Arma 3
Jelly Nov 13, 2017 @ 4:43pm
Is there any sort of damage/bullet impact realism mod?
Ok so I know I'll probably get a lot of flak for this, but the damage model in arma 3 is just not realistic. Just because somebody is wearing a vest doesn't mean they can take six bullets to the chest and still shoot accurately at 500 meters. I know thet you have to find the balance between realism and gameplay, but I'd like to see some sort of incapacitation or something. I mean the force of even a 5.56 round is usually going to be enough to knock a man down if he isn't expecting it, and sure its possible the bullet won't penetrate the kevlar, but you can't really just shake off getting shot even if you aren't killed. Sure when you're injured in-game, it adds more weapon sway, but it just doesn't feel like enough for me.

I think the ACE mod is a step in the right direction, and it does have a somewhat customizable damage system, but I'd like to see a step further with something like a knock back factor depending on the velocity and impact of a round hitting you.
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Showing 1-11 of 11 comments
Tajin Nov 14, 2017 @ 1:30am 
You may not like it (I certainly don't) but modern bodyarmor can take quite a lot. Especially at 500 meters.
Hell even the IBA with ceramic plates can already take several 7.62 hits and that thing has been around for almost 20 years now.

A 5.56 hit does not normally knock someone down (except if he is caught off balance) it really doesn't have that much force (otherwise the recoil would be stronger).
Add some adrenaline to the mix and people will sometimes not even notice getting hit.



I absolutely agree that it is more fun when enemies arn't too tanky. The best fix to that however, is to play against enemies that arn't so heavily armored. Missions against syndicat or some underequipped terrorists are completely different to missions against CSAT.



That beeing said, I agree that recieving a hit should impair your aiming a litte bit more. (though probably not as much as you'd want)

Anyway, a knockback system is unlikely since that would require adjusting the animations. Some hit-effects could however rather easily be added by script.

For example:
- drain some stamina on hit
- slow down the target for a brief moment
- apply a slight rotation to throw off their aim
- add a slight chance of falling down if the unit is moving (depending on the direction of the hit)
- add a chance of accidential weapon discarge
- shake the camera a bit

all of these should still be somewhat subtle but I guess they could improve the feel of it.
As far as AI is concerned, temorarily lowering their skill or making them loose their target should do the trick.
El Berl Nov 14, 2017 @ 12:49pm 
You're in luck, I have a total body armor overhaul designed for those not satisfied with Arma III's fairly arcade damage simulation.

http://steamcommunity.com/sharedfiles/filedetails/?id=1153383362&searchtext=aapm

It's designed to work with ACE3 but it'll work fine without it. I'm going to warn you, Jelly, your perceptions on body armor are absolutely incorrect. It is not uncommon for ceramic plates to withstand ten 5.56 rounds from a distance assuming they are of good quality and are at least NIJ Level III level. A lot of people get bad ideas about body armor because they don't know how to discern between the garbage and the good.

AR500 (Steel) armor is even more obnoxious, while being incredibly heavy. Good AR500 can withstand over a hundred rounds of 5.56x45mm M855 before becoming perforated. Stick a trauma pad behind the plate and you too can absorb that many rounds.

Modern soldiers of first-rate armies run powerful Level III and IV inserts placed into platecarriers that can withstand several impacts without a hitch. If you want to deny enemy armor, which is very heavy and slows them down, just take a shot at limbs or the head. This whole "1-2 shots is a kill" Tom Clancy thought is horribly incorrect unless you're running IIIA or below armor. You can deny armor, in general, through two methods:

1. Aim for the head or limbs.
2. Use ammunition that can defeat the armor. Anything stronger than a 30-06 M2AP cartridge will defeat Level IV. V requires API526 .338 Lapua Magnum as a minimum.

My mod will generally do two things for you:

1. Armor inserts will result in soldiers being capable of taking a lot more shots at the expense of weight. (Read the guide, do it.)
2. Shots taken to unprotected areas are much more punishing.
Last edited by El Berl; Nov 14, 2017 @ 12:51pm
Jelly Nov 14, 2017 @ 7:14pm 
Originally posted by 🈶 V. Berlioz 🈶:
You're in luck, I have a total body armor overhaul designed for those not satisfied with Arma III's fairly arcade damage simulation.

http://steamcommunity.com/sharedfiles/filedetails/?id=1153383362&searchtext=aapm

It's designed to work with ACE3 but it'll work fine without it. I'm going to warn you, Jelly, your perceptions on body armor are absolutely incorrect. It is not uncommon for ceramic plates to withstand ten 5.56 rounds from a distance assuming they are of good quality and are at least NIJ Level III level. A lot of people get bad ideas about body armor because they don't know how to discern between the garbage and the good.

AR500 (Steel) armor is even more obnoxious, while being incredibly heavy. Good AR500 can withstand over a hundred rounds of 5.56x45mm M855 before becoming perforated. Stick a trauma pad behind the plate and you too can absorb that many rounds.

