Arma 3
Dos Test AOD 2.0 Mod
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Update: Jul 25 @ 12:19pm

📝 Overall Notes:
Script Changes, Ammo Change and Damocles Command Rhino

🔧 Script Changes:
• After testing the Ven script changes I have concluded that it works and might not break servers so added to other tanks. Let me know if they break yah server or not.



🔧 Ammo Changes:
• Rhino Ammo Increase to reflect the ammo count of real world APCs.



🔥 Damocles Command Rhino Added:
• Damocles Command Rhino Added

📌 Note: The Damocles Command Rhino is the final Rhino variant I plan to include for now. It introduces a new role to the Space Marine motor pool — that of a dedicated support vehicle. Equipped with radar, mine detectors, and enhanced communications, it’s designed to coordinate battlefield efforts and share intel with nearby units. To complement this role, the Damocles also carries a guided Havoc Launcher, allowing it to act as a support APC positioned mid-column. It offers only six passenger seats to make room for these additional systems. As always, keep in mind: Rhinos are not main battle tanks. They’re armoured personnel carriers — intended for transport, suppression, and support, not front-line brawling.

Q&A: Why doesn’t every Rhino get a Havoc Launcher or anti-tank weaponry?

This is something I’ve touched on before, but it’s worth revisiting as we move towards AoD 2.0 with a more mil-sim-inspired design (as much as that’s possible with fictional superhumans). While some real-world APCs do mount AT weapons, I’ve chosen to keep the standard Rhino closer to something like an overgrown M113 — light, versatile, but not meant for direct engagements. The Command Rhino, on the other hand, fills that niche. It gives you the option to include a support-focused, long-range AT platform in your formation without having to commit a full tank. Hopefully, this helps shape a clearer tactical identity for each vehicle in the mod and promotes more thoughtful, varied gameplay.

Update: Jul 22 @ 9:47am

hotfix arty fix

Update: Jul 22 @ 8:51am

📝 Overall Notes:
Whirlwind Artillery and AA.

🔥 Whirlwind Added:
• Whirlwind Artillery Added
📌 Note: Whirlwind Artillery has two shots I've taken from lore. One, HE/AT. And another Cluster/Frag Anti-infantry. Whirlwind Artillery has been separated from Anti-Air version because with tracking, artillery computer, etc... it's not as simple as a missile swap. Also, I think it would be nice to have two version for Anti-Air AI.

• Whirlwind Anti-Air Added
📌 Note: Should work well as AI against newer Air vics.

Update: Jul 19 @ 1:32am

fixed bolters

Update: Jul 18 @ 1:21pm

**:pencil: Overall Notes:**
Final weapon transfers, fixes and rebalance.

** :fire: Weapons Added: **

• Umbra Boltgun added to test mod.
• Shield Boltguns and Lascutter Added to test mod.
• Combi-Bolter Plasma & Melta added to test mod.
• The return of the Mars Pattern Underarm Plasma cannon for people who don't want to use the shoulder version.

**:tools: Bug Fixes:**

• Phobos Combi-Bolter firing speed fixed.
• Bolt gun Mem points adjusted and fixed for iron sights.

**:tools: Balance:**

• Plasma Cannon Damage increased to improve the effectiveness of explosive Dmg
• Autocannon Placeholder (used for testing tank armour) replaced with original Suppression HE Autocannon.
• Plasma Gun Overcharge Damage increased in same was as Cannon.
• Plasma Gun normal rounds slight damage increase to distinguish them from the Volkites or Krak rounds.
• Plasma Cannon round changed from 12 to 15 rounds to put in in-line with other heavy HE guns.
• Plasma Cannon Ranging to 600m added to help with medium distance enemies.

Update: Jul 16 @ 7:51am

📝 Overall Notes:
This update doesn't add anything new major, just the new textures, some minor fixes and script experiments.

🔥 Skins Added:
• Final 30k Skins added to all tracked tanks.

📌 Note: You will notice the Sicaran tank as some text on their Icons (Ultramrines, If... ect..). This text has been made a separate texture as an experiment (may be added to other tanks later). However, this means that if you wanted to make your own named custom tank all you need to do is edit this text file and camo select it in your config. Let me know what you think about the Pred textures because I have skins with and without the special symbols so thinking of removing them.

🛠️ Script Experiment & Bug Fixes:
• I have changed the script again on the tank hunter to help with multiplayer sync ups.
• Minor bugs fixed and AI weapons distance changed a little on Tanks.
• Added forgotten to add lods to Assault Ram.

