Arma 3
244 ratings
A3RO - Arma 3 Realism Overhaul
6
6
6
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
File Size
Posted
Updated
212.411 MB
2 Oct, 2024 @ 8:59am
13 Jun @ 8:40am
3 Change Notes ( view )

Subscribe to download
A3RO - Arma 3 Realism Overhaul

Description
[postimg.cc]

Arma 3 Realism Overhaul, 'A3RO' for short, aims to achieve realism in aspects not covered by other modifications as well as improving on existing ones, all the while maintaining the highest possible level of backwards compatibility, featuring native support for CDLC and other Modifications.

A3RO is also available for download on GitHub[github.com].

Core Features
[postimg.cc]
Ammo Overhaul
Every Ammo Type used ingame has been re-evalued, with a new, standardized configuration applied across the board.
Air Friction, Calibre, Hit Values, Audible and Visible Distance ranges, Projectile Lifetime and more.
With ACE loaded, Ballistics Simulation is taken to the next level. Every Ammo Type has received updates to its ACE Config where possible.

Tracers Overhaul
Tracers Ignite and Extinguish just when they would in real life. Every single Ammo Type has been checked for this.
Tracer Size Scaling has also been standardized. You will see the difference of being shot at by 5.45x39 or 12.7x108 as clearly as night and day.

Explosives Overhaul
Underbarrel Grenade Launchers have been rebuilt from the ground up. Different Calibre Launchers have different Grenades available to them.
Increased Lethality, Grenade Selection. Launcher Missile and Rockets, Warheads and Projectiles.
Hand Grenades will be Overhauled in 1.2

Magazines Overhaul
Every Calibre where Tracer Ammo exists now has Magazines with them made available. Depending on the Magazines' Capacity, this can be just before Reload, every Round or on every 4th Round.
In turn, missing tracerless Magazines have also been created for a consistent experience.
Thus a few hundred new Magazines have been created to fill the gaps throughout the Game.
Over 600 Icons have been created to help differentiate between the various Magazine Variants with their respective Tracers load.
Every Magazine features a Description, aswell as an Abbreviation to be displayed in the UI where required. You will know what you are using.
Every Round, Every empty Magazine, Every Belt Link, Every Pouch. Everything was taken into account to achieve the closest approximation of Magazine Weights yet. Belts. Are. Heavy.

Weapons Overhaul
Every conceivable aspect of Infantry Weapons has been analyzed, researched and adjusted to achieve the most accurate representation possible.
Name, Description, Mass, Rate of Fire, Accuracy, Muzzle Velocity, Barrel Twist and Length, Compatible Calibres and Attachments, Zeroing.
Countless Inconsistencies and incorrect Attachment Slots have been fixed, replaced, and hidden ones added.
Few Settings Remain yet to be touched upon. But they will be, in 1.2

Attachments Overhaul
In the same manner, every type of Weapon Attachment has been reconfigured to represent its real life counterpart.
Name, Mass, Magnification, Descriptions that provide useful Information on Ranging, Zeroing based on Magnification.
There is more work to be done. Attachments will receive a massive Overhaul in 1.2

Weapon UI Overhaul
The Position and Scale of Attachments displayed on any weapon in the Inventory is now accurate.
The ROI is marginal. And yet it was done.

Backpacks Overhaul
With increased burden, existing Backpack capacities would not do. They were too limiting anyway.
All Load Bearing Backpacks have had their capacity increased, and their Weight set to the real value.
Statics Backpacks and some other functional Backpacks have also been modified.
While currently a hasty addition, a proper revision will follow in 1.2

New Content
With everything in place, the stage was set to create derivative content, and so it was.
Civilian Sporting Weapons based on existing Gear, additional Weapon Families, Weapons and Attachments hidden in the gamefiles revealed and re-configured.
Meticulous care was placed on Texture work. You will not find a Semi-Automatic Rifle with a Selective Fire Switch.

Maximum Compatibility
No stone left unturned. A3RO is intended to apply all changes across the entire game. That means: No missing Magazines in Units, no missing Editor Objects, no Errors or Bugs in any Vanilla Scenario.
Where Class Inheritance prevents a full replacement, new classes were created and applied throughout.

Dependencies
Hard Dependencies
The only Mod required to play A3RO is CBA_A3[github.com].
CBA_A3 provides vital functionality and intercompatibility options that allow A3RO to be easily applied onto other Addons.

Soft Dependency System
As of Version 1.1, native compatibility has been achieved with ACE3[github.com], ACEAX[github.com], ACE_Tracers[github.com], Western Sahara CDLC and Real Engine.

ACE 3
Loading ACE3 will apply all A3RO patches onto ACE Calibers, Magazines and Items. In turn, ACE Configuration is applied to all classes edited by A3RO where possible in order to create the most realistic version of Arma 3 yet.