Modern soldiers of first-rate armies run powerful Level III and IV inserts placed into platecarriers that can withstand several impacts without a hitch. If you want to deny enemy armor, which is very heavy and slows them down, just take a shot at limbs or the head. This whole "1-2 shots is a kill" Tom Clancy thought is horribly incorrect unless you're running IIIA or below armor. You can deny armor, in general, through two methods:

1. Aim for the head or limbs.
2. Use ammunition that can defeat the armor. Anything stronger than a 30-06 M2AP cartridge will defeat Level IV. V requires API526 .338 Lapua Magnum as a minimum.

My mod will generally do two things for you:

1. Armor inserts will result in soldiers being capable of taking a lot more shots at the expense of weight. (Read the guide, do it.)
2. Shots taken to unprotected areas are much more punishing.

Oh no I think you might have misunderstood what I was saying. I know for sure ballistic vests can take some serious beating. I think the armor penetration is ok it's just there isn't really an accurate representati9n of the force of impact. Taking a 5.56 round in the chest probably won't kill you if you have armor on, but it's going to be unpleasant to say the least.
El Berl Nov 14, 2017 @ 7:28pm 
Originally posted by Jelly:
Originally posted by 🈶 V. Berlioz 🈶:
You're in luck, I have a total body armor overhaul designed for those not satisfied with Arma III's fairly arcade damage simulation.

http://steamcommunity.com/sharedfiles/filedetails/?id=1153383362&searchtext=aapm

It's designed to work with ACE3 but it'll work fine without it. I'm going to warn you, Jelly, your perceptions on body armor are absolutely incorrect. It is not uncommon for ceramic plates to withstand ten 5.56 rounds from a distance assuming they are of good quality and are at least NIJ Level III level. A lot of people get bad ideas about body armor because they don't know how to discern between the garbage and the good.

AR500 (Steel) armor is even more obnoxious, while being incredibly heavy. Good AR500 can withstand over a hundred rounds of 5.56x45mm M855 before becoming perforated. Stick a trauma pad behind the plate and you too can absorb that many rounds.

Modern soldiers of first-rate armies run powerful Level III and IV inserts placed into platecarriers that can withstand several impacts without a hitch. If you want to deny enemy armor, which is very heavy and slows them down, just take a shot at limbs or the head. This whole "1-2 shots is a kill" Tom Clancy thought is horribly incorrect unless you're running IIIA or below armor. You can deny armor, in general, through two methods:

1. Aim for the head or limbs.
2. Use ammunition that can defeat the armor. Anything stronger than a 30-06 M2AP cartridge will defeat Level IV. V requires API526 .338 Lapua Magnum as a minimum.

My mod will generally do two things for you:

1. Armor inserts will result in soldiers being capable of taking a lot more shots at the expense of weight. (Read the guide, do it.)
2. Shots taken to unprotected areas are much more punishing.

Oh no I think you might have misunderstood what I was saying. I know for sure ballistic vests can take some serious beating. I think the armor penetration is ok it's just there isn't really an accurate representati9n of the force of impact. Taking a 5.56 round in the chest probably won't kill you if you have armor on, but it's going to be unpleasant to say the least.

Oh, I most certainly did not misunderstand what you were saying. These are not mere "ballistic vests" we're talking about. We're talking about platecarriers that can very easily withstand non-AP 5.56x45mm rounds thanks not to their kevlar-esque construction but to internally-carried hard armor inserts of Ceramic, Polyethylene, or Steel construction.

The current representation of the force of impact is acceptable, but ACE3's is outstanding especially with Advanced Medical turned on. You absolutely can shake off getting shot if your plate is up for the job and can actually migitate any potential trauma. Heck, Arma III is very unforgiving compared to reality when you get shot. It is not uncommon for people to walk off getting shot especially when the adrenaline is kicking in. Drug-addicted Jihadis are notoriously hard to kill.

There is no real "force of impact". Remember Newton's third law. "For every reaction there is an equal and opposite reaction". If you can fire the rifle, then the kinetic energy of the bullet's impact is only equal and opposite to the force of the recoil upon the rifle and your body. Bullets kill through cavitation and creating a wound channel, not through blunt force trauma. Even the ability to withstand a .50 caliber bullet is perfectly realistic for as long as the rifle can be fired from the shoulder and you have armor good enough for the job.

Sure, people get cracked ribs here and there, but my mod includes non-ballistic trauma pads to migitate even that. The truth about guns is that Hollywood gets just about everything wrong. Even obsolete ESAPIs out in the Middle East have saved countless lives, the majority of BLUFOR deaths in the region are from IEDs, not bullets.

Oh, and AAPM does include a minor "knock-back" factor that will set you back a step as a result of you trying to keep your balance after getting shot, so it is indeed the closest thing you can get to what you need when combined with ACE3.
Last edited by El Berl; Nov 14, 2017 @ 7:32pm
Jelly Nov 15, 2017 @ 1:51am 
Originally posted by 🈶 V. Berlioz 🈶:


There is no real "force of impact". Remember Newton's third law. "For every reaction there is an equal and opposite reaction". If you can fire the rifle, then the kinetic energy of the bullet's impact is only equal and opposite to the force of the recoil upon the rifle and your body. Bullets kill through cavitation and creating a wound channel, not through blunt force trauma. Even the ability to withstand a .50 caliber bullet is perfectly realistic for as long as the rifle can be fired from the shoulder and you have armor good enough for the job.
Well thanks for clearing that up. I was under the impression that bullets had much more kinetic force, but that makes total sense.