📌 Note: I have changed the script again on the tank hunter to help with multiplayer sync ups. However, this version will either work on kill servers... so please let me know. I haven't changed it on the other tanks yet, just the tank hunter.

Update: Jul 9 @ 7:39am

AoD Update Summary - Tank Optimization, More VTOLs, Minor Fixes.

📝 Overall Notes:
This update as made some of the scripting on the tanks more efficient so you shouldn't (in theory) get any desync on servers when firing the tank scripted weapons.

🛠️ All Special Tanks Updated:
• The Special Tanks (such as the Laser Beam Tanks), have had their scripting updated to CBA to help with efficiency and to fix any Desync where people would not see the projectiles from the tanks.
• The Tank Hunters have had their effects adjusted to help make them more visible.

🔥 Skins Added:
• Added the missing Space Wolf Skins to the tanks.

🛠️ VTOL Adjustments & Fixes:
• Fixed the glass visual bug on both VTOLs.
• Adjusted VTOL mode on Eagle to help with turning while at 90 Vector.
• Added Radar to Jets

🔥 Added Assault Ram and Dropship:
• Columba Dropship Added to the update with new skins.
• Columba Dropship scale adjusted to allow for Landraiders to be transported.
• Caestus Assault Ram Added to update with new Skins and Cockpit.

📌 Note:

Both the Ram and Dropship have been added to VTOL modes now. I just prefer flying VTOL because they're less script heavy and have finer control. The AI also are better to fight when they're a jet rather than helicopter.

Due to the way jets work inside Arma I very much suggest you fly both the Ram and Dropship with Gears down or when you try to land it will think you're landing on the hull itself doing massive damage. I have made it so Gears have no drag or anything so you can just fly normally and land normally.

The Caestus Assault Ram have had their Melta gun swapped for Assault Cannons. Similar to the last update, I understand this is not lore accurate but the Melta gun was always either OP or useless (especially on a Jet). So I have now given it more a strafe gunner role before landing.

Update: Jul 7 @ 7:26am

Hot fix,
fix some errors on Raptor

Update: Jul 6 @ 9:50am

AoD Update Summary – Tank Optomisation, VTOLs, Fire Raptors

📝 Overall Notes:
This update includes a larger-than-usual download due to significant LOD and visual improvements.
A special thanks to both Ultramarine units for your ideas and testing — many of your suggestions have been implemented!


🛠️ All Tanks Updated:
• All tanks now feature finalised visuals and fully optimised LODs.
• Improved animation layering reduces FPS/server strain when stood further away.
• File sizes are larger due to more Quality LODs.

🔧 Sicaran Venator Changes:
• Venator weapon now 1-shots most units (Titans excluded).
• Slight 3% yaw added to main gun for easier long-range aiming.

🛠️ Land Raider Fix:
• Door hitbox fixed — you can now safely shoot from inside.

Storm Eagle Update:
• Updated flight physX.
• Increased scale and transport capacity (now 25 units). 5 of those seats are standing so a smart modder can swap those animations for any unit they want.
• Adjusted balance — less nimble, more like a proper heavy aircraft of IRL equivalant.

📌 Note: The old AoD 1.5 Storm Eagle was too tanky and agile — it’s now rebalanced to reflect its intended role.

Fire Raptor Gunship Added:
• New VTOL gunship with heavy cannon instead of autocannons.
• Balanced for gameplay, not strict lore — emphasis on simulation and firepower.

📌 Note: I think the first thing you will notice when you load up the Fire Raptor is that it doesn't have Lore accurate weapons. The Fire Raptor doesn’t use lore-accurate weapons because I just didn't feel that twin-linked bolter guns fitted the role I wanted for the Fire Raptor. In addition, when shooting with twin-linked weapons, they'd often lack the accuracy you'd expect shooting 5+ KM away. So, I replaced the twin-linked autocannon with a realistic cannon similar to what you’d find on a modern gunship (like a Blackfish or AC-130). Let me know what you think!

Update: Jul 2 @ 1:38pm

tanks:

= Fixed Heavy Bolter Ammo not showing.


Xiphon Interceptor:

+ Added Xiphon Interceptor

Notes:

The Xiphon has been remade from the ground up. It is not better balanced and has a better flight model.
The Interceptor is meant to be your go in and get out aircraft. It is vulnerable to fire from the ground now including Hand held AA. You only have 8 AA and 8 AT, so use them wisely.
New Cockpit with custom made MFD's

+ Added Xiphon Bomber

Notes:

-A bomber version of the Xiphon that swaps out the AA for 2 cluster bombs.