Arma 3
Turret Tweaks
73 Comments
Jamio  [author] 28 Jul @ 7:14am 
@HBAOplus Not currently. I believe it will be possible to distinguish the two for the most part, and it is on the list of things to do, but I most likely won't get round to it for a while.
HBAOplus 23 Jul @ 2:05am 
Hi, just wanna know, when used this mod, does HMGs mounted on remote control weapon stations (with fire control sys) still have higher accuracy than those human operated ones (eg. M2HBs on rooftop of HMMWVs in 1993 Mogadishu )?
Lenovo 4 Jul @ 9:05pm 
Can't wait for the "Mod variant that retains stabilised gun accuracy" version of the mod. I believe that this would be the perfect mod for those who want realism. A mod that has a slightly turned down effect for turrets that are not remote controlled while the remote controlled versions act like vanilla. It would be almost perfect. Great mod btw. :steamthumbsup::steamthumbsup::steamthumbsup:
Jamio  [author] 2 Jul @ 3:30am 
@Shepherd of Fire I will at some point for sure.
Reticuli 1 Jul @ 5:13pm 
Addon 'JM_turrettweaks_cup' requires:
- CUP_Vehicles_LoadOrder
- CUP_Weapons_LoadOrder
Shepherd of Fire 1 Jul @ 3:00am 
eventually looking at the RHS ZSUs as well?
Jamio  [author] 24 Jun @ 1:31am 
@HappyRooster007 There's an easy fix for that. It's called "not using this mod".
HappyRooster007 23 Jun @ 2:33pm 
I tried this and the turrets are too inaccurate. This make game too arcadish.
Jamio  [author] 18 Jun @ 6:05am 
@PoToo funnily enough that's what I was looking at doing next. From what I've seen though the weapons on these drones are not tied to the turret in the same way - so my normal method does not apply here.

Will have to do some digging/get in touch with the devs to see if there is a solution.
PoToo 14 Jun @ 2:04pm 
Hi, I wanted to suggest Western Sahara's AP-5 drone, its accuracy can be a bit too much
Jamio  [author] 7 Jun @ 4:41am 
@Fregory I'll add 3AS to the list when I next get some time to look at it then

@D. Schultz OPTRE is definitely on the list, just haven't quite got round to it yet

@Rekkulani Its config level changes, so probably needs loading on both client/server. You're welcome to test it though and report back!
Rekkulani 6 Jun @ 12:07am 
Does this need to be installed on the clients and the server, or just the server?
Papa Schultz 4 Jun @ 12:05pm 
Can you add compatibility with the OPTRE mod? That would be awesome!
Fregory 1 Jun @ 11:41am 
@Jamio The turrets are from 3AS
Jamio  [author] 1 Jun @ 1:08am 
@Fregory I'm not as familiar was star wars mods, but if you have a particular mod in mind I could always check it out.
Fregory 31 May @ 7:50am 
Are there any plans to add support for some of the star wars mods? I'm not entirely sure what mods the turrets are from exactly but I could check, just figured I'd ask first
_mickey_ 27 May @ 1:54pm 
@Jamio Thanks for your answers. Please in the future consider such additions as recoil/shake, as the this helps explain the turrets bullets more AI fire dispersion.
Jamio  [author] 27 May @ 9:00am 
@Frost_99 It will still have an effect, but afaik the system takes the overall skill level into account when determining things like accuracy. E.g. if you have a skill of 1, and an accuracy of 0.4 - you will have vastly more accurate AI than if you kept accuracy at 0.4 and reduced skill to 0.7.

You can see the effects if you go into Zeus and change the units general skill as they are shooting.

It's a big, vague, complex system that doesn't entirely make sense to me, but its what I've observed through testing.
Frost_99 27 May @ 8:37am 
So if i have my AI skill set to 1.0 this mod is not going to affect their accuracy? on my unit's server i have my ai accuracy set to 0.4 and skill to 1.0
Jamio  [author] 27 May @ 1:49am 
@_mickey_ If by default behaviour, turrets are more accurate with optics, then that behaviour applies here. I don't know if that is the case. All this mod does is bump up base dispersion for affected turrets - they're still affected by skill and other factors as far as I know.

As for recoil - its outside the main scope of this mod, but I might look into it in the future as a possibility.
_mickey_ 26 May @ 4:04pm 
@Jamio Also, is there a way to add some shake (recoil from first person view) when firing turrets? As seems to me, this would be a great addition to your work. I've always disliked the lack of visual recoil on turrets in A3
_mickey_ 26 May @ 3:50pm 
@Jamio Hi!

"Vanilla Vehicle-mounted HMG Turret"

There are many turrets in vanilla game, there is a simple M2 on offroad car and there is also a Machine Gun with thermal optics inside an MRAP. Hence the question - does your mod take into account the current optics on stationary weapons or not?

I would prefer that turrets with scopes did not lose their accuracy, since it is realistic, while other machine guns, without optics would not be so accurate.
Jamio  [author] 22 May @ 2:07am 
@DL_Black The best thing is (as far as I can tell) that accuracy is still tied to AI skill - so if you bump it up to ~90% they regain their lethal accuracy. This mod just sets their "base" dispersion to be a little worse, which balances the whole thing nicely IMO.

