Description: What is this? Real Armor Mod, it improves some armor related things Who is it for? Anybody, but it's especially recommended to those who use both RHS and other mod or stock content together Server or client? Both, all machines should run the full mod What does it do? HEAT warheads spawn a projectile on impact, which enables engine AP simulation Is this script intensive? Nope, there's a tiny script that runs once on HEAT impact and the rest is done by the engine Why is this not part of the game? Good question! Ongoing Documentation (Post) Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\ 64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\ After extraction it should look like this: Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\ You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\ mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\ mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\ When present place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5 Note: You can also use -nosplash to get rid of the splash art and intro videos. And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters! When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods. Included files: ram_weapons.pbo ram_vehicles.pbo ram_core.pbo Usage: Ongoing Documentation Notes: - Bug list: Support our bug list :) Please click on these links & upvote them if you agree!
Future plans: This side-project is really an outgrowth of a planned NATO vs. Warsaw Pact realism mod I may update this mod as BIS releases more A3 content, but it's really just a step toward porting/expanding the real-world content from Arma 2 Credits & Thanks: Authors: Olds (instigator and causer of mistakes) Bakerman (script guru) Special thanks: Sakura-Chan (for excellent contributions to the armor thread that kicked this all off) zGuba (all-around helpful BIS developer) Mikero's incomparable DOS tools! Hypnomatic & Dslyecxi (for the fun and useful projectile tracing script/scenario) VKing (for modding practices help from a pro) kju & the helpful gang at CUP License: See Documentation post.--applies to RAM config changes only. CBA & Bakerman's contributions (all scripts) are subject to their own licensing terms(!) I recommend you PM me for assistance if anything is unclear in the documentation. Changelog: v0.1.1 Removed Bohemia vehicle and weapon config edits v0.1.0 Improved HEAT script functionality Improved performance by using hitPart event Added tandem HEAT warheads Added RHS warhead compatibility for all vehicles Added RHS armor compatibility for all warheads Removed vehicle hitpoint tweaks Improved tank damage consistency with a slight armor debuff Alpha 0.0.61 - Fixed AIS munition offset caused by latest BIS update Alpha 0.0.6 - Fixed AIS munitioin problem - Make tracked vehicles susceptible to mines - Make APC's (especially AA variants) more sensitive to damage Alpha 0.0.5 - Missile & Rocket penetration enabled courtesy of Bakerman's AIS_Penetration (RAM variant) - Advanced armor support but not for vanilla A3 vehicles - Tank damage sensitivity increased - Signed with my key to facilitate MP (let's see if I did that correctly...) Alpha 0.0.4 - Tweaked vehicles to make them more vulnerable to penetrating damage (particularly APC's). This also makes them slightly more vulnerable to non-penetrating damage, but I think the net result is more realistic. - Zeroed MBT passThrough, but retained on APC HitFuel (altho it diminishes the effect of armor thickness; you could even make this value higher to reflect sensitive fuel tanks I suppose) - Increased (weakened) explosionShielding on APCs - Discovered adding caliber causes missile bugs and removed all missiles from mod for time being. They still work more realistically than they used to, but they do not use precise penetration values as the properly working weapons do. Alpha 0.0.35 - Fix for PCML & RPG flying through vehicles. - config files trimmed to the bone--only changed values are in there. Alpha 0.0.3 - Starting to calibrate explosives & missiles (PCML & RPG-42 are done). - APC's are still too damage resistant, but it's not terrible. (I plan to fix it). - configs trimmed down and cleaned up to play better with other mods. Alpha 0.0.1 - Initial release Forum topic: - BI forums ![]() - Community Base addons A3 Enable javascript to be able to download from Armaholic please! |
Would you happen to have any videos on for comparison on how does this affect different shell types, at angles versus the default? The pistol does show there is deflection, but will the shells still have affect?
I had fun with this mod going tank versus tank, but I found that with launchers/satchels it was nearly impossible to kill a tank.
Thanks. Good work.
woooow nice work
Hi, any plan of update/other addons support?. It would be great to have this system on RHS escalation(real armored vehicles and real launchers). Im pretty tired of playing with Merkavas and fantasy weapons.
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