Arma 3
Dos Test AOD 2.0 Mod
Viser 1-10 af 28 forekomster
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Opdatering: 29. juli kl. 8:32

Hotfix:

Fix to cannon weapon.

Opdatering: 29. juli kl. 6:46

📝 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

📝 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

hotfix arty fix

Opdatering: 22. juli kl. 8:51

📝 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.

Opdatering: 19. juli kl. 1:32

fixed bolters

Opdatering: 18. juli kl. 13:21

**: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.

Opdatering: 16. juli kl. 7:51

📝 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.

Opdatering: 9. juli kl. 7:39

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.

Opdatering: 7. juli kl. 7:26

Hot fix,
fix some errors on Raptor