ACEAX
Loading ACEAX will enable A3ROs custom categorization of all Weapons. Other ACEAX for supported Addons can be run alongside to sort content unaffected by A3RO.

ACE_Tracers
Loading ACE_Tracers will apply ACE Tracer Models to all Calibres added by A3RO. Furthermore, ACE_Tracers benefits from A3ROs Tracer Scale Standardization.

Western Sahara CDLC
Loading the Western Sahara CDLC will apply all A3RO adjustments to the DLC content where possible. Derivative Content becomes available.

Real Engine
Loading Real Engine will cause it to be overwritten by A3RO in aspects wherein RE and A3RO clash. The result is a seamless integration of both Mods.

Planned Updates

Full Creator DLC Compatibility
Reaction Forces and Expeditonary Forces Compatibility will come.

Crates Overhaul
Left out of 1.1 due to their low relevance, compatiblity is in order nontheless.

Feature Requests
Community requests like ACE_Tracers and Real Engine Compatibility were just the beginning.
There are many more mods that deserve attention.

Ideas Backlog
For every Feature added in 1.1, two more had to be postponed for later, lest the update would never arrive.
There are many great ideas that simply weren't a priority. Work will continue. But now it is time for a break.

Credits
While this is a one-man project, I still would like to credit those whose resources I have used to turn this mod into a reality:

The CBA_A3 Team - Whose Shared Classes allow my Magazine and Attachment Changes to work throughout the Armaverse.
The ACE3 Team - For their vast and useful Documentation that made it possible for me to create my own Calibres and so much more.
All Contributors to the Arma Wiki - Without whom I would've missed countless useful game trivia that assisted my artistic direction.

[postimg.cc]

License
[imgur.com]
'A3RO - Arma 3 Realism Overhaul' is licensed under APL-SA[www.bohemia.net]
Popular Discussions View All (1)
21
22 Jul @ 1:57am
PINNED: Bug Reports
NeroTheHero111
153 Comments
Killimanjaro117 15 Jul @ 12:31pm 
hell yeah
NeroTheHero111  [author] 15 Jul @ 12:21pm 
@Kilimanjaro117

Absolutely.
While planning for the next update I looked at the Aegis Suite as the first mods to receive a complete integration right after the CDLCs are finished. RF and EF are comparatively small in terms of what I have to modify thanks to the groundwork I've done with 1.1s WS Compat and Vanilla Overhauls. The other CDLC are already very true to real life and shouldn't take up much time even considering the vast amount of content.

That being said, my focus for 1.2 is to improve my internal workflows which means tons of restructuring that won't add anything for the player but ensures I don't start missing certain parts of a mod that I might alter on a different one, which would create overall inconsistent experience.

TL;DR: Yes. After the CDLC. If not in 1.2 then in 1.3
Killimanjaro117 15 Jul @ 9:09am 
Hey Nero, do you think that this may branch out into the Aegis line eventually?
Asym29 12 Jul @ 8:46am 
okay, thank you very much!! love your mod and enjoy the rest of your day!!
NeroTheHero111  [author] 12 Jul @ 8:18am 
There used to be issues with the Optics when A3RO and Real Engine were loaded. I have since added a compat.
I see what you mean. It can be disorientating when quickly zooming in and out. I am unfortunately limited by the engine, so this was the best approach I could think of at the time. I will however look into adding a 1x Mode for spacial awareness like RHS did with its Sights.
Asym29 12 Jul @ 8:00am 
@NeroTheHero111, it was those optics, and thank you for the response. I assumed it was a bug at first while reading older comments. Do you know if there is a way of disabling the feature, while it is helpful sometimes, it can be disorienting sometimes, and a tad bit hard to aim with mods such as align. If not, completely fine and it is still such an amazing mod. Thank you for all your hard work.
NeroTheHero111  [author] 12 Jul @ 7:44am 
@Asym29 If you are referring to the Optics such as the RCO, ERCO, ARCO... being 4.0x (See ACE Arsenal Stats) thats not a bug, thats a feature. The real life equivalent of those optics have 4x zoom. Feel free to message me on discord with a screenshot of the issue though! That way I can give a more definite answer. Thank you for the report.
Asym29 12 Jul @ 7:15am 
this mod seems to be causing scopes to be super zoomed in as others have said, but this is not a conflict with RE or any other mod. I loaded just cba, ace, and a3ro and the scopes are still super zoomed in. any fix? really don't wanna break up with this amazing mod but this has been an issue for me recently.
NeroTheHero111  [author] 23 Jun @ 11:41pm 
No, don't want to anytime soon. But the Project files are on GitHub. If someone else wants to they can :)
HappyRooster007 23 Jun @ 1:36pm 
Hey, can you make separate addon with realistic weight only?