Arma 2 Mods Ace S

Screenshots Air refueling: M107 Muzzleblast: Firing an RPG-7 from prone position: Goggle/Headgear sys.: Weapon resting:.OLD. Early Announcement The mod is still in design phase and our plans will hopefully be revealed soon! Created this thread for ppl to discuss our Mod for ArmA 2, so that the ArmA 1 thread remains clear of that Our ACE2 project space at dev-heaven.net will also be opened for the public in a few weeks. For now the is used for public feature requests and feedback. Edited December 6, 2009 by Sickboy. The ACE mod was more than just a simple lick of paint for many in the community.

Credits and distribution permission. Other user's assets This author has not specified whether they have used assets from other authors or not; Upload permission You. New mods this week; Top files; Most endorsed. This is the lazy install file for ACE 2. Extract the.pbo file(s) to your ArmA 2 Operation ArrowheadMissions. **NOTE: THIS LIST IS CURRENT AS OF AUGUST 2ND, 2012** Here's a list of the mods currently used and suggested by Project Awesome.

It breathed new life into ArmA and I know for a fact that it helped convert doubters to the ArmA way of life. You guys should all be given medals (or maybe shares in BIS)! Delighted to see that your superb work will continue with what seems to be an excellent platform in ArmAII.

Virtual Blue Angels

Im sure ArmAII plus ACE2 will become THE defacto military simulation experience! Im no coder, but if there is anything I can do to help please let me know! The ACE mod was more than just a simple lick of paint for many in the community. It breathed new life into ArmA and I know for a fact that it helped convert doubters to the ArmA way of life. You guys should all be given medals (or maybe shares in BIS)! Delighted to see that your superb work will continue with what seems to be an excellent platform in ArmAII.

Im sure ArmAII plus ACE2 will become THE defacto military simulation experience! Im no coder, but if there is anything I can do to help please let me know!Thanks for your kind words! We hope to live up to everyone's expectations:) One of the complaints surrounding ACE1 was the End-User Documentation, or rather the lack of. This has improved some over the last months, but it's far from ideal.

Anyone who wishes to help out in that regard, is very welcome. (Anyone willing to contribute otherwise, is too, of course;)). Hope the enemy won't be coming back from dead all the time and shoot me in the back, besides its a crazy amount of ammo needed when enemies sometimes need to be killed twice:D Not to start a ridiculous discussion here (again) but the ACE Wounding System was more Realistic than you maybe think! In RL People DO NOT (always) die from a Bullet-wound instantly like in Vanilla Arma and Arma2 - they die from blood-loss in the most cases if no first aid is available. Also ACE did calculated the ballistic Vest of Certain units-classes which slows down bullets in the worst case and thus results in lower damage values, etc. Trust me we had much discussion about it ACE-Internal and a lot of Info from ballistic experts, books about war injuries, etc was posted and evaluated. I just can tell you for instance that my Grandfather was shot into his lung during the WW2 and he survived!

In Brazil-Slums or in Gangwars in USA, people sometimes survive with more than 15 bulletshots, etc. When you believe 'One Shot = Dead' than you believe in pure Hollywood dramatist.

Fact is ACE made it much much much more realistic than Arma1 ever was - of course one had to get used to it when he was playing normal Arma1 before, but thats life. The only thing it was missing (but it was AFAIK in development) was that shot AI suffers more from bulletwounds/bleeding and not stand up again like nothing happens and returning to killer machines again. I dont know if this is possible, but can you please for love of ArmA2, release ACE mod in modular form. Because of the redesign of the mod for A2, we have this possibility. We will try to serve both, all-in-one lovers, and people who would like to use just parts (Neither is exclusive to eachother) Besides that, we are thinking about which systems we could morph into common / more neutral addons, that can be released also seperately from the Mod, to serve not just the ACE users but anyone wanting to make use of the systems.

This entails particularly network and eventhandling etc frameworks. In Brazil-Slums or in Gangwars in USA, people sometimes survive with more than 15 bulletshots, etc. When you believe 'One Shot = Dead' than you believe in pure Hollywood dramatist. Lol, since you heard about guy who took few hits, and is still alive, and did not hear about hundreds thousand soldiers that died after one shot, you assume that everyone will survive just one shot? People return wounded from war area, because they are evacuated.

ACE fails in evacuation dramatically, thus allowing wounded to instantly return to fight. Persuade me that it's not all the way wrong. Fact is ACE made it much much much more realistic than Arma1 ever was - of course one had to get used to it when he was playing normal Arma1 before, but thats life. Neither ACE is realistic in wound system, neither in armour characteristics, and muzzle velocity. The only thing that ace delivers, are movement improvements, and simulation of weapon systems (plus additional effects).

