Arma 3
55 ratings
Enhanced MAAWS for RHS
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Equipment, Weapon
File Size
Posted
Updated
1.984 MB
Nov 25, 2024 @ 1:11pm
Sep 30 @ 1:05pm
11 Change Notes ( view )

Subscribe to download
Enhanced MAAWS for RHS

Description
This mod is a comprehensive overhaul of the RHS M3 MAAWS, aimed at simulating the real-world MAAWS and its ammunition as accurately as possible. In addition to realistic function of the launcher and the rockets, my goal has also been to make the sights work properly, so that you can actually hit targets accurately. Many of the other MAAWS mods and even RHS itself have arbitrary muzzle velocity values for each type of ammo (and no range table to compensate for this), which means you just need to guess where to aim.

The real MAAWS manual (TC 3-22.84) was a major source in creating this mod. Without the excellent documentation provided in the manual, the mod would not have been possible.

There are descriptions in-game of all the new ammo types and their uses. Or just use a real world source like wikipedia or the real manual.

A CUP version is available here.

Features:

- Configurable airburst fuzes for rounds that have them IRL (HE and illumination). There is a small GUI through which the fuze range is set.

- Configurable impact and delay fuzes for rounds that have them IRL (HEDP and ASM). The delay fuzes work realistically and will cause a round to penetrate a wall and detonate behind it. In other words, the anti-building rounds/modes are not just rounds with massively boosted damage. Fuzes are selected either through ACE Interact (when loaded) or by double-clicking the round in your inventory (when unloaded).

- Adds four new rounds: ASM 509, MT 756, HEAT 551 and Illuminator 545C

- All rounds are set to have the same muzzle velocity, enabling you to actually use the sights. By default in RHS the sights are only usable with HEAT 751.

- Simple simulation of the MAAWS sight: You now have to configure the sight to the round you are firing. This is also how the real life MAAWS works. If the sight is set to the wrong round, you will most likely miss (technical note: the flight path of the rocket is modified by a script, if the wrong sight setting is used).

- Realistic ACE3 Fragmentation configs for all rounds, including the pre-existing RHS rounds which do not have any fragmentation configs by default

- Realistic mass for all the rocket types, the launcher itself and its optic

- The vanilla MAAWS is modified to resemble the M3E1/M4 MAAWS as closely as possible (the ammunition that I provide for the M3E1 is still balanced around RHS damage values and it has not been tested with vanilla AFVs).

- Custom 3D models and inventory icons for every ammo type

- Detailed descriptions for all the ammunition in-game

Future plans:

- Add an animation when you set the sight
- Add Smoke 469 (it turned out to be quite difficult to recreate its real world functionality in the game accurately)
- Add some sort of way to set the airburst range in inventory, rather than having to do it when you have loaded the round
- Support for other mods?!

Known issues:

- Due to setting all the muzzle velocities of the rockets the same, most of the rockets do not have realistic flight trajectories and maximum ranges. This was a necessary evil to make the sights usable.
- If you fire a rocket with the wrong sight setting, the flight path of the rocket will sometimes be a bit weird. Just make sure you set the sight correctly before firing :)

Recommended companion mods:

Prone Launcher

Since the ammunition in this mod is configured with realistic mass values, they can be a bit difficult to fit into some backpacks. Therefore, RAA's belt feature is highly recommended:
RAA

Magazine classnames:

"rhs_mag_maaws_HE"
"rhs_mag_maaws_HEAT"
"rhs_mag_maaws_HEDP"
"za_enhancedmaaws_mag_MT756"
"za_enhancedmaaws_mag_ASM509"
"za_enhancedmaaws_mag_ASM509_delaymode"
"za_enhancedmaaws_mag_HEDP_delaymode"
"za_enhancedmaaws_mag_HEAT551"
"rhs_mag_maaws_SMOKE"
"rhs_mag_maaws_ILLUM"

"za_enhancedmaaws_mag_m4_HE"
"za_enhancedmaaws_mag_m4_HEAT"
"za_enhancedmaaws_mag_m4_HEDP"
"za_enhancedmaaws_mag_m4_HEDP_delaymode"
"za_enhancedmaaws_mag_m4_ASM509"
"za_enhancedmaaws_mag_m4_ASM509_delaymode"
"za_enhancedmaaws_mag_m4_MT756"
"za_enhancedmaaws_mag_m4_HEAT551"
"za_enhancedmaaws_mag_m4_SMOKE"
"za_enhancedmaaws_mag_m4_ILLUM"

Credits:

- RHS for the MAAWS models, textures and configs
- Beviin CT-6269 for providing models, inventory icons and advice for some config settings

License:
APL-ND
https://www.bohemia.net/community/licenses/arma-public-license-nd

This mod is not permitted to be reuploaded into the Steam Workshop.
Popular Discussions View All (1)
1
Jun 28 @ 10:36am
Which rounds for what? - ASM stands for...
Apricot_ale
57 Comments
grimsurgent Oct 2 @ 3:26pm 
@Zantza for example, shooting the front of a btr-80a with 502 hedp only kills the crew and damages some modules about 5-10%, while M136 hedp or M72A7 will disable/destroy it in 1 shot
Zantza  [author] Sep 30 @ 1:07pm 
I've reverted the latest changes to the sight. Let me know if you have further issues.

@grimsurgent
Yes, there were nerfs to damage values of most rounds recently. Do you have a more specific example of a situation where the HEDP does not do the damage you expect it to?
Chair Sep 22 @ 8:21pm 
Same issue for me with the FCS sight vanilla maaws landing short
grimsurgent Sep 17 @ 2:15pm 
was the 502 hedp nerfed recently? seems to do barely any damage against vehicles now
Zantza  [author] Sep 16 @ 8:16am 
Thanks for the reports, will investigate.
Darojax Sep 16 @ 7:56am 
Can confirm rounds land way short after the update with the FCS sight, but that's for the vanilla launcher? In any case, vanilla worked well before, would be nice if that could be fixed.
L. Kilo Sep 15 @ 12:52pm 
Since the last update all types of rounds land 100 meters or more short of what we are aiming at while using the FCS sight. The HEDP in particular hits around 75 meters short on a target 250 meters away.
Lapua Sep 3 @ 10:55am 
whole ahh overhaul for a weapon only one dude in a squad would be using at a time
Jamaal Jun 28 @ 11:23am 
@Zantza ok thx
Apricot_ale Jun 28 @ 10:18am 
Yeah it's fixed! thanks