Arma 3
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Iron Front 44 + IFA3 Liberation Smarter Tanks
   
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Data Type: Mod
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295.286 KB
Jan 7, 2017 @ 12:30pm
Jan 20, 2020 @ 11:36am
11 Change Notes ( view )

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Iron Front 44 + IFA3 Liberation Smarter Tanks

In 1 collection by {RP}Alan
IFA3 - Iron Front 44 in ARMA 3 Tank Battles
27 items
Description
This mod is a development of this one http://www.armaholic.com/page.php?id=26618

The original for Vanilla A3 was done by alarm9k and we wish that he was still doing this sort of great work and thank him greatly for what he has done.

What I have done is hard code in the weapons from:

1. IF44LITE,
2. IFA3 Liberation, and
3. BW Panzer VIII Maus
4. 7 Panzer Division modding teams Churchill tank.

Mods so that the AI "sees" them and acts in a better way when in a tank.
I have also modified the data so that the mod is always on instead of only on in AWARE and COMBAT modes. A professional tanker is always on duty! (otherwise the mod often does not activate when using standard BI AI)
Added a custom screen logo of a golden tiger tank so that you know that it is loaded.

This mod works best with the DAC AI mod as the units have there status preset to aware and combat.

If you like this mod and want to support my work please donate here paypal.me/RealPanzer

Other mods that you may like that I have done are linked below:


Smarter Tanks http://steamcommunity.com/sharedfiles/filedetails/?id=837225720
IF44 http://steamcommunity.com/sharedfiles/filedetails/?id=839956406
IFA3 Liberation http://steamcommunity.com/sharedfiles/filedetails/?id=1177484010

FEATURES:

Vehicles assess the threat/value of the targets and fire at the most dangerous/valueable target it range. It will prefer AT rifleman over autorifleman, tank over a jeep etc. Threat and value calculations use the type of target, distance and ammo types available (for tanks only). For example: AT rifleman 700m away is a more valuable target for the tank than Jeep-HMG at the same distance, but only if the tank has HE rounds. Otherwise it will prefer to fire AP round at Jeep, as the infantry unit is unreachable with current weapons. But AT rifleman still remains more dangerous than the Jeep..
Tanks will use appropriate rounds (if available) for different types of targets: HE for infantry and static weapons, HEAT for lightly armored targets ( trucks), AP for heavily armored (tanks, APCs etc).
Tanks will identify groups of infantry and use HE rounds agains them. A group is 3+ men in 15m radius. By default the tanks will not spend HE rounds on a single infantry unit (unless it's a high-threat AT soldier).
If the vehicle is a tracked vehicle (tank, tracked APC etc), it rotates the hull to face the most dangerous target.
If the threat is too high (for example an AT soldier at a close range), the moving vehicle will stop immediately, rotate the hull and fire. When the immediate threat is eliminated, it will proceed with the previous move order. This will presumably save the vehicle in situations when a hit is inevitable and the best decision is to stop and take the hit to the frontal armor rather than continue moving and take the hit to the side/rear.

USAGE:

Some of the use cases below assume that the vehicle is in the player's group and the player can issue direct commands to the vehicle's crew, which is not always the case. If it's not then some of the options won't be available: for example, changing default round type.

Smart behaviour is activated automatically if the vehicle has an AI crew. This includes the vehicles created with the crew inside, or empty vehicles occupied after the mission start etc. Smart behaviour is activated for all factions and all groups: AI groups, vehicles in the player's group and High Command.

If either gunner, driver or commander is a human player, the smart behaviour is suspended and manual control is assumed. If the human player is replaced by AI at any moment, the smart behaviour is re-enabled.
Vehicle commander's behaviour must be either Careless, Stealth, Aware or Combat (now active in all states). To disable 'smart' behaviour set the commander to Relaxed. This is just a sort of 'switch' for dynamically enabling or disabling the smart behaviour during the mission, until I implement a separate action menu, (9kAlarm never got around to doing this)

To disable hull rotation but keep picking priority targets issue a Stop order (Action menu 1-6). The vehicle will go into Waiting state.

To resume full 'smart' behaviour, including hull rotation, issue a Move order at the vehicle's current location: the vehicle will not actually move but will go into Ready state.

If you don't want the tank to halt after encountering an immediate threat, set the commander's behaviour to Stealth. It will continue to execute its move order regardless.

For tanks there is such thing as 'default round type'. Tanks start with AP as the default. Tanks will have default round loaded unless they fire at a different type of target. If you manually give the tank commander to 'Reload HE-T`, the HE round will become default.

Having HE as default makes the tanks fire HE rounds at single infantry units (not only groups). So if you expect armored targets around, its a good idea to have AP as default, as the tanks will have AP loaded and won't waste time reloading the round. If, however, you want the tanks to use cannon against every soldier they see, make HE default.

Manually ordering the tank to target an infantry unit (action menu 2-x) will make him use HE round against assigned target, even if it's not a group of infantry.


Hope you like it.

Here is my tip jar:

paypal.me/RealPanzer
or
patreon.com/RealPanzer

Thanks

Alan
Popular Discussions View All (3)
1
Feb 13, 2022 @ 2:43am
can i play with this mod in single player
punga.bunga
0
Nov 24, 2018 @ 7:42am
USAGE and Loader Launcher Settngs
{RP}Alan
0
Oct 15, 2017 @ 10:16pm
Weapon lists
{RP}Alan
72 Comments
Josethx Nov 21, 2023 @ 11:09am 
Why
{RP}Alan  [author] Sep 17, 2023 @ 10:31pm 
no
DareDevil Sep 17, 2023 @ 10:27pm 
As of 2023 is this not built in to IFA3 AIO yet?
Halfeatendorito Sep 16, 2023 @ 5:59am 
Can you put the american and british tanks on the same team as the ussr
General Mayhem Jan 10, 2022 @ 10:18pm 
Hi mate, just reaching out to let you know there is a new IFA3 Official page, which can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2648308937

The old page listed in your dependencies will be removed at the end of the month, so we are contacting creators to help mitigate issues or confusion later on.
{RP}Alan  [author] Oct 28, 2021 @ 3:55am 
Tankers, come and join our War Thunder Realistic Tank Battles Squad. Below are links to the Discord Server and also a set of game files that include a Special RP Player Bonus.



Discord Server



https://discord.gg/tBPj6ETp44“



We play nearly every evening starting at about 10PM Central European time, 9PM UK time. For a few hours.



Link to game files with Special Bonus


'http://warthunder.com/en/registration?r=userinvite_64003633'
Delta-118 Jul 10, 2021 @ 7:13pm 
Would this have any conflicts with other ai mods like VCOM and LAMBS?
{RP}Alan  [author] Jul 26, 2020 @ 4:11am 
thanks
seashell Jul 25, 2020 @ 6:53pm 
cool mod
{RP}Alan  [author] Apr 11, 2020 @ 3:17am 
@leondegrelle2 30 Mar @ 4:57pm

No you do not.

Thanks for commenting and using the mod.

Sorry it took so long to reply to you but I was unsubscribed from this blog and it keeps happening even tho each time a re-subscribe. Kinda wears you down a bit.