Arma 3
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JSDF Overhauled
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Data Type: Mod
Tags: Tag Review
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688.815 MB
15 jul 2022 om 12:10
19 mrt om 14:27
15 wijzigingsnotities (weergeven)

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JSDF Overhauled

Omschrijving
What is this?

I quite like the JSDF. They have unique gear and vehicles and you don't usually come across them in Arma so I took this as an opportunity to learn more about Arma modding.

This mod is a personal project of mine which takes the two biggest JSDF mods and tries to make a playable faction out of them by tweaking and improving the quality of life and balance, while also adding more content.

Please remember this mod is a work in progress.

What does this mod do?

JSDF: Overhauled changes several things on the SDF mods listed as dependencies. A fully detailed changelog will be linked below, but these are the highlights:

-Added ACE compatibility to some items and vehicles.
-Changed Type 64 and 89 Rifles' reload animations.
-Fixed the carry capacity of some backpacks.
-Added TFAR compatibility to radio backpacks. (ACRE is not planned, but may be added in the future).
-Renamed some items to have clearer names and descriptions.
-Restored hidden vehicle components, available through the virtual garage.
-Added new vehicle and uniform textures.
-Added several vanilla retextured items.
-Rebalanced vehicle weapons. Some vehicles now use similar vanilla weaponry.
-Added a new faction, mirroring the vanilla unit structure.
-Added flags and banners.


Check the full changelog HERE[pastebin.com]


TODO:

Bugfixing
Rework vehicle damage textures
Fix the SPAAG's radar
Give MBTs self-ranging guns DONE
Fix the IFVs and MBTs recoil DONE
Change the MG UH-1J model from gac to the one in JSDF Mod DONE
Add the JASDF. DONE
Add the JMSDF DONE
Rework more vehicles.
Rework aircraft weaponry. (In process)
Tweak the aircraft further
Add cameras to the jets (if possible)
Japanese and Spanish localization



KNOWN ISSUES:
(Note that some of them might not be specific to this mod, and I wont be able to fix them!)

LAV: Smoke dispensers only work on recon variant. This is due to how the eventhandlers for the license plates work. FIXED
LAV: Characters in rear seats clip slightly out of the car. (Can't fix, model issue)
LAV (M249): Gunner can clip out of the car if he turned in while aiming the turret up. (Cant fix. Model issue)
LAV (M249): Driver can only switch seats using ACE interaction menu. (Regular LAV does not have this issue, I don't
know how to fix it currently)

Type 89 IFV: Smoke dispensers don't work. (Can't fix. Original mod is configured incorrectly. Mod author notified) FIXED

Type 87 RCV: Smoke dispensers don't work. (Can't fix. Original mod is configured incorrectly. Mod author notified) FIXED

UH-1J/UH1J (MG): Vehicle will be damaged and explode if gunner fires 50.cal aiming directly down while landed
(Can't fix, Original mods are configured incorrectly)
FIXED

Most helicopters are unusable with AI: Vehicle will keep climbing indefinetly. (Cant fix. Original mods are configured incorrectly)

Most aircraft's cockpits are very low resolution. Still, vehicles have functional countermeassures, weapons and sensors. They might not look pretty, but they are functional.

Planes don't have ejector seats (Not something I can fix)

F-2 GPS and Radar panels are bugged.

MH-53: Flares don't fire with a lot of force (Can't fix, original mod did not have flares so I don't think the helicopter was supposed to have them) FIXED

Type 10 Tank: Commander viewport and 50.cal are not propperly syncronized. Compass bearing aligns with turret
and not with viewport. (Can't fix, mod is configured incorrectly. Mod author notified)

SPAAG: Radar won't spin when on, must activate manualy via action menu. (I'm working on it)

Flashlight on Type 64 Rifle floats. Model issue, can't fix.

Type 01 L-MAT AT Launcher allows the use of Titan AA missiles. (Intentional)

110mm LAM (Panzerfaust 3) allows the use of vanilla RPG 32 missiles.

Type 20 Rifles don't have suppressor or bipod slots. This is intentional. The original rifle is not set up propperly for them.


Credits and awknoledgements

F-4E Phantom II LOVE, for the Japanese Localization

Jove Chiere and Professor Death, for allowing me to use their Nanhae Faces.

Brendo, for helping me with the aircraft HUDs

Arma 3 Aegis Team: C130 & AH-64 models and initial configuration.

DEGA: V22 model and initial configuration.



The following content is released under APL-SA:

> Sparky_JSDF_overhaul_vehicles_AH64.pbo
> Sparky_JSDF_overhaul_vehicles_C130.pbo
> Sparky_JSDF_overhaul_vehicles_v22.pbo


Any reuploads (STANDALONE OR PART OF MODPACKS) to the Steam Workshop ARE NOT ALLOWED unless otherwise stated.
Populaire discussies Alles weergeven (3)
15
18 mei om 9:42
BELANGRIJK: Bug reports
Sparky
7
16 nov 2022 om 14:18
BELANGRIJK: Suggestions
Sparky
61 opmerkingen
Sparky  [auteur] 27 mei om 13:00 
I don't really know. The mod is balanced against vanilla values.
Kiryuu Sonya 25 mei om 21:48 
How well does this mod work with RHS?
Predator14 19 feb om 20:00 
Everything is there except the quality, overall, it's playable, neither are my steps playable.
Sparky  [auteur] 3 feb om 7:52 
@SeriOus It's a known issue about the Type 20 rifle. The model is not set up propperly to fit either suppresors or bipods, its not something I can fix.
SeriOus 3 feb om 7:39 
The type20 rifle should get bipod slots, many photos confirm this, please add.:steamsalty:
SeriOus 3 feb om 1:18 
Oh, sorry, I don't know much about the game code, but I noticed that type10 and type90 are missing the "ArmorCrash" file, which should be the problem, it is found in almost all armored vehicle files, but it is missing in the type10 and type90.
Sparky  [auteur] 2 feb om 6:42 
Type 99, yes. UH-60 no, as it does not have any passenger seats and would require to edit the model, which I'm not allowed to do. Ideally I'd get some 3rd party made assets but a lot of models, vehicles specially, are very expensive. Might try porting stuff from Arma 2
Rooivalk 2 feb om 6:28 
pretty cool mod! are you planning to add the uh-60 and type 99 spg from JSDF mod?
Sparky  [auteur] 31 jan om 7:49 
SeriOus not sure which tanks you looked at, because all vanilla MBTs have the armorStructural value set to 6.

From my understanding vanilla is the standard most mods follow, and so does this one.
SeriOus 31 jan om 6:36 
Hi, I may have found a bug in the TYPE10MBT data code, the "ArmorStructural" should not be 6, it should be a larger value like 200 or more (based on other mod tanks).This left the tank uncomfortably vulnerable.