I'll be sure to check out your mod because you definetly seem to know what's what :)
El Berl Nov 15, 2017 @ 3:11pm 
Great to hear. Please do get back to me with your opinion of AAPM, I can always use more data.
Gubernaut Dec 1, 2017 @ 12:41am 
Originally posted by 🈶 V. Berlioz 🈶:
Great to hear. Please do get back to me with your opinion of AAPM, I can always use more data.

Hey can I ask about your mod does it populate the plates into enemy Ai clothing automatically (according to what they're wearing) Or is this mainly for players to add in at the arsenal, or would I have to manually add these for Ai?
El Berl Dec 1, 2017 @ 3:31am 
Originally posted by Gubernub:
Originally posted by 🈶 V. Berlioz 🈶:
Great to hear. Please do get back to me with your opinion of AAPM, I can always use more data.

Hey can I ask about your mod does it populate the plates into enemy Ai clothing automatically (according to what they're wearing) Or is this mainly for players to add in at the arsenal, or would I have to manually add these for Ai?

There is an AAPM-Auto mod in my workshop that will give NATO ESAPIs and XSAPIs, CSAT Level II Uniform Inserts, and AAF AR500. However, it does not extend to other mods' factions or any other factions. I strongly suggest giving the AI inserts yourself, so you can customize their durability to your own satisfaction.
baddoggs Dec 4, 2017 @ 8:55am 
Any kind of armour with a trauma plate, ceramic or metallic, will stop a 7.62mm
round from 500+ meters. 5.56mm dispite having more velocity fairs no better.
Surviving multiple hits is another story entirely. Ceramic plates tend to fracture
metallic fairs a litle better but not by much. At close range, neither guarentee
survival. Another thing about body armour, If you survive the hit you will NOT
be able to just get up and continue. That only happens in movies and games.
El Berl Dec 4, 2017 @ 9:39am 
Originally posted by baddoggs:
Any kind of armour with a trauma plate, ceramic or metallic, will stop a 7.62mm
round from 500+ meters. 5.56mm dispite having more velocity fairs no better.
Surviving multiple hits is another story entirely. Ceramic plates tend to fracture
metallic fairs a litle better but not by much. At close range, neither guarentee
survival. Another thing about body armour, If you survive the hit you will NOT
be able to just get up and continue. That only happens in movies and games.

Yep, AAPM does that in spades.
30GFreeman Jul 4, 2022 @ 7:59am 
Originally posted by El Berl:
Originally posted by Jelly:

Oh no I think you might have misunderstood what I was saying. I know for sure ballistic vests can take some serious beating. I think the armor penetration is ok it's just there isn't really an accurate representati9n of the force of impact. Taking a 5.56 round in the chest probably won't kill you if you have armor on, but it's going to be unpleasant to say the least.

Oh, I most certainly did not misunderstand what you were saying. These are not mere "ballistic vests" we're talking about. We're talking about platecarriers that can very easily withstand non-AP 5.56x45mm rounds thanks not to their kevlar-esque construction but to internally-carried hard armor inserts of Ceramic, Polyethylene, or Steel construction.

The current representation of the force of impact is acceptable, but ACE3's is outstanding especially with Advanced Medical turned on. You absolutely can shake off getting shot if your plate is up for the job and can actually migitate any potential trauma. Heck, Arma III is very unforgiving compared to reality when you get shot. It is not uncommon for people to walk off getting shot especially when the adrenaline is kicking in. Drug-addicted Jihadis are notoriously hard to kill.

There is no real "force of impact". Remember Newton's third law. "For every reaction there is an equal and opposite reaction". If you can fire the rifle, then the kinetic energy of the bullet's impact is only equal and opposite to the force of the recoil upon the rifle and your body. Bullets kill through cavitation and creating a wound channel, not through blunt force trauma. Even the ability to withstand a .50 caliber bullet is perfectly realistic for as long as the rifle can be fired from the shoulder and you have armor good enough for the job.

Sure, people get cracked ribs here and there, but my mod includes non-ballistic trauma pads to migitate even that. The truth about guns is that Hollywood gets just about everything wrong. Even obsolete ESAPIs out in the Middle East have saved countless lives, the majority of BLUFOR deaths in the region are from IEDs, not bullets.

Oh, and AAPM does include a minor "knock-back" factor that will set you back a step as a result of you trying to keep your balance after getting shot, so it is indeed the closest thing you can get to what you need when combined with ACE3.
yeah nahhhh ive seen to many videos of soldiers getting shot over and over again and i will tell ya they did not just shake it off maybe if u get hit once but not over and over again
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