Arma 3
Dos Test AOD 2.0 Mod
Showing 11-20 of 33 entries
< 1  2  3  4 >
Update: Jul 19 @ 1:32am
by Dos

fixed bolters

Update: Jul 18 @ 1:21pm
by Dos

**: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
by Dos

📝 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
by Dos

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
by Dos

Hot fix,
fix some errors on Raptor

Update: Jul 6 @ 9:50am
by Dos

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
by Dos

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.

Update: Jun 26 @ 11:03am
by Dos

Sicaran Tanks:

= Adjusted lighting for final time
= Adjusted Armour a little up
= Adjusted Ammunition counts
= Added Tracer
= Adjusted Dmg Slightly
= Fixed "Gun Beg is not a value"
+ Ability to go into water

Mark IIb Land Raider Phobos:

= Adjusted armour mats a little.
= Added Gun hit points.
= Added Internal Lights.
= Adjusted Ammo Counts by assigning correct mag
= Fixed "Gun Beg is not a value"
+ Ability to go into water

Deimos:

+ Added Deimos Rhino and Skins.
Notes: Carries 12+Driver marines in total if you include turrets.

Deimos Predator:

+ Added Deimos Predator Destructor
+ Added Deimos Predator Annihilator
+ Added Deimos Predator Infernus (I liked the name so used it for the Melta version not flamer)
+ Added Deimos Predator Blaster

Update: Jun 21 @ 8:16am
by Dos

small hotfix, just fixing lights on Raider for a test I am doing later.

Update: Jun 20 @ 9:34am
by Dos

Sicaran Tank:

= Adjusted armour values
= Slight texture tweaks for lighting
= Refined config layout for better scaling

Mark IIb Land Raider Phobos:

+ Added Mark IIb Land Raider Phobos
+ Textures included for most active community factions
+ Grey placeholder texture in UM faction for those without a custom version
+ Includes two Traitor faction textures for AI/chaos unit testing