Arma 3
BWMod
1,485 Comments
Aggr0  [author] Sep 26 @ 4:08am 
@Yeehaw
You can find the documentation for the EPAG in your mod folder in the subfolder doc. It's a PDF that is called "Guideline on EPAG".
Aggr0  [author] Sep 26 @ 3:52am 
@Dannylott
The turret of the PzH2000 is defines as normal turret in CfgVehicles. Take a look at our public repo for further reference: https://git.koffeinflummi.de/bwmod-team/bwa3-public/-/tree/master/bwa3_pzh2000

@Mr. Bones
We are balancing our assets always with Arma 3 Vanilla in mind.

@MadAc3
Das wäre zwar ein guter Ansatz, aber es sollte ja auch mit dem originalen Kaliber funktionieren. KI und Arma ist leider immer etwas speziell. Das Thema ist aber fest auf der Todo-Liste für das nächste Update.
MadAc3 Sep 26 @ 2:50am 
@Aggr0

Hi, hab das Problem mit dem Puma ebenfalls und mir kommt da eine Idee: in der Config das Kaliber erhöhen - sollte keine Auswirkung auf die Durchschlagleistung haben - die KI "denkt" das aber und nutz die Waffe wieder.

@Mr. Bones

As far as i know, this Mod is already compatible with RHS.
Mr. Bones Sep 25 @ 8:16pm 
Will this be made compatible with RHS and/or CUP?
Yeehaw Sep 25 @ 1:21pm 
Is there anywhere to reference how to use the Skorpion (what I guess would be considered) FCS for minelaying?
Dannylott Sep 21 @ 10:47am 
Hi. i want to make an Battle hardened version of the Phz2000, for my own use only, i wonder what is the name of the Turret, so i can use Attachto so i can put stuff there. if i recall well octovez works for Rhs stuff it does not seem to be working niether in the Phz2000 nor ie. Leo. thanks in advance
Aggr0  [author] Sep 14 @ 12:51pm 
@Baureihe103
I'll take a look at it.
Baureihe103 Sep 10 @ 2:11am 
Spz PUMA AI doesn't fire even when enemies are right in front of them. Is this also a fix? If so, I'd like to know if this will be included in the next update.
bushcrab Sep 4 @ 3:23pm 
Does this mod work with alive
Falke Aug 15 @ 6:12pm 
Alles klar danke für die Info:steamthumbsup:

nun ob man noch Energie reinstecken sollte in Reforger ist meiner Meinung nicht wirklich sinnvoll.. da ja ArmA 4 2027 kommen soll :)
Aggr0  [author] Aug 15 @ 2:02pm 
@Falke
Die Luke ist bewusst nicht bedienbar. Dass man im Multi so hoch sitzt ist leider dem Modell geschuldet. Man kann in Arma aber die Position der Kamera etwas tiefer stellen, um die Sicht zu verbessern.

Meines Wissens nach wurde ROSY auf dem Multi A4 nur getestet. Eine Einführung in der Truppe war dann erst beim Nachfolger Multi 2 der Fall. Daher werden wir da vorerst nichts anpassen.

Generell haben wir die Entwicklung neuer Inhalte für Arma 3 vorerst eingestellt. Wir planen aber noch ein Update mit Fehlerverbesserungen rauszubringen. Im Hintergrund spielen wir bereits mit der Enfusion Engine rum. Ob es noch für Arma Reforger einen Release gibt, oder erst für Arma 4 lassen wir aber aktuell noch offen.
Falke Aug 15 @ 9:58am 
Ok, das Problem lag wirklich an mir, eine neu Installation von ArmA hat es dann behoben.

mal eine andere Sache..
> ist das normal ,dass man so hoch in den MAN sitzt und die Luke oben nicht bedienen kann?
> und kommt das System ROSY noch in eure Mod oder wird die Mod erst wieder in ArmA 4 weiterentwickelt?
Aggr0  [author] Aug 15 @ 1:12am 
@Falke
Leider kann ich das Verhalten auf meinem System nicht nachstellen. Bitte einmal wie folgt vorgehen:

1. Über Steam die Arma 3 Installation auf Fehler überprüfen
2. Im Arma 3 Launcher sowohl eine Reperatur für CBA, als auch für die BWMod ausführen.
3. Das Spiel nur mit den beiden Mods starten

