RimWorld

RimWorld

2035 Armories - Arma 3 Weapons
133 Comments
bheaven11 Sep 20 @ 2:30pm 
@delta29 not exactly the same but if you want an insurgent like colony check it vanilla expanded deserters, you may be interested.
GrahammerTek  [author] Sep 18 @ 9:53pm 
For the people who were asking for the guns from the CDLCs, I've released them separately here: https://steamcommunity.com/sharedfiles/filedetails/?id=3570641984

@Panthercat64 - See above for the MXAR.
Delta29 Sep 18 @ 8:58am 
might be a lost cause but is there a way to play Rimworld like Antistasi? a gamemode or ruleset?
Panthercat64 Sep 9 @ 11:02pm 
Tad Curious if you'll add the Expeditionary Force DLC variation of the MXAR's.
It would be neat to see a "Jack of all trades, master of none" version of the weapon. That... and they're kinda becoming a favorite of mine in game.

Either way, need to come back to tell you how happy I am for this mod existing. It's fricken awesome.
maddog_fr Aug 26 @ 11:07am 
Engage that rifleman 200 meters
Get in that Vehicle
Copy That
Roger
Negative
Negative
Negative
Roger
Contact Fast mover 500 Meters
Luscious Aug 21 @ 12:12am 
Man, 100 meters front! Kerry, engage that man!
Hero_Swe Aug 7 @ 12:16am 
Hope that Nerf doesn't affect CE users :P
qwe5n Aug 3 @ 9:10am 
(it can kill an Alpha thrumbo with 3 bursts, and a centipede with 1.5 bursts. for me that seems pretty broken xd)
qwe5n Aug 3 @ 9:08am 
Hi! The Navid LMG is completely broken. Its DPS is 60 (for example, miniguns DPS is 41,7, while it has WAY worse accuracy) and it has reliable accuracy. Please consider to rework it.
Svenska-räv Jul 19 @ 12:23pm 
Do you plan on doing any of the CDLC Weapons? its fine if you aren't i'm just curious. it's cool either way.
MarcelineMaeEye Jul 17 @ 1:24pm 
THERE'S AN ENEMY, MAN 100 METERS BEARING 2-4-5
Ronin Jul 17 @ 1:09pm 
I love the look of this. I was looking at another mod that added modern military stuff but it seemed like it added every possible gun available. The amount of weapons in this mod is perfect, plenty to choose with variety from but not overwhelming amounts at all. I can also justify these weapons existing a bit more with my headcanon that humanity might send well send out cryosleep expeditions in 2035 with this sort of futuristic but not fully scifi weaponry.
VALT13L Jul 17 @ 9:02am 
subbed, liked and faved. THE DAKKA SHALL BE MINE
GrahammerTek  [author] Jul 15 @ 9:07pm 
Because Arma 3
gnar Jul 15 @ 8:14pm 
why not use the real names
GrahammerTek  [author] Jul 15 @ 12:40pm 
They work fine together.
Raymund Jul 15 @ 9:18am 
i know this sounds like a dumb question but is it fully compatible with your 2.0 armory, or are there issues due to certain guns sharing the same names? im just curious
Delta29 Jul 11 @ 5:26am 
finally Cpl. Kerry is lore accurate to the colony (he will be rushed down by a viking with a waraxe and killed)
GrahammerTek  [author] Jul 3 @ 7:41pm 
Thank you
moo Jul 3 @ 6:51pm 
This mod needs updating as VEF has updated the namespace. It's no longer VFECore
Svenska-räv Jun 17 @ 6:21pm 
@GragammerTek - I Honestly feel that for naming conventions. it’s just how you formatted the pictures on the page even tho it doesn’t honestly really matter. Autism is tricky to have :/ makes me cling to things that shouldn’t really matter.

So i personally apologize for my actions if that upset and or annoyed you. Honestly really cool that you made this. You don’t see alot of mods based on arma out of arma…..
GrahammerTek  [author] Jun 16 @ 9:43pm 
I'm aware that ACE3 is less strict than I am when it comes to the names, it just didn't feel right having a "SIG-556" chambered in a battle rifle caliber for instance, or an "MSBS Grot" chambered in a fictional caseless cartridge.
GrahammerTek  [author] Jun 16 @ 9:36pm 
@Dewa - I didn't give real names to guns which were changed from their original calibers, with the real MG5 being chambered in 5.56/7.62 NATO, while in Arma it's chambered in an obscure heavy magnum cartridge. Or the Zafir being swtiched to 7.62mmR.