I think the changes you mention came in the TacOps update a while back. I've hated AI turrets since then...
DL_Black 21 May @ 12:32pm 
In early days it used to be based on AI skill, just like in Operation Flashpoint, but at some point they changed (or ruined) it. Still have some missions where I used this, but now you just get killed. Great mod that will fix my missions!
Zafuzzie 12 May @ 7:36am 
Awesome mod, do you think this will interfere with Antistasi? Thanks!
Jamio  [author] 11 May @ 5:09am 
@Gaba Doesn't touch anything to do with AI/FSM so should be no issues.
Gaba 10 May @ 4:52am 
Compatibility with AI behavior mods such as LAMBS?
Rei 9 May @ 12:59pm 
THANK YOU OH MY GOD
Cypher 9 May @ 8:30am 
@Jamio Thank you! We'll be replacing LAMBs Turrets with this in our mod list then!
Jamio  [author] 9 May @ 7:07am 
@NorYa 100%. Love Aegis. Though as far as I can recall there aren't many new additions to Aegis in terms of turrets. So it may already be partially/fully compatible based on the tweaks to vanilla turrets. Dont quote me on that though.
NorYa 9 May @ 5:51am 
Any plans to support Aegis mods in the future?
Jamio  [author] 9 May @ 1:27am 
@Cypher LAMBS Turrets only covers three vanilla inheritances, which doesn't even cover all of the vanilla turrets.

Mods and DLCs also frequently redefine dispersion for their turret weapons, so only changing the vanilla inheritance does nothing for a lot of them.

Tldr: better coverage and compatibility, more dispersion.
Cypher 8 May @ 8:19pm 
What does this mod do that LAMBs Turrets does not already do? Just curious.
Caarn 7 May @ 3:28pm 
@Jamio OOF that's gonna be hard since the modlist I use is the one that my group uses. The only one that I can think about that could probably affect it would be LAMBS_TURRETS so I will try to take that out and see if it works.
CERBER 7 May @ 3:24pm 
как долго я ждал этот мод. Лови наивысшую награду друг.
OksmanTV 7 May @ 9:44am 
Haha good to know! Thanks for this mod, great balancing seeing as if you put their skill to shit they'll still be accurate :D Nice one!
Jamio  [author] 7 May @ 9:18am 
@Caarn Just loaded up nothing except for RHS and this mod. No issues with fire rate (except for maybe the M2 just firing long bursts instead of short ones like the DSHK).

I'd wager its another mod overriding the burst defines in the configs, which I haven't touched. If you can narrow it down I might be able to take a look, but no promises.

Could also be 3CB but I haven't started looking at changes for that yet!
Caarn 7 May @ 8:44am 
Its is yeah, the non-vehicle ones. Also I did just try the M240 turrets but the thing is they're from 3CB and they were doing the same thing, I know its out of your scope but I just wanted to inform you.

Though yeah, with this mod we'll be able to fight BTRs and the like without getting instantly shredded by their HMGs.
Jamio  [author] 7 May @ 8:40am 
@Caarn Glad to hear it. Is this the .50 Cal from RHS? I will take a look when I get some time.
Caarn 7 May @ 8:35am 
Having a good experience so far, noticed that the .50 cal turrets seem to be firing slow single shots and not bursts compared to the DSHK/PKM/M240
Jamio  [author] 7 May @ 8:21am 
@OksmanTV There is - I haven't got round to it yet.
OksmanTV 7 May @ 8:07am 
Is there a reason the RHS ZU-23 isn't added to this?
[HUS]Storm 7 May @ 6:30am 
Заработало,спасибо бро
Jamio  [author] 6 May @ 3:17pm 
@[HUS]Storm There was a redundant key leftover in the keys folder. I've removed it, so it shouldn't cause any more issues.
[HUS]Storm 6 May @ 1:31pm 
Для выделенного сервера ключ не работает
morons always 6 May @ 11:13am 
Yeah especially when they are driving around in technicals, more accurate than any human player would be with a stabilized tank turret. lol.
Jamio  [author] 6 May @ 11:07am 
@Coremanite Not in the current version, and because its baked into the configs it can't be changed on the fly.

Also, a lot of the crows or tank coax versions of the weapons are identical to the non-laser ones, so will be hard to pick apart and configure separately. I will add it to the list of potential improvements though for sure.
Jamio  [author] 6 May @ 11:05am 
@Street yogurt Pretty much! Just adjusting the AI dispersion coefficients. Crude, unfortunately a bit rigid, and will need refining, but it works.

I've always hated the AI turret accuracy in A3. Particularly if you play with mods for suppression, it just leaves no room for error with the vanilla setup. If the AI turret can see you, you will die.
Coremanite 6 May @ 11:05am 
can this be tweaked in settings to only affect vehicle mounted guns and not the laser aimed weapon systems like the crows or tank coaxials?

i want these to remain accurate since, well, they use lasers to get a range, whilst nerfing ai accuracy with things like a kord on a car
morons always 6 May @ 10:36am 
What method do you use? Just add dispersion?

The AI cheating with turrets because weapon sway isn't present really messes the game up. Good on you for expanding this mod.