Arma 3
AAPM: Core
El Berl  [developer] 19 Jul, 2019 @ 7:39pm
Feedback & Suggestions
Feedback? Suggestions? If you have them, post them here.
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Showing 1-15 of 17 comments
sad tumor 21 Jul, 2019 @ 7:58pm 
A list of all the plates plus their values would be very useful!
Mednog 22 Jul, 2019 @ 5:38am 
I second that. While some people probably understand the different plate levels and such, it'd probably be helpful to have a spreadsheet page with the armors and their corresponding protection level
El Berl  [developer] 22 Jul, 2019 @ 8:34am 
That's not a bad idea, although I'm afraid there's too much nuance in the armor simulation to just list armors by some kind of standardized protection level. The standards and ratings are already present in both the plate descriptions and in the map menu's AAPM Documentation, so a plate's general capabilities can already be inferred using existing methods.
Last edited by El Berl; 22 Jul, 2019 @ 9:36am
Krausk 22 Jul, 2019 @ 1:09pm 
If you need any specific advice for particular armor models you're free to come in and ask us directly on the Discord. Frankly, that's the easiest method for everyone involved.
LoneWolf202 16 Jan, 2020 @ 8:34pm 
Submods for each plate set, such as ESPAI having its own sub mod so as to increase performance if only one plate is generally used. 3000 items to load is not good on performance generally.
El Berl  [developer] 16 Jan, 2020 @ 8:40pm 
As far as I'm aware, the additional classes don't actually reduce game performance. My frames have been rock-solid. The only thing it'll do is increase initial arsenal load time by a few seconds at worst.
LucSon 31 Mar, 2020 @ 6:17pm 
ACE 3 3.13 compat submod
Krausk 1 Apr, 2020 @ 12:54am 
We'll be sure to port it over when ACE releases a version up to our standards.
LucSon 1 Apr, 2020 @ 8:37am 
Originally posted by Krausk:
We'll be sure to port it over when ACE releases a version up to our standards.
From the ACE3 Wiki:
"We have always attempted to maintain backwards compatibility whenever possible. This has
been our policy for the past 4 years. We have also tried to do this for the medical rewrite,
however due to significant changes to the entire system, complete backwards compatibility is
not possible for the rewrite.

We know there are some communities and mods out there that depend on functions or code
from ACE3 Medical. If you or your project depend on ACE3 Medical, we encourage you to try
out the medical rewrite release candidate. This way, if any functionality you depend on is no
longer available or is different with the new system, we can assist you in migrating over to the
new system or include a patch to fix it on our side."
El Berl  [developer] 1 Apr, 2020 @ 9:51am 
Originally posted by JoMiMi:
Originally posted by Krausk:
We'll be sure to port it over when ACE releases a version up to our standards.
From the ACE3 Wiki:
"We have always attempted to maintain backwards compatibility whenever possible. This has
been our policy for the past 4 years. We have also tried to do this for the medical rewrite,
however due to significant changes to the entire system, complete backwards compatibility is
not possible for the rewrite.

We know there are some communities and mods out there that depend on functions or code
from ACE3 Medical. If you or your project depend on ACE3 Medical, we encourage you to try
out the medical rewrite release candidate. This way, if any functionality you depend on is no
longer available or is different with the new system, we can assist you in migrating over to the
new system or include a patch to fix it on our side."

About every other member in our discord has had issues with the latest ACE updates. I won't change up AAPM to a version of ACE with a 50% failure rate in that sample.
Krausk 1 Apr, 2020 @ 10:42am 
Damn straight. As I said, once it reaches our standards for a release we'll look into upgrading. As of this time we have our own versions of ACE anyway - so why bother much with the inferior modern example?
Cursed 13 Apr, 2020 @ 5:15am 
I hope AAPM should be compatible with Acemod.

the problems is, when I shot the AI body or the AI shot me, there's no damage statistics in Ace Medical... but having a 5-8 shots in torso kills you instantly.

One of my prefers:
1. cobalt ace (with AAPM, UAS, UMO, etc.) as compatibility with Ace interactions, with Medicals. :steamsalty:
2. putting all plates and additional plates, etc. put in a ammobox so there's no interaction with arsenal/acearsenal finding one OR putting all the description of each plates (including sizes with percentage of penetrating and resisting, and vulnerability) in a web or html. :steamhappy:
3. after getting shot in torso, ace should generate realistic damage stats. in medical, with a injury of bruises, in-pain, scratch, small velocity/small avulsion coming from fragments of body panels, and etc. (bigger the bullet, more pain in the a**) (bruises and pain should be couple minutes or intact with an injury) :steammocking: :steamsalty:
4. sounds of plates against bullets. :steamhappy:
5. interaction of plates putting in plate carriers (universal), the more larger plate, the more minimal damage to your body. :steambored:
Last edited by Cursed; 13 Apr, 2020 @ 5:17am
sorry if i sound stupid i dont speak english and i dont understand. um i play only singleplayer in editor how can i put helmet on?
Last edited by William. Tocayo supremo.,; 11 Jul @ 3:27am
also what mods i need
Krausk 11 Jul @ 11:11am 
Originally posted by William. Tocayo supremo.,:
also what mods i need

Wow, been ages since I've handled anything AAPM related.

You use helmet inserts by placing them in your uniform inventory slot if memory serves. That's also true with other inserts, such as shoulder or leg inserts.

Keep in mind, AAPM is severely deprecated. The developer, Berlioz, is long missing and there's essentially nobody still around - save people like I - who know anything.

Hope this helps.
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