Arma 3
Dos Test AOD 2.0 Mod
Viser 1-10 af 33 forekomster
< 1  2  3  4 >
Opdatering: 8. okt. kl. 3:36
af Dos

📝 Overall Notes: Balance Changes and Final CSM Textures.

🛠️ Sicaran Vindicator Changes:
• Velocity of the shells reduced from 800m/s to 330m/s to put it in line with real life short range ww1 heavy Mortars and Howitzers.
• Reload time increased from 5 Seconds → 7 Seconds.
• Custom Visual Shells added to represent the size of the weapon.
• Corrected Spelling Mistake.

🛠️ Phobos Command Land Raider Changes:
• Seat Number reduced further from 15 → 10 (including Crew) to represent the weight reductions needed for ammunition.
• Lascannon Ammunition Reduced 1 Mag for each side Gun.
• Duel-Heavy Bolter Ammunition Increased from 1500 → 2000

🔧 Assault Ram Texture Fixes:
• Removed the UM symbol on all the Assault Rams (apart from the UM assault Ram).

⚔️ More Generic Chaos Space Marine Textures:
• Added the rest of the Generic CSM textures to mostly all Vehicles.
• Changed name of Generic CSM textures to add "CSM" in their name so it is easy for the zeus to find and throw in battles.

Notes: Thank you to everyone who quickly gave feedback about the Vindicator and Commander balance. My goal is that, beyond the standard loadout Sicaran, Rhino and Predator, every special vehicle should be a meaningful choice in an operation with nothing being an automatic take over the others. So when I nerf things, like the Vindicator and Commander, quickly it is because I instantly received strong feedback that they were outperforming another specialised vehicle to the point they were possibly worthless. (In this case, the standard Land Raider and the Sicaran Ven tanks could easily be ignored in favour of the transport with similar capacity but more fire power, or a fixed gun with just as much easy to hit range and high damage). While I understand it is up to units to balance their own ops, I like to give a little pre-helping hand.

Opdatering: 7. okt. kl. 7:48
af Dos

Uploaded older folder, sorry.

Opdatering: 7. okt. kl. 6:49
af Dos

📝 Overall Notes: New Sicaran Vindicator & Land Raider Commander, Generic CSM Textures, and Minor Sicaran Venator Fixes

🚜 Sicaran Vindicator Added:
• A new heavy siege variant of the Sicaran featuring a Demolisher Cannon.
• Built on the Sicaran chassis for better versatility and reduced modelling complexity.
• Designed as a lore-friendly extension: the Sicaran hull naturally suits the Vindicator role and I'm surprised it wasn't already official. Its creation fills in a role that's needed while allowing me to avoid creating a Rhino Vindicator (as the design differs so much from the base Rhino Model it would require a full rework, new geom, hit boxes, phyx, etc... I do love the Rhino Vindicator but I just don't have to time to see it to the level I'd be happy with).

🛡️ Phobos Command Land Raider Added (Mark IIb Commander Phobos):
• Introduces a Command variant of the Land Raider Phobos.
• Features enhanced battlefield coordination abilities but reduced troop capacity (15 → 19).
• Equipped with a new Havoc Annihilator Launcher, a heavy-missile system delivering double the firepower of the Rhino-mounted version.
• While not officially in lore, this fills a logical gap in 30K vehicle roles and gives Command units a tougher, more flexible option.

⚔️ Generic Chaos Space Marine Textures:
• Added to the first round of tanks for broader faction variety.
• Ideal for representing non-specific Chaos forces across both 30K and 40K scenarios.
• Helps reduce repetition of Emperor’s Children and Iron Warriors opponents.

🔧 Sicaran Venator Fixes:
• Minor visual clean-up to remove leftover model pieces.
• Adjusted top bar placement and refined detailing for a more polished appearance.

Opdatering: 6. okt. kl. 8:30
af Dos

Hot fix: sicrian venetor fix

Opdatering: 28. sep. kl. 5:40
af Dos

📝 Overall Notes: Explosive Buffs, Fixes to Sicaran & Predator, and Weapon Adjustments

🔧 Predator Tank Updates:
• 40mm Predator Autocannon received a buff to explosive shells.
• Gun depression improved for better terrain fighting.
• Predator Infernus front plate restored (it was accidentally removed in the last build).
• Infernus wide beam range increased.

🛠️ Sicaran Tank Updates:
• High-Explosive (HE) and Multi-Purpose (MP) shells buffed across all Sicaran variants.
• Venator main cannon fire point corrected so it no longer clips or damages the user when reversing.
• Fixed hull-mounted guns so they no longer follow the commander’s sight movement.

💥 Command Tank Updates:
• Command Tank rockets received a buff to explosive damage.

🔥 Infantry & Support Weapon Adjustments:
• All Dragon Fire Bolter rounds had their range and explosive damage Buffed.
• All Volkite weapons received buffs to both direct damage and hit range.
• Autocannons had explosive damage and range slightly increased.
• Rotor Cannons buffed with improved hit range and a small direct damage increase (kept in line with their role as rapid-fire suppression).

Opdatering: 29. juli kl. 8:32
af Dos

Hotfix:

Fix to cannon weapon.

Opdatering: 29. juli kl. 6:46
af Dos

📝 Overall Notes:

Tank Weapon Ranging, Ammo Tweaks, and New Sicaran Variants

🔧 General Tank Changes:

• Ranging systems have been added to all tank weapons that require them. Laser-based main guns are excluded, as their point-and-shoot nature doesn’t benefit from ranging.
• Minor adjustments to ammo counts and damage values have been applied across several vehicles.
• Command Tank radar is now visible to turret crew members. Radar range and sensitivity have been rebalanced to better suit typical engagement distances.
• Predator cannon animations have been refined. The ammo system has been consolidated — no more juggling separate variants for each shell type.

🛠️ Sicaran Tank Updates:

• The base Sicaran received visual improvements: new animations have been scripted to better reflect the tank.
• Ammunition updated for consistency with recent changes — closer to real-world autocannons with a slight boost to honour its sci-fi special technology.
• Damage, penetration, and explosive stats adjusted to match the updated values used across the mod.
• Commander position has been moved to the main turret for more intuitive control and better visibility.

🔥 New Sicaran Punisher Variant:

• The Sicaran Punisher is designed as your go-to anti-infantry and light vehicle brawler. Think of it as your mid-to-close range suppression platform.
• It’s not a tank killer but will likely be do some component Damage to all vics.

🧨 New Sicaran Vanquisher Variant:

• Introducing a custom-built Sicaran variant focused on long range anti-tank warfare.

📌 Note: Together with the Auto Cannon and Punisher versions, the Vanquisher rounds out the Sicaran family as the Space Marine answer to the Leman Russ. For now, other Sicaran variants won’t be added — they don’t align with the Arma 3 gameplay style I’m aiming for, and I’d rather keep the focus tight and purposeful.

Opdatering: 25. juli kl. 12:19
af Dos

📝 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.

Opdatering: 22. juli kl. 9:47
af Dos

hotfix arty fix

Opdatering: 22. juli kl. 8:51
af Dos

📝 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.