Sollte der Fehler dann immer noch auftreten würde ich dich bitten uns eine RPT Datei von der SItzung zu senden, dann können wir da nochmal genauer reinschauen
Falke Aug 14 @ 4:31pm 
untersucht mal bitte den "MULTI A4 FSA" der hat anscheinend einen Bug, sobald man sich den im Arsenal ansieht oder man nah neben ihm steht, friert das Spiel ein :/
Aggr0  [author] Aug 8 @ 12:41pm 
@CF Raider
Could you please tell me the map and location where the AI is not able to cross the bridge?
Regarding the turning radius we will not do any adjustments. Our values are based on the real vehicles behaviour.
CF Raider Aug 6 @ 4:00pm 
Glad this mod is still being maintained. Fix request: AI's driving Dingos and Eagles can't cross bridges, which undermines my convoy missions. Also, can we improve turning radii for both? Other creators like @Faital have, but your vehicles designs are preferred!
Aggr0  [author] Aug 3 @ 3:27am 
@sancron
That's already fixed in our internal build.
sancron Aug 2 @ 7:34pm 
Will the NH90 also be fixed? The Cargo Slots 13 and 14 are under the Helicopter if someone mount them.
Aggr0  [author] Aug 2 @ 5:02am 
@Mize6544, Daishi & MadAc3
I took a look at it and the PzH2000 doesn't use the first range mode with the support module. As MadAc3 already wrote artillery systems have a minimum firing range. Planned for it is roughly 3 km, but currently you need a distance of slightly above 4 km for the support module. I'll tweak the values for the next update.
MadAc3 Jul 31 @ 9:46am 
@Mize6544 & Daishi & Aggr0

Hi, tested it a few minutes ago with the vanilla support system and for me it works like a charm. Please keep in mind that such artillery systems have a min and max firing range. If You both can discribe your steps, please?
Aggr0  [author] Jul 31 @ 9:28am 
@Mize6544 & Daishi
First of all the mod is not completely abandoned. It's true that we are shifting our main focus to the Enfusion engine and therefore new content is highly unlikely. Our own resources are simply not enough to maintain multiple projects in our spare time. That being said, we are currently collecting feedback for a 2.6.1 release and I'll take a look at he behavior of the PzH2000 for that matter.

Please let me know if you have any other topics that we should address for bug fixing. The 2.6.1 is currently the last planned update. Of course this plan can change if any game breaking issues appear later down the line.
Aggr0  [author] Jul 31 @ 9:06am 
@Vendigo228
If you have a compatible optic you can switch it with ctrl + n (NSV) or ctrl +k (IRV). Let me know if you need further help
Mize6544 Jul 30 @ 11:01am 
@daishi, it looks like Aggro0 may be part of a team still supporting this, here's to hoping they're still doing small bug fixes!
Daishi Jul 30 @ 4:22am 
This is absolutely hilarious Mize6544, I was trying to do the EXACT same thing today and no, it doesn't work. You will have to fall back to other artillery. The mod looks all but abandond, like many arma 3 mods which is a shame, bundeswehr mod, aace mod etc. are all improving the game immensly. Guess most of the public release arma 3 modders moved on by now to other projects.
Mize6544 Jul 29 @ 4:45pm 
Hallo, first absolutely wonderful mod, can never play without it. I've found that I cannot get the Pzh to work with the vanilla artillery support system. Is this a problem anyone else is having?
Vendigo228 Jul 21 @ 7:25am 
how to use NSV and IRV devices
Aggr0  [author] Jul 15 @ 7:49am 
@TheGuyFromBuffalo
The German TTH is only fielded in camo, therefore we will not create a solid colour variant. As always feel free to create your own retexture mods with BWMod as dependency.
TheGuyFromBuffalo Jul 12 @ 10:42pm 
Any chance for a solid color NH-90?
Aggr0  [author] Jul 3 @ 1:49am 
@Colt
I forwarded your message to Flummi. He still does some background tasks for this project.

@CF Raider
I will take a look at it if I find the root cause for this behavior. The AI system from A3 can cause sometimes a bit of headache.

