Arma 3
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A3RO - Arma 3 Realism Overhaul
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Data Type: Mod
File Size
Posted
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212.411 MB
2 Oct, 2024 @ 8:59am
13 Jun @ 8:40am
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A3RO - Arma 3 Realism Overhaul

Description
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Arma 3 Realism Overhaul, 'A3RO' for short, aims to achieve realism in aspects not covered by other modifications as well as improving on existing ones, all the while maintaining the highest possible level of backwards compatibility, featuring native support for CDLC and other Modifications.

A3RO is also available for download on GitHub[github.com].

Core Features
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Ammo Overhaul
Every Ammo Type used ingame has been re-evalued, with a new, standardized configuration applied across the board.
Air Friction, Calibre, Hit Values, Audible and Visible Distance ranges, Projectile Lifetime and more.
With ACE loaded, Ballistics Simulation is taken to the next level. Every Ammo Type has received updates to its ACE Config where possible.

Tracers Overhaul
Tracers Ignite and Extinguish just when they would in real life. Every single Ammo Type has been checked for this.
Tracer Size Scaling has also been standardized. You will see the difference of being shot at by 5.45x39 or 12.7x108 as clearly as night and day.

Explosives Overhaul
Underbarrel Grenade Launchers have been rebuilt from the ground up. Different Calibre Launchers have different Grenades available to them.
Increased Lethality, Grenade Selection. Launcher Missile and Rockets, Warheads and Projectiles.
Hand Grenades will be Overhauled in 1.2

Magazines Overhaul
Every Calibre where Tracer Ammo exists now has Magazines with them made available. Depending on the Magazines' Capacity, this can be just before Reload, every Round or on every 4th Round.
In turn, missing tracerless Magazines have also been created for a consistent experience.
Thus a few hundred new Magazines have been created to fill the gaps throughout the Game.
Over 600 Icons have been created to help differentiate between the various Magazine Variants with their respective Tracers load.
Every Magazine features a Description, aswell as an Abbreviation to be displayed in the UI where required. You will know what you are using.
Every Round, Every empty Magazine, Every Belt Link, Every Pouch. Everything was taken into account to achieve the closest approximation of Magazine Weights yet. Belts. Are. Heavy.

Weapons Overhaul
Every conceivable aspect of Infantry Weapons has been analyzed, researched and adjusted to achieve the most accurate representation possible.
Name, Description, Mass, Rate of Fire, Accuracy, Muzzle Velocity, Barrel Twist and Length, Compatible Calibres and Attachments, Zeroing.
Countless Inconsistencies and incorrect Attachment Slots have been fixed, replaced, and hidden ones added.
Few Settings Remain yet to be touched upon. But they will be, in 1.2

Attachments Overhaul
In the same manner, every type of Weapon Attachment has been reconfigured to represent its real life counterpart.
Name, Mass, Magnification, Descriptions that provide useful Information on Ranging, Zeroing based on Magnification.
There is more work to be done. Attachments will receive a massive Overhaul in 1.2

Weapon UI Overhaul
The Position and Scale of Attachments displayed on any weapon in the Inventory is now accurate.
The ROI is marginal. And yet it was done.

Backpacks Overhaul
With increased burden, existing Backpack capacities would not do. They were too limiting anyway.
All Load Bearing Backpacks have had their capacity increased, and their Weight set to the real value.
Statics Backpacks and some other functional Backpacks have also been modified.
While currently a hasty addition, a proper revision will follow in 1.2

New Content
With everything in place, the stage was set to create derivative content, and so it was.
Civilian Sporting Weapons based on existing Gear, additional Weapon Families, Weapons and Attachments hidden in the gamefiles revealed and re-configured.
Meticulous care was placed on Texture work. You will not find a Semi-Automatic Rifle with a Selective Fire Switch.

Maximum Compatibility
No stone left unturned. A3RO is intended to apply all changes across the entire game. That means: No missing Magazines in Units, no missing Editor Objects, no Errors or Bugs in any Vanilla Scenario.
Where Class Inheritance prevents a full replacement, new classes were created and applied throughout.

Dependencies
Hard Dependencies
The only Mod required to play A3RO is CBA_A3[github.com].
CBA_A3 provides vital functionality and intercompatibility options that allow A3RO to be easily applied onto other Addons.

Soft Dependency System
As of Version 1.1, native compatibility has been achieved with ACE3[github.com], ACEAX[github.com], ACE_Tracers[github.com], Western Sahara CDLC and Real Engine.

ACE 3
Loading ACE3 will apply all A3RO patches onto ACE Calibers, Magazines and Items. In turn, ACE Configuration is applied to all classes edited by A3RO where possible in order to create the most realistic version of Arma 3 yet.

ACEAX
Loading ACEAX will enable A3ROs custom categorization of all Weapons. Other ACEAX for supported Addons can be run alongside to sort content unaffected by A3RO.

ACE_Tracers
Loading ACE_Tracers will apply ACE Tracer Models to all Calibres added by A3RO. Furthermore, ACE_Tracers benefits from A3ROs Tracer Scale Standardization.

Western Sahara CDLC
Loading the Western Sahara CDLC will apply all A3RO adjustments to the DLC content where possible. Derivative Content becomes available.

Real Engine
Loading Real Engine will cause it to be overwritten by A3RO in aspects wherein RE and A3RO clash. The result is a seamless integration of both Mods.