ACE become a mash up of the protagonist WGL mod with some cinematic 'Black Hawk Down' action that was needed by semi-realistic coop squads. But they do not return to fight also. Because he wasn't fighting after being shot.

He received medical treatment instead. Lol, since you heard about guy who took few hits, and is still alive, and did not hear about hundreds thousand soldiers that died after one shot, you assume that everyone will survive just one shot? People return wounded from war area, because they are evacuated. ACE fails in evacuation dramatically, thus allowing wounded to instantly return to fight. Persuade me that it's not all the way wrong. I don't heard about ONE guy, i hard it dozends of times and furthermore i read a bit into this field of military wounds. IIRC there is a rate of 8-9 to 1 from wounded to killed.

Also during the last bigger wars, Artillery and Bombs are far more responsible for kills than simple bullets and thats a fact if i recall it correctly. Again there was much much discussion (with provabale facts) about the wounding ACE-Internal. But you are right that ACE missed something to simulate the 'after-shot' effects and prevent AI from getting up again and continue their terminator-like behavior.:p. ACE also fails to deliver correct ballistics (bullet speed) in many occasions. Neither ACE is realistic in wound system, neither in armour characteristics, and muzzle velocity. The only thing that ace delivers, are movement improvements, and simulation of weapon systems (plus additional effects). ACE become a mash up of the protagonist WGL mod with some cinematic 'Black Hawk Down' action that was needed by semi-realistic coop squads.You miss the point here, nothing can be 100% realistic, but ACE got far more realistic than Arma1 and thats the point you can argue as much as you want about it.

About your claims that muzzle velocities, ballistic etc were wrong - You are wrong! Ballsitics are taken 1:1 from ballistic charts and they have been made by NonWonerDog. The wounding systems is good in the realistic sense that people can survive, and this also enhances gameplay and teamwork. Whats not so good though, is how the AI can be shot more than twice and then suddenly jump up and fight like nothing happened. It sort of breaks immersion a bit, and I expect ACE to do something about it in the future. The main problem here was that it is very difficult to effecively limit the AIs actions (or the players for that matter) without drastic measures. You can lock them in an animation of course (as was done in some parts), but that can get pretty annoying and lots of people complained.

It was mainly down to limitations in the ArmA engine. There were several other problems, such as the action menu being available while unconcious, that didn't have easy solutions due to the way the ArmA engine works, but that's not a topic for here and now. (In case you're wondering how I know all this, I was the guy who completely re-invented the ACE wounding system before getting burned out and leaving it half finished:(.

Direct any insults to my PM box.) Now in Arma2 the advanced wounding stuff is already pretty nice. If you are critically wounded, you can still crawl around very slowly but you have very shaky aim. Also you can't reload your weapon, so you can only squeeze off the last rounds in your magazine. This is a much better starting point I think. We already have proper dragging and even carrying animations now, so the bugs related to those should be a thing of the past.

Isnt the whole point of ACE that it's NOT modular? Just one mod to rule them all? With features implemented that are supported by a vast majority of the community? Making things modular in MP will only advantage/disadvantage players and will only stand to divide an already relatively small community. If for instance ACE makes shooting after running more realistic by making it harder, I don't want another player to be able to turn that feature off. If ACE incorporates new smoke effects that are more persistent, I don't want another player to turn that off so he can see more than I can. Also, would we find a 100 different types of ACE running on different servers?

Don't make it modular I say, keep it simple, keep it clean. Fact is ACE made it much much much more realistic than Arma1 ever was - of course one had to get used to it when he was playing normal Arma1 before, but thats life.cough. if you mean the instantchange from primary to secondary weapon you should have a view in the real world.

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Seven g f-18

So don't lean yourself to much out of the 'real' window, you could be falling and hurt very real.:p The ACE-Mod have some very nice features and make a lot things better than ArmA, but on some points it's differ from the reality in some points more than ArmA, thats a fact you can't rationalise away! So come back on earth!:D PS: Not a Game that is mostly real would be played, it's a balance on a knife's edge between realism an playability!;). Isnt the whole point of ACE that it's NOT modular?

Just one mod to rule them all? With features implemented that are supported by a vast majority of the community? Making things modular in MP will only advantage/disadvantage players and will only stand to divide an already relatively small community. If for instance ACE makes shooting after running more realistic by making it harder, I don't want another player to be able to turn that feature off.

If ACE incorporates new smoke effects that are more persistent, I don't want another player to turn that off so he can see more than I can. Also, would we find a 100 different types of ACE running on different servers? Don't make it modular I say, keep it simple, keep it clean.