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I have a question. I see how wheeled vehicles are damaged even when driving on roads (asphalt or ground) , which in my opinion should not happen. Then I wanted to remove this damage in the mod settings, but there I did not find the Asphalt surface or any roads mention. What surface do you have that is responsible for driving on roads?
In other words, how can a user remove vehicle damage, if those vehicles are driving on the roads?
Done, check it out... The mod will no longer have this issue, part of the code is now "universal" (don't know why never thought about it before)
@Marki
Check the video on the original version page (linked on top of this page) to know about it better
No man, it's a script running on background wich depends on private variables only...
But you can always set the stuck coheficient to 100% on the CBA options too
This mod is fully compatible with Global Mobilization. I remember very well the time when it didn't work (there was a spam of text errors), then I asked the authors for some time to add compatibility and they did everything. Many thanks to them for this...
GM is already compatible, as should also any vechile based on "Tank_F" and "Car_F" families threes
It's already done, mate
I've detailed on the BUG REPORT thread. Check the last page
Maybe I should have put my post in the BUG REPORT thread, sorry dude, if I did something wrong. You just wrote to me - "Create a thread about any issues" and created a my issue separate topic.
If you need me to move your issue to BUG REPORT, let me know.
I don't clutter up the comments anymore.
Check the BUG REPORT thread
Done!
I can't test it on a multiplayer match so soon, but the changes made should work.
If you could make a test, while you are NOT the host, would help... Give me any feedback
PS: Haven't forgot about the "creaks and shaking" sound... Just really didn't stop to look for SFX for it
When the player is off-road, the shaking will be created only for the driver position, while at the commander/gunner position there is no shaking! Checked for all APCs and Tanks.
Could you make the shaking be for all 3 positions for all vehicles? Otherwise it looks strange.
It would be great to see such a detail, it would force the player to choose shooting positions more intelligently and would look realistic. After all, any crew member should experience shaking!
It's disabled by default
CBA options for it
But I can't get damage blacklist to work properly. I'm putting B_Quadbike_01_F in damage vehilce blacklist and damage speed trigger is set to 50km/h but still wheels are getting damaged when driving 55km/h. Am I doing something wrong?
I'll look into to it
Nops
Don't worry mate
1) They despawn once player moves around a radious and never go beyond a certain number limit
2) They won't spawn if targered FPS (on mod's AddOn options) is below
3) They spawn locally for each player
4) You can disable all RainFx on CBA options
.. and no, they can't be set as simple objetcs orelse they'll have all the same form
Thank you for your brilliant mod! This will always be at the top of my precious Arma3 mod collection!
Next time, adress this on "BUG REPORT" thread please
But thanks for the report
I don't have the DLC so can't solve it right now
I'll try later to look for it
Sorry
Hey. are there any other of you here?
"Reaction Forces" vehicles are causing a error messages in your mod. Global Mobilization Vehicles had the same issue for a long time, but it was later fixed.
Is there a way to fix this as well?
When a car is driving on the road, at higher speeds on a turn, it will have a chance to slide like on an icy road or like cars with worn tires. AI driving in Arma3 is not perfect and when the AI slips from its invisible path, it can't find it for a while and stands still, moving super slowly. Sometimes it takes 1-2 minutes for it to get back on track!
Could you please tell me why it happens, even when the influence on the AI is disabled? And how player can affect this? If you want I can make a video with my tests with and without your mod, which will show what I'm talking about.
Yes, they are. Info is on description
👌
Sure, will be done
Mod updated! Awesome new features...
Check update notes!
The surfaces of the map need to be added to the mod's core. That "normal" every time a new terrain uses new surface types.
Unfortunaly,I'm not quite into Arma nowadays, and will take some weeks to get back to it, but you can manually add a terrain compatibility via the addon on options:
1. Turn on the "Test mode"
2. Get to the place of the map the surface is not ok
3. Copy the name of the surface
4. Insert it in the correct field of the add on option of the mod
@@Big Thinker
Nah.... that's too much trouble for a thing that will bring no true advantaged.
Besides, modded arma already has a lot of keybinds and there no place for new ones that can be used other ways
May God bless your names! You made one of the best mods for Arma3 in 10 years!
Every time I play Arma 3 and I get behind the wheel of any vehicle, I thank you guys!
Maybe the specific terrain type is set as a "hard" one and giving higher damage levels... I'll check it out
If not, that's what "reallistic driving" means 😂