Arma 3
Fleff's Advanced ACE Repair
57 Comments
Piligrim 29 Jul @ 1:50pm 
I encountered an error that if the equipment is knocked out with the engine on, remove it and try to repair it - it will say "turn off the engine"
Fercho 25 Jun @ 1:35pm 
Hi, I have a problem. When I load this mod the contour references of the map disappear. A way to solve this??
0tshelnik 11 Jun @ 11:18am 
Greetings!! A wonderful mod.... I would like to suggest an option to disassemble the removed modules and convert them into spare parts for repairing other modules. Then it can be used in Antistasi and beyond.
SkyPilot 31 May @ 12:29am 
amazing!:steamthumbsup:
Fleff  [author] 29 May @ 2:35pm 
@Tweaks
This is a sick idea, i'm definitely making a note, thanks.
Tweaks 29 May @ 2:30pm 
Seems like when you remove fuel tanks, the fuel inside of the vehicle starts leaking out.

IDK if this is a intended feature but if i have an idea to make the fuel tank act as if it were a ace fuel source, and when you remove it from the vehicle the vehicle gets emptied from fuel and transferred to the fuel tank.
HawkSixx 22 May @ 3:26pm 
thanks you so much
smoky camera 16 May @ 12:40am 
@HawkSixx
you need a repair vehicle or a repair facility,can be changed in module setting
HawkSixx 11 May @ 12:20am 
hello, I tried the mod and realized that I can't remove the engine or the gas tank to repair or replace them but it let me change the wheels and use the repair menu with the spare parts. I think is some of my mods so i will start testing
Cathode 10 May @ 3:34pm 
Tried this mod today with my units operation, but unfortunately there seems to be some locality issues with repairing... (Possibly due to other interfering mods.)

One player repaired the main rotor of an aircraft, but no one else could see the effect. A second player got in, and it reverted to broken for for the first player as well. Sounds like a classic Arma 3 locality issue. Changes aren't transferred to server and other players.

Another issue seems to be: Major parts spawned through Zeus can't be installed in vehicles. Might be missing a object variable or other set attribute to work maybe? Not sure about that one.

We'll be removing the mod for now but keep monitoring updates to see if we can include it again. The idea is REALLY cool.

Some documentation would also really go a long way.
Freeman 27 Apr @ 9:59pm 
@fleff this looks really fucking cool I hope you are able to find the motivation to see the project to the end. again really fucking cool nice work
Fleff  [author] 27 Apr @ 10:30am 
@ [GFA] xLuZziffer
Unfortunately this mod simply adds the tools missions would need to use and can't/won't address this.
If you want to be able to buy the relevant stuff you'd have to modify antistasi ulltimate to include the missing objects/items in their shops.

@TDR Chris
Thanks for this, i've taken a hiatus but will look into that when I get back on this.
Also I don't take issue with you repacking this mod specifically for use within your own groups.
[GFA] xLuZziffer 27 Apr @ 5:58am 
heye interesting mod so far but how do i get the parts like avionics, fcs for example i cant seem to buy them anywhere while playing antistasi ultimate....i can only spawn them in via zeus help would be appreciated
TDR Chris 12 Apr @ 5:44am 
@Fleff, @UKWoody & @Jonathan J. O'Neill
The engine must be off error on removed parts is caused by ace repair settings, you need to enable the auto engine turnoff option and it will instantly fix the issue.

@Fleff any chance you allow adding your mod to a mechanics bundle mod? Just for the purpose of merging small mods together into a single one to make the modpack not look overbloated, zero intent to modify any files.
󠀡󠀡 9 Apr @ 8:13am 
needs some issue fixeswatch comment section pleasee... GREAT MOD
Cara Khati 1 Apr @ 5:33pm 
Guys question, the new Ace update just dropped, is this mod still working? Our team can no longer get the major parts out of the vehicle.
Broekhoff 30 Mar @ 4:49am 
While testing with OPTRE Vehicles if those Vehicles Respawned or Spawned in via Zeus the opition to Diagnose Vehicles dissapear. Otherwise 10/10
Strugle 28 Mar @ 3:13am 
Great idea for mod keep expanding it
Dark lord Tibet 27 Mar @ 12:55pm 
also I love this mod thanks for making it
Dark lord Tibet 27 Mar @ 12:53pm 
Heya I found a temporary fix for the "Engine must be off to repair", go to addon option -> ace repair -> Auto shut off engine on repair

