Garry's Mod

Garry's Mod

[ACE] Armored Combat Extended
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Update: Oct 29, 2024 @ 3:08am

Update: Oct 28, 2024 @ 6:01pm

**SONAR:**
-Added several sizes of sonars with a variety of sizes.
Generally larger sonars have more range and are less vulnerable to being washed out by moving fast.
Sonars can transmit active or recieve passive sonar. They can adjust their active beamwidth, pulse duration, or even adjust sounds using wire inputs.
Though I plan to revisit sonar with more advanced simulation, with the way it is currently implemented, submarines can hide from active sonar by hiding in shallower water or near the bottom. If they are able to get deep enough they can also hide below a thermal layer currently set at 20m. (Though later it will vary and there will be additional layers.)
-Added a handful of sonar sounds and alarm sounds
-Added acoustic helical guidance. The torpedo will dive up and down looking around in a circular pattern for targets. Useful for area denial.
-Reduced the max lock distance of acoustic torpedoes slightly.

**New Missiles:**
Thanks to Diputs for hooking me up with these imported models and fixing existing models.

Added the following missiles:
9M79-1 Tochka-U Tactical missile.

AS-30L - NATO beam riding missile
KH-23 - Medium Russian Beam riding ASM
KH-25 - Medium Russian ASM with every guidance
KH-29 - Massive Russian ASM

MGM-166 LOSAT - Blisteringly fast kinetic missile. Can pen METERS of armor.
MIM-146 ADATS - Dual purpose SAM with moderate maneuverability

MK-82, 83, 84 - These were all created from existing models. But their flight has been altered to make them better for bombing
FAB-5000 - Massive Bomb
FAB-9000 - Might as well be a nuke

GBU-39 SDB - Tiny swarm bomblet able to be carried in large numbers.
FAB-250 UPMK - A 250kg bomb with wings

Starstreak - Extremely light and fast SAM capable of piercing light armor.
TY-90 - Light Chinese short range missile able to be carried in numbers with a capable seeker.
5V55 S-300 - Penultimate Long range SAM with good maneuverability and extreme speed.

Fixed models for:
9m113 Konkurs
9m121 Vihkr
9m133 Kornet
3m54 Buk
Black shark torpedo
and Spike missile

**Additional tweaks**

-Increased the velocity of ATGMs from 1/3rd to 1/2x their real speed. Should help make the ATGMs much more practical in combat.
-Additionally most missiles have had their kinetic penetration adjusted and listed.

-Increased the max size of HE blast effects to accommodate the new missiles (Previously bitlimited.)

-Ported all missile guidance over to Cframe. This should help them aim more center on a contraption.

-Added AP and APHE ammotypes to bombs and FFARs

-Changed water to count as groundclutter for radar. Radar will no longer see underwater targets but can see surface targets over 20 tons.

-Missile radars no longer detect underwater missiles

-Slight nerf to the HE power of stinger and mistral missiles

-With the addition of lower drag modern bombs, increased the drag of regular bombs.

-Reduced the climb angle of top attack slightly

-Adjusted SWEP bob and sway scales to make them slightly more responsive

-Fixed the flight characteristics of the scaled naval BUK missile

Update: Oct 21, 2024 @ 10:00pm

Small hotfix.
Added better seat selection, Fixed missile damage permission checks, Fixed an error with an oldammo variable

Update: Oct 5, 2024 @ 10:26pm

-Added thrust vectoring navalized BUK
-Added SACLOS Guidance. Similar to laser guidance except meant as a cheap downgrade for manually aiming SAMs. This requires LOS from the launcher to the missile.
-Fixed mortar inability to aim.
-Fixed semiactive guidance

Update: Oct 5, 2024 @ 5:48am


-Reworked the handling of all SWEPs
-Added a recoil variable
-Added a new crosshair that scales based on the degrees of inaccuracy
-Improved SWEP lag compensation

-Added single and quad VLS cells at both 1x and 0.375x scale
-Added Kalibur missile
-Added harpoon missile
-Added smaller variations of naval missiles like torpedoes
-Made Terrain avoiding guidance look further ahead

-Limited HE Cookoff blastpen to:
Instead of being based on the total HE penetration of a cookoff (often leading to 300+mm of pen from 10 shells detonating)
Will use:
2x the HE power of the biggest HE detonations or 1/10th the HE power. Whichever is bigger.

-Reworked locational damage for infantry to make it more consistent.
If a bullet does not pen it will not do any damage.
After penning a bullet will do most of its damage based on the amount chunked out.
Plus a some energy based on the pen of the bullet.
Bigger creatures have thicker bones and resist penetration better. 200mm Armor increases external armor from 3mm to 9mm for humans.

-Fixed an order of operations error when linking crewseats

Update: Sep 21, 2024 @ 3:51pm

Fixed driver crewseat linking distance

Update: Sep 19, 2024 @ 12:37am

Update: Sep 18, 2024 @ 11:09pm