0.75MIL orange "not aligned" indicator that while not suited for HE etc, its helpfull 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
purple sprite 4 Sep, 2024 @ 6:40am 
i started playing with it and i cant lie the built in calculator is much more fun, i was also wondering what drone was used in the clip where it stays locked on to the vehicle for laser targeting
Ascent  [author] 10 Aug, 2024 @ 7:04pm 
We just optimized the code, MUCH less config checks are done now thanks to hashmaps!

Also have fun with the new Mortar-MATV, it also has two AR-1 in its inventory.

Now trying to fix the reported bugs, and currently testing if new features can be added.
Have fun and stay tuned! :D
Max von Teufel 8 Aug, 2024 @ 4:51pm 
Thank you! :)
Ascent  [author] 8 Aug, 2024 @ 4:51am 
@Max Place the asset, take a UAV terminal of your chars side, mousewheel to open UAV terminal, select the asset in the dropdown menu, like shown in the video.

Place a marker on the map from arty1 to arty99, this then gets referenced in the calculator as T:01 until 99, you can switch them with hotkey 3 and 5.
Or lock onto a datalink target (visual/IR/lase/GPS), by pressing R, releasing with T.
Even with unguided rounds datalink is usable to get a firing solution.

Increase the charge with F until you get the first firing solution, depening on round eighter "high EL" or "low EL" is recommended (high/low trajectory), the other one is greyed out.

Align the gun by mouse left/right to match azimuth (zooming in helps for fine adjustments), and page up/down to match elevation (shift+page up/down for fine adjustment).

You could fire when the numbers match, but for optimal accuracy fine align full green (+-0.25MIL).
Max von Teufel 6 Aug, 2024 @ 5:57pm 
@Ascent I haven't tried using it remote controlled as I have not figured out how to do that. Nor have I tried ordering it to fire while beeing within visual range. But I will try that.
It was mainly for the various ammo types I took an interest in you mod.
I still have alot to learn about getting all this to work in the Eden editor it seems.
Ascent  [author] 6 Aug, 2024 @ 8:12am 
@Adrian Owlsley Thanks, glad to hear! Good idea, i will write this on my todo list, which is a bit long atm, so im not sure how fast i can do it, also the whole enabling/disabling vanilla arty computer needs to get reworked.
Ascent  [author] 6 Aug, 2024 @ 8:10am 
@Max Its meant to be remote controlled by the player, i never tried it per fire support menu. Did you check if its firing by standing close to it? Its likely the edited gun firemodes, i needed to remove AI fire modes called "burst" as those did randomly shot on laser's when not intended.

You should propably just use vanilla howitzers for use per menu, do you want to use this one due to its ammo? Or add me and i can show you how to make an additional mod that restores the function, but at the risk of it sometimes misengaging lasers close to it.
Max von Teufel 5 Aug, 2024 @ 6:02am 
Trying to utilize this mod in a mission I'm building. Using the 3den editor I have placed one of the RC howitzers and linked it through the standard support modules to my player character equipped with one of the laser range finders provided by this mod. In game the RC Howitzer battery shows up in the list for my artillery support. But once I have used it to order in a arty strike nothing happens. Doesn't matter what choice of ammo or the number of shells I choose. No shells fall on target. What am I missing? Using the standard vanilla M4 Scortchers placed at the same site as the RC howitzer shells fall as they should. So it shouldn't be an issue of firing range I assume.
Adrian Owlsley 2 Aug, 2024 @ 5:18pm 
The firing solution calculator is fantastic, I just want to use it for remote heavy artillery while keeping the vanilla map as an available option for light manual mortars. Thanks for your efforts
Ascent  [author] 2 Aug, 2024 @ 5:56am 
New updates:

-fixed MAJOR bug of *armed semi manned* vehicle gunners getting bugged
(at the sad tradeoff of these specific 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

-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

Have fun! :D
Ascent  [author] 2 Aug, 2024 @ 5:54am 
@Adrian Owlsley Wierd i will check that out, thanks for reporting! I dont know how fast i can fix that.

(But with the vanilla computer you loose a lot of capability like datalink targeting, short ETA and accuracy, so its really worth to learn the mods firing solution calculator.)
Adrian Owlsley 28 Jul, 2024 @ 8:31pm 
With the allow vanilla artillery computer option checked, players in my group are still losing access to the vanilla artillery computer the first time they connect to remote controlled artillery each mission
arthrfortune 4 Jul, 2024 @ 6:27am 
holy shit i found the worlds first consistently updated good arma 3 mod
D_037 28 May, 2024 @ 3:18am 
Awesome! You're the best :D
Ascent  [author] 28 May, 2024 @ 2:27am 
@D_037 So glad to hear! :D
About the FPV, they have sicnificantly lower detection values, so their only engaged by ai at shorter range, but i ofc could further tweak this value soon.
I will also work on increasing their speed, but need to make sure they stay controllable enough.
D_037 23 May, 2024 @ 1:47am 
Dear Ascent, thank you so much for making this mod. I love everything that you put into it and all the hard work you did to make my and other's gameplay more enjoyable. I especially enjoy using the fire control system you introduced. definitely helped with choosing the right trajectories. I also enjoy using the new RC FPV drone you added. Though, I do want to suggest an option to "hide" the RC FPV from AI NPCs by changing its side to the civilian side like what another mod (Crocus FPV drone mod) did. But other than that, absolutely awesome mod!
nanner 22 May, 2024 @ 2:31am 
amazing. thank you!
Ascent  [author] 18 May, 2024 @ 3:42pm 
The very neat Titus MRAP is now supported in different driverless/RC variants :D
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1472073760&searchtext=titus