Also in the case of the Zafir, the description states that it's a chinese copy of an Israeli weapon, so I felt it was fictionalized enough to be distinct from the real gun.
Dewa Jun 15 @ 11:53pm 
While not entirely 100% accurate, pretty sure the Zafir is heavily based off the Negev, and the Navid is also based off the MG5
GravitWry Jun 4 @ 12:28pm 
@the lord's miracle Oh man, I sure do hope there aren't any mines here!
Leonard L. Church May 21 @ 6:09pm 
Man 200 Meters Front Bering 285, 6 move 200 Meters front, 7 move to 125084.

This is cool as fuck cant wait to fuck with this, i love arma, just look at my hours
Mr.7706 May 15 @ 1:07am 
Thank you for the RPG7 update!!
kentohun0 Apr 29 @ 7:48am 
Would be really cool if you could make Arma 3 global mobilization Cold War Germany CDLC Vehicle mod
King George, The Third. Apr 26 @ 6:15pm 
THE GREEN BACKS ARE COMING, THE AAF'S GONNA HIT THIS PLACE HARD!
Svenska-räv Apr 19 @ 11:27am 
Yo the Promet is a real gun its the FB MSBS Grot the bullpup variant oh and do you plan to add any of the CDLC weapons?
GrahammerTek  [author] Apr 19 @ 1:11am 
@RedDrake704 - It's an AK-15, In Arma 3 the developers named it the AK-12.
RedDrake704 Apr 18 @ 9:59pm 
Is the AK-12 using a 7.62? he uses 5.45
CSAT Basitin Apr 10 @ 8:08am 
Should I expect the Titan MPRL?
TheCommander Mar 25 @ 1:13pm 
@GrahammerTek - Thank you good sir, you are my hero
General Michael Mar 25 @ 6:25am 
man, the only thing missing is proper Arma 3 Clothing for the pawns and it's all set.
GrahammerTek  [author] Mar 25 @ 12:47am 
@TheCommander - Yes I do, I meant to add them a while ago but never got around to it. Might do them this week if I'm not busy.
TheCommander Mar 25 @ 12:26am 
will you be adding a basic RPG-7 or RPG-42 as well? I'd love to see me some older launchers to really fit my rugged "political activist" faction in the desert :)
Nitsah Mar 12 @ 9:14am 
ah yes the cheesevid. The gun every shitter uses on servers because it's overpowered and here to.
General Michael Mar 8 @ 5:50am 
ENEMY SPEC OPS - MAN - 200 METERS - IN FRONT OF US!
Luscious Mar 7 @ 5:21am 
Kerry, Engage that man!
BrGuardian Feb 28 @ 2:17pm 
Unknown contact - Man - 300m - front
denchik4577 Feb 26 @ 12:12pm 
So disbalance mod....
Svenska-räv Feb 15 @ 10:21am 
Glad to see arma stuff get implemented theres not a lot of games that have mods related to arma which is a shame as i love arma (i have about 1,980 hours in arma…..i have to much spare time >.<)
Woozle Feb 13 @ 8:56pm 
AAF chads rise up
ningmone22 Feb 11 @ 11:37am 
I like those guns!u must build these art stuff very diligently.thank u so much!
GrahammerTek  [author] Feb 7 @ 3:05pm 
First part is mostly personal preference, I like having a lot of variety condensed into one mod. Cherry Picker is encouraged, which reminds me I should add that back into my mod descriptions.

The rate of fire isn't something I can do much about since Rimworld determines that in ticks between shots, which doesn't have much flexibility. The results were calculated from a spreadsheet and rounded to the nearest whole number.

Static weapons will be included a separate mod.
Mihsan Feb 7 @ 1:30pm 
I liked ArmA, so I gave this mod a try. It was fine, quality was good, but in general it had some major problems, so I had to disable it.

First of all there is just too much stuff, it feels bloated. Different texture variants of the same weapon are pointless and in general I would prefer if this mod was split in parts (like one part for NATO weapons, another for CSAT, another for resistance, another for Livonia...). At some point had to cut some stuff with cherry picker mod and still it was too much.

My second main problem is that most weapons have the same rate of fire somehow. In ArmA it was obvious that MX SW and mk200 (just like MX and Katiba) are WILDLY different just from the fire rate alone. In this mod they are almost the same, so the whole point of having a lot different weapons is lost.

And also it lacks some static weapons.
CrispeOptryx Feb 6 @ 4:56pm 
@GrahammerTek - Thanks, just tested a few things, looks like the issue isnt appearing any longer. I'll keep you updated on any other bugs I encounter with this mod. Thanks for all your work! :mhwgood:
GrahammerTek  [author] Feb 4 @ 2:40pm 
@Abdulek - Sorry it took me a while to get to it, I've fixed the problem in the latest update. They can now be reloaded normally.

@YeeticusMcYeet CrispeOptryx - See if the update helped at all, since all the errors in the log that was sent were referring to the underbarrel weapons.
CrispeOptryx Feb 4 @ 1:50pm 
@GrahammerTek - Nope, been using 1.5