check the square and it work (that's not a great fix but it work)
Fleff  [author] 24 Mar @ 1:56pm 
@UKWoody & @Jonathan J. O'Neill
No fix at this time but rest assured i've been attempting to recreate it and find a fix.
[WELS] Žár 24 Mar @ 1:31pm 
Great Mod buddy pls keep on
UKWoody 24 Mar @ 9:12am 
Im getting the same error occurring, "Engine must be off to repair". Have validated the engine is off any suggestions on any conflicts
Jonathan J. O'Neill 23 Mar @ 7:36am 
I'm getting an issue where it's telling me the engine must be off to repair removed major parts. Any idea what's causing this?
Fleff  [author] 22 Mar @ 7:13pm 
@Longshot133
This should now be solved if you'd give it another look.
Some script errors may fire but everything should currently work correctly, just ensure you're an engineer by a repair truck unless you've modified the default settings.
Longshot133 22 Mar @ 11:50am 
For some reason when spawning RHS vehicles in zeus they give script errors when trying to change parts.
antistasi pls
Gilfor 21 Mar @ 7:15pm 
Amazing, nice comparison with ACE medical. Looking for KAT version x)
Viper1Zero 21 Mar @ 6:50am 
Damn this is cool, well done!
morons always 21 Mar @ 6:12am 
@mickey
AI don't even repair vehicles in vanilla unless commanded lol
Inferno | M.D.F 21 Mar @ 6:09am 
Amazed nobody made this sooner, nice job
_mickey_ 21 Mar @ 4:45am 
I read the description, where is there even one mention of AI? Not a single one. Without AI-engineer or AI-repair specialist, which are present in the game, this mod makes no sense, as does the ACE3 repair system, which kills the ability of AI to repair vehicles. If you make such mods, AI should also be taken into account...
Rockapes 20 Mar @ 11:27pm 
I can't wait to try this, I am amazed how people keep coming up with such awesome addon ideas for Arma 3.
Brett 20 Mar @ 6:18pm 
I'd be interested in contributing to this mod if you're open to it, I'm on the ace discord and am happy to help with GitHub if needed
Fleff  [author] 20 Mar @ 3:42pm 
@Brett
That is a negative, figured i'd try to learn the workings of github on my next project lol.
Brett 20 Mar @ 2:11pm 
Is this available on GitHub?
Fleff  [author] 20 Mar @ 1:24pm 
@bullettrain41
Check your ACE Repair settings for Full Repair to make sure you're the proper engineer and near the proper facilities, otherwise you'll be unable.
The 3d actions will disappear if the conditions aren't met but the UI buttons for removing and replacing parts will remain and won't inform you the conditions haven't been met.
bullettrain41 20 Mar @ 12:30pm 
it does not let me remove major parts
Fleff  [author] 19 Mar @ 1:18pm 
@Texfire
Cool!
I'm not sure it'll be a complete fix as there is just less staring at longer timers and more smaller ones lol; however, CBA just released a Quick Time Event framework I wish to eventually use to allow you to perform actions quicker while being more engaged.
Texfire 19 Mar @ 1:08pm 
Someone just linked your mod in the Arma3 discord I'm a member of. I think we're going to give this a test drive, I'm excited for an alternative to staring at a full repair five minute animation.
Fleff  [author] 19 Mar @ 1:06pm 
@Raziel
Just updated the mod.
ACE Repair's 'Full Repair' settings for repair facilities and engineer rank have been made conditions for repairing, removing, and replacing major parts. Now you can require repairs be done by trucks or in facilities.

@d.omeron
I appreciate the enthusiasm lol, but just to temper your expectations let me repeat that this mod is mostly feature complete. As silly as My Summer Car is my goal here is really to just facilitate some more interesting logistics in my units long persistent campaigns.
Now players can decide what vehicles to fix up and which ones to leave as hangar queens.
I am plenty open to suggestions though and if you have a bunch don't be afraid to tab over and make a discussion thread on this mod page where we could chat a lot more.
d.omeron 19 Mar @ 10:50am 
MAN!!! I've been waiting for this mod for YEARS!!!
if you can, please PM me, I have TONS of ideas for this mod, I do this IRL.
Fleff  [author] 19 Mar @ 10:41am 
@Raziel
Untested but I believe you can modify your settings for ACE Repair to achieve this. You're looking for the FullRepair and repair location settings.
I'm unable to currently confirm but the actions in my mod should inherent from this and thus require the same perms.
Raziel 19 Mar @ 10:04am 
question is there any way to restrict the removal of parts to being near repair vehicles or repair structures?
Fleff  [author] 19 Mar @ 8:21am 
@Ham Roller
I'll look into that, could be neat in campaigns like Antistasi.

@CTPEJLOK
Apologies but this would require a bit to much extra work while going against my units use for the project. When a major part is completely destroyed its considered FUBAR and you'll need to ship in a replacement part or pull one from another vehicle.
CTPEJLOK 19 Mar @ 4:53am 
Pls add spare parts that can repair destroyed modules or make something that will allow to repair it ( hard way, but u can still get things operational )
Ham Roller 18 Mar @ 9:34pm 
A potential way to harvest spare parts from cars and wrecks could be a neat addition
Ham Roller 18 Mar @ 9:29pm 
I like this mod a lot. I'm excited for future updates
Fleff  [author] 16 Mar @ 2:33pm 
@Ant
No, unfortunately none of this mod is made for AI to use.
It is intended for player use in large, persistent, missions.
Ant 16 Mar @ 11:55am 
can the AI do this?