If both mods are loaded it shows up, if not the pbo gets ignored without causing an error.
Ascent  [author] 18 May, 2024 @ 3:38pm 
@PiesangArk, you simply need to restart the mission, then it works.
PiesangArk 13 May, 2024 @ 5:25am 
hey, i turned on the setting to use the vanilla arty computer but i still cant use it
Ascent  [author] 13 Apr, 2024 @ 7:44am 
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)

-optional retextures if subscribed to Phantom Hawk All in One
(like Leopard 2, Warrior, Otokar Arma, etc)
Ascent  [author] 13 Apr, 2024 @ 7:34am 
@KiloLima @The Bone
You can reenable it in cba settings, i added a much better fire control system / firing solution calculator, as shown in the new video. It allows use of low trajectory, which is way more accurate and has way shorter time to travel, than the vanilla high trajectory.
So its more skillbased but with experience better than vanilla esp at higher range.
Ascent  [author] 31 Mar, 2024 @ 6:04pm 
NEW UPDATE! :D
ICV's / IFV's / FSV's / MBT's integrated driver now finally WORKS also in multiplayer!
This allows an IFV operator to be in the same squad, and see dismounts on ctab.

These vehicles now also have "selected datalink target highlighting", giving way better situational awareness. I especially can recommend using an AR-1 UAV as the commander.

Also added multiple new vehicles, and improved the categories for visual clarity.

If you find any problems/bugs in this update, be helpfull and report them asap. Have fun with it.
Ascent  [author] 10 Mar, 2024 @ 3:37pm 
Heads up 6:
If placed in editor before a MP mission, artillery can be incorrectly loaded with datalink off, making guided rounds unusable, check this as zeus and reenable it in that case. Assets placed by zeus dont have that issue.
Ascent  [author] 10 Mar, 2024 @ 6:53am 
Heads up5, despite the new solution a bug reappeared:
Replacing or renaming "arty" markers bugs their distance, press 5 to cycle markers to fix distance, full solution is being worked on.
Ascent  [author] 4 Mar, 2024 @ 9:35am 
And maybe im mistaking, but the datalink integration, with datalink firing solutions seems unique compared to what ive seen from other mods.
Ascent  [author] 4 Mar, 2024 @ 9:30am 
Thanks a lot! Currently fixing all bugs i can find, then working on new features.
Ìf you know how to use it, this has some incredible capability, yesterday i regulary dropped shells on an opfor players forehead in a zeus mission, to prevent him ambushing the bluefor group, was quite the adrenaline rush. :P
MYA-SAN 4 Mar, 2024 @ 7:46am 
It's an interesting MOD!
I hope that someday it will become like a simplified version of ITC Land Systems.
Ascent  [author] 1 Mar, 2024 @ 6:43am 
UPDATE IS FINALLY OUT!
Watch the tutorial video on its incredible features, was a ton of work, but i hope worth it :D. (Please tell me about any bugs you find asap.)
Ascent  [author] 11 Feb, 2024 @ 2:42am 
We use zeus enhanced on our server, and they show up in zeus for every faction.
You can ask our technical staff on our server if you need to, link is at the top of the description.
CaptainAlen 10 Feb, 2024 @ 6:20pm 
Im using zeus enhanced and these show up in editor but not in zeus?
HighTierHuman 31 Jan, 2024 @ 12:40pm 
tysm I got it to work now.
Fluffy  [author] 4 Dec, 2023 @ 5:08pm 
They are found under their own category in each Faction normally right at the Top
Ascent  [author] 3 Dec, 2023 @ 8:09am 
@Wolf It adds new ones. But after the next absolutely MASSIVE update, i will work on an optional gamemode compability mod, replacing the vanilla assets.
Wolfsong The Jester330 3 Dec, 2023 @ 3:29am 
Does this add new items or does it make existing mortars and such have remote function?
818 8 Nov, 2023 @ 2:19am 
thank you for your responses i will try it!
Ascent  [author] 7 Nov, 2023 @ 2:43pm 
@kyle.
For laser guided rounds eighter use the artillery computer, or manual fire (point the camera in the sky for manual fire), shoot close to the lased target, its sensor will activate 500m above the target and start steering.

The designator mod is purely to know where to shoot to begin with, eighter on the artillery computer, or opening the map, naming the marker arty1, which then is recognized by the target referencing display, showing distance, azimuth, elevation difference of the target, and with the next update also required turret elevaton.