@[EC] Hawk
We decreased the accuracy after we received feedback from real operators of the mortar. I will do some internal tests and check if we can improve the compatibility with AMS.
For the Tornado I need to disappoint you. We are currently focusing our effort towards Arma Reforger / 4 and therefore new bigger content is currently unlikely. Even then the Typhoon would be our preferred option ;)

@Ivka_Lamovich
What is your problem with MELLS?
Ivka_Lamovich Jun 23 @ 10:19am 
what happed to MELLS?
[EC] HAWK Jun 23 @ 2:33am 
Very detailed made - i love it (it is one of maybe 5% mods on steam what deserve to be used), only one suggestion to MORTAR config (AI cant use those ammo settings of range to provide fire support) - and hit values of artilery shells are very low in compare to other arty ammo - so AMS make too small holes in terrain after implementation. also helicopter piloted by AI make neverending climbing after command of full speed on them. And guys... form all other thing most missing tornado plane :) when it will come to fulfill this hole not only in this mod but on A3 workshop?
CF Raider Jun 21 @ 11:06pm 
Love you mod for its quality. However, AI vehicles in transit seem to get spooked upon encountering passing AI, meaning they turn around to return to their original starting position. Your mod isn't the only with this problem, but there are others that I use that do not, ad therefore work perfectly. Any way to fix this? It would make your mod even more enjoyable.
Colt Jun 14 @ 3:57am 
Hey Aggr0,
Some of us have been around since the AGM days—back when realistic scopes and mil-dot reticles were basically black magic in Arma 3. I still remember testing those early AGM scopes with KoffeinFlummi (the legend himself), now part of the BWMod team. You guys keep pushing the bar for Bundeswehr realism and immersion, and it doesn’t go unnoticed.

Big respect for what you and the crew are doing. BWMod is still the gold standard for anyone who wants real German kit. Looking forward to whatever insanity you bring to future Arma titles. S!
Aggr0  [author] Jun 8 @ 6:11am 
@Colt
We feel very flattered. Thank you for the kind words. We hope that we will continue to meet your expectations in future titles of the Arma series :)
Colt Jun 7 @ 9:59am 
Been running BWMod since day one. It’s the benchmark for quality, realism, and attention to detail—gear, weapons, vehicles, you name it. You can tell the team’s got deep roots that experience shows in every update. Top-tier art, rock-solid reliability, and authentic Bundeswehr equipment. BWMod just makes ARMA 3 feel real. Thanks to the whole crew for years of dedication. Still the best Bundeswehr mod in the business, bar none.
Aggr0  [author] Apr 22 @ 7:20am 
@新西伯利亚
Please keep in mind that the minimum firing range of the PzH2000 is roughly 3000 meters.
新西伯利亚 Apr 22 @ 4:28am 
Why does the PZH2000 fleet not execute a firepower task when players assign it to the team in the editor
Aggr0  [author] Apr 19 @ 12:49pm 
@Grave
We are not sharing any of our assets.
Tesak Apr 19 @ 11:30am 
очень крутой и проработанный:steamthumbsup: мод
Grave Apr 14 @ 10:23am 
Hi, sorry to bother I was told some of you guys are quite active in the comment section and some fellas in the development discord wanted me to ask about certain assets and if you would be up for perhaps sharing them. I understand if you don't but i felt like i should ask since a few people brought it up.
Aggr0  [author] Apr 2 @ 4:43am 
@Master Cheeky
While we have the A7V on our to do list I don't think it will make it to Arma 3.
Sikorsky Apr 1 @ 8:33am 
hello author are you going to add the 2a7v and the 2a7v+ in the future? juts asking
Juan Sanchez Mar 20 @ 12:45pm 
Okay, thanks for the quick reply!
Aggr0  [author] Mar 20 @ 7:09am 
@Juan Sanchez
We do not allow any extractions of assets from our mod.
Juan Sanchez Mar 19 @ 7:54am 
hello, just a quick question, the Puma from your mod looks and plays really good, would it be possible if we can extract it and use it standalone in a separate mod?
It would be for in-group mod use, not to share it as our own work or something. It's just our modset is pretty big as is, and we do mechanized gameplay, where the PUMA would be very nice.
Aggr0  [author] Mar 18 @ 2:02am 
@robin2907
Im Modverzeichnis unter doc findest du eine Liste mit den Klassennamen.
robin2907 Mar 17 @ 12:00pm 
Moin kann mir jemand sagen wo ich die Item Codes sehe zum beispiel für einen Händler
Aggr0  [author] Mar 15 @ 4:22am 
@Hailey
Wie weiter unten geschrieben, stimmen wir uns aktuell intern über die Zukunft dieses Projektes ab. In der Zwischenzeit wollen wir ehrlicherweise keine Aussage über potenzielle zukünftige Updates geben. Sobald es hier erwähnenswerte Neuigkeiten gibt werden wir diese auf unseren gewohnten Kanälen kommunizieren.
Hailey Mar 7 @ 1:12am 
@Aggr0
Es ist schon so viel Zeit vergangen, wird dieser Mod wieder aktualisiert werden?