Arma 3
Fleff's Advanced ACE Repair
A New reality level
Hi there!
As a Repair & Maintenance officer IRL, this is one huge step ahead for repair realism. using spare parts is super relevant as you must bring them to the broken vehicle and take the damaged one back, everything is limited and have to be thought ahead - just like in real life.
BUT... spare parts are useless without repairmen (small malfunctions require one or two men, bigger need more people to repair) and equipment (toolkits, crane, special tools etc.).
I don't know how many repairable components you made, but maybe it need to categorized in vehicle type in one hand (cars require less repairmen and small parts, tanks require heavy parts and bigger repair team, with special equipments and a crane) and malfunction type (electricity problem usually requires smaller parts in a small box and one repairman, a broken engine will require a crane, a truck for the engine and 5-6 men team).
YUP, vehicle repairing takes most of my life at this point, so I know a few things about it...
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Fleff  [developer] Mar 20 @ 4:00pm 
Currently it takes 10 seconds to remove or replace a part from a vehicle.
Major parts are repaired with a 1lb 'Spare Parts' item which is consumed on use.
A Spare Parts item only heals a part by a set amount of HP which is also different for each and every part. The amount a Spare Part item heals may be also changed with ingame CBA settings.

There are 14 major parts making use of 2 ACE ones and reskins of 12 vanilla objects.
They are the following
  • Wheel
  • Track
  • Small Piston Engine
  • Medium Piston Engine
  • Large Piston Engine
  • Small Turbine Engine
  • Large Turbine Engine
  • Small Fueltank
  • Large Fueltank
  • Avionics
  • Control Surfaces (Ailerons, Rudders, Elevators)
  • Rotor Assembly (Heli main rotor and tail rotor)
  • Gun FCS (Gun elevation)
  • Turret Drive (Turret traverse)
These make use of the vanilla naming of vehicle hitpoints all based on the framework ACE had already started so I unfortunately don't feel comfortable adding much more depth here no matter how much i'd like to.

Any vehicle hitpoint not considered a Major part is classed as a Minor/Miscellaneous part and may be repaired for various amounts of the Spare Parts item. The Hull is also put into the minor category and is easier or harder to repair depending on the armor classification of the vehicle from 0 to 2.

What I want to work towards to complete the mod is Fuel Siphoning so removed we don't just outright lose the gas removed from a fuel tank and then eventually some sort of ammo handling so we can load vehicles just with the ammo we want.
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