Garry's Mod

Garry's Mod

[ACE] Armored Combat Extended
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Update: Mar 30 @ 3:02pm

An attempt to fix a crash related to ammobox hitboxes

Reduced global inaccuracy of ACE sweps by 50%

Fixed muzzleflashes erroring underwater

Increased HEAT damage multiplier

Fixed HESH FX
nerf to HESH spall damage

Missiles no longer hit the contraption they were launched from

Armor Tweaks:

TI - increased cost by 5%
Alu - Reduced cost by 11% bringing it just a bit over RHA, halved spalling, slight curve reduction and nerf to resilience

Cer - 15% reduction in cost. Curve buffed slightly.

ERA - increased to 3x KE eff and 10x CHE eff, reduced blast power by 50%.

Texto - Reduced damage taken by 10x, reduced cost by 10%

DU - armor effectiveness reduced from 3.9x to 3.0x
Rubber - Cost reduced by 5%

Update: Mar 25 @ 6:07pm

-Added Lambda's fix for preventing map props from generating broken debris

-Reduced cost of loaders, weapons, and mortars

-Increased weight limit to 200T

Update: Mar 24 @ 6:50pm

Reduced spall damage and increased shell damage.
Added a clipping test to smoke so it no longer passes through the world.
Reduced blastpen of ERA so it doesn't pen through the tank it's mounted to.
Halved the weight of radials and gave them a 25% horsepower boost.
Enabled disabled collisions of grenades
Added AP to mortars
Fixed missile radar units to not be in m/s. Now it's the same as the radar.
Missile radar now runs on tick
Buffed reload of short cannons

Update: Feb 22 @ 4:44am

Added Starfall and E2 functions to set the armor, ductility, and material of props
SF:
- Entity:aceSetArmorProperties(thickness, ductility, material)
E2:
- Ent:aceSetArmorProperties(Number Thickness, Number Ductility, String Material)

Added Cryx's ACE starfall hooks
- ACFOnBulletCreation (bulletIndex, bulletData)
- ACFOnBulletHit (bulletIndex, bulletData, flightRes)
- ACFOnBulletRicochet (bulletIndex, bulletData, flightRes)
- ACFOnBulletPenetrated (bulletIndex, bulletData, flightRes)
- ACFOnBulletRemoved (bulletIndex, bulletData)
- ACFOnDamage (entity, energy, surface, angle, inflictor, bone, gun, type, hitRes, dmgInfo)

-Buffed the reload speeds of manually loaded cannons. Nerfed the cost of loaders.
-Removed CPPI override causing issue with DPP prop protection
-Added Breech Autoloaders as a placeholder until the autoloader system is implemented. These cannons trade burst firerate and weight for cost and a consistent firerate in all conditions.
-Buffed the burst firerate of drum autoloaders.
-Added inertial guidance to spikes enabling lock on after launch. Increased the cost to compensate.
-Reduced the cost of turbine engines
-Considerably buffed the strength of both cluster munitions.
-Reduced the inaccuracy jittering of beam riding guidance
-Improved the accuracy of most cannons
-Increased the velocity of debris.
-Fixed fuel being removed after detonating
-Doubled the link radius for gunner crewmembers
-Added a glow to missile motors
-Gave missiles ability to pass through the skybox. This works as long as they don't exit the 800x800x800 meter limits.

Update: Jan 26 @ 3:23am

-Removed exponents causing non penetrating shots to take significantly less damage
-Added point cost breakdown to the armor tool

-Buffed HEAT spalling considerably
-Improved HESH direct damage
-Gave smoothbores HESH
-Buffed mortar HE power and accuracy
-Increased cost of large howitzers
-Increased energy consumption of electric motors
-Slightly nerfed TI and DU resilience
-Adjusted engine self-destruction over time and added "knocking" sound
-Reduced drag of SWEPs and rebalanced slightly

Update: Jan 7 @ 12:10am

-Increased torque to match engines. Pushes all gearboxes 25% past what they originally were.

-Increased capacity of various scaled down naval missiles

-Reduced effectiveness of DU. Reduced resilience of titanium

Update: Jan 5 @ 2:42am

Fixed horsepower display accuracy
Reduced cone of most AAMs making them less vulnerable to flares.
Reworked AAM maneuverability again
Fixed some issues with semiactive guidance
Reduced the cost of mortars
Added Titanium armor and Depleted Uranium armor
Fixed resetting fuses

Update: Dec 26, 2024 @ 6:01pm

-Buffed Javelin fin pull strength
-Increased seeker sensitivity of ASMs, javelin, and spike.
-Disabled overheat damage until rework
-Reduced impact effect density.
-Buffed SPG-9 Accuracy and reload significantly
-Removed FL ROF boost
-Removed guidance from FFARs
-Removed FL and cluster AP from rapid firerate guns
-Fixed a bug with countermeasures freezing missiles

Update: Dec 20, 2024 @ 10:34pm

-Buffed ROF of MGs, HMGs, ACs, and RACs appreciably
-Increased pen of autoloaders to match smoothbores. Nerfed reload rate of 120mm ALs. Added 50mm AL
-Buffed Anti Radiation Guidance Cones
-Removed Inertial guidance allowing javelin and spike lock on after launch. Also makes them easier to dodge.
-Reduced likelihood of hitting self with an AT-4

-Armor rebalancing:

Aluminum - Reduced weight significantly and increased cost slightly
CHA - Reduced cost
Ceramic - Reduced weight and cost, increased damage taken significantly especially when penetrated.
ERA - Significant Cost reduction.
Rub - Reduced cost
Texto - Reduced cost, Increased durability to kinetic rounds, Reduced spall produced

Update: Dec 14, 2024 @ 3:47am

Fixed bug with SWEPs not properly resetting their speed when unequipped
Added flesh impact FX to bullets.
Reduced drag of AR bullets

Merged Ally PR fixing a starfall function