Planned Updates

Full Creator DLC Compatibility
Reaction Forces and Expeditonary Forces Compatibility will come.

Crates Overhaul
Left out of 1.1 due to their low relevance, compatiblity is in order nontheless.

Feature Requests
Community requests like ACE_Tracers and Real Engine Compatibility were just the beginning.
There are many more mods that deserve attention.

Ideas Backlog
For every Feature added in 1.1, two more had to be postponed for later, lest the update would never arrive.
There are many great ideas that simply weren't a priority. Work will continue. But now it is time for a break.

Credits
While this is a one-man project, I still would like to credit those whose resources I have used to turn this mod into a reality:

The CBA_A3 Team - Whose Shared Classes allow my Magazine and Attachment Changes to work throughout the Armaverse.
The ACE3 Team - For their vast and useful Documentation that made it possible for me to create my own Calibres and so much more.
All Contributors to the Arma Wiki - Without whom I would've missed countless useful game trivia that assisted my artistic direction.

[postimg.cc]

License
[imgur.com]
'A3RO - Arma 3 Realism Overhaul' is licensed under APL-SA[www.bohemia.net]
Popular Discussions View All (1)
31
25 Sep @ 2:03am
PINNED: Bug Reports
NeroTheHero111
178 Comments
ElPedroChico 6 Dec @ 12:04am 
Your further explanation makes it make sense now, I understand what you mean. It makes sense to use the most similar rifle for statistics, as neither CMMG nor BI provided much info about the MX itself.

I still disagree with the name change itself, but we peacefully agree to disagree.
I am very grateful for the name revert mod and I think other Aegis /2035 universe players like me will appreciate it too.

My messages might have come off as aggressive/rude but I do genuinely appreciate this mod and respect the work you have put in.
NeroTheHero111  [author] 5 Dec @ 8:52am 
1. It is evident to me that the designers of CMMG were well aware that 6.5x38 Caseless did not exist, and looked at what Firearms used the next best thing at that time: 6.5 Grendel / 6.8 SPC.
Since it was supposed to be futuristic, the then new (2008) Magpul Masada design (Later bought up by Bushmaster) seemed to fit the bill.
The designs are so strikingly similar that I concluded this must be what they ported into the future, giving it a new calibre, obviously a different magwell, and some other tweaks such as say a different stock for the ACR HB.

After lots of tinkering back and forth, I chose to keep it at 6.5 (This time cased 6.5x39) for (1) Vanilla balancing (It still uses the same exact ammo, just with casings enabled) (2) the fact that when using proxy magazines, a 5.56 Magazine would clip out the side which looked atrocious. and (3) that I would have to edit every single NATO class if I changed the default magazine which would screw up tons of faction mods.
NeroTheHero111  [author] 5 Dec @ 8:52am 
Basing it off of the Bushmaster ACR allows me to take real life performance values to apply for Fire Rate, Mass, and so on.

2. I am not saying the 6.5 was exclusively used in the ACR. I might have worded that poorly. When you look at the various iterations of Masada and ACR, from my knowledge, only the Remington ACR was chambered in 6.5mm out of those rifles. Of course other Rifles are chambered in 6.5 Grendel.

3. I also left the ASP-1 Kir and Type 115 as is, because they are so far out from any one existing Firearm, it makes no sense to try and pick a firearm that is loosely close. Same with the XMS. Emphasis on loosely. For example, The “Bad News”, while its Barrel length and Handguard combination does not exist, is still a “Bad News” and not a ‘MAR-10’ as I can see that the devs simply took some artistic liberties and the Rifle could theoretically be fitted with such a barrel, and such a handguard could theoretically be produced for the AR-10 series.
NeroTheHero111  [author] 5 Dec @ 8:52am 
The MX model does have MX written on the side. It also has 6.5x38 written on the Bolt, but 6.5x39 on the left side. Furthermore, the black variants are labeled XMX as opposed to MX, something that isn't reflected anywhere else in the game. What I'm getting from this is that this asset was developed very early into the game's production and they were unsure what they were going with.
Textures can be changed. I could just replace the CMMG and MX logos with a big fat ACR. Reality can be whatever I want!! /jk

TL;DR: I stand by my decision, but;
I made you a mod that changes it.
https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3618283167
ElPedroChico 4 Dec @ 5:38pm 
I don't think people will complain that the MX isn't called ACR, since it isn't an ACR in the first place.
To be sure I checked the comment sections of the "Arma 3 Realistic Names [UPDATED (WS & RF)]" mod which also changes the names of many vanilla weapons.
There was 1 question about the MX and that was if it wasn't based on the XCR-M. Mod author decides to keep it as MX, with the argument "I'll just keep it MX since it's a mix of 2 weapons. Same reason ace3 keeps the name for the ASP-1 Kir since its a mix of the Russian "VKS" and "VSS Vintorez" sniper rifles."

The wiki page you linked doesn't have a source to back up your claims

Lastly, the MX model used in game has "MX" written on the side.
https://imgur.com/a/j3yiCsd
ElPedroChico 4 Dec @ 5:34pm 
6.5 Grendel wasn't only used in the ACR, it wasn't even designed for the ACR. It was designed for the AR-15 platform and can be used in other rifles.
https://web.archive.org/web/20210916214034/http://alexanderarms.com/products/65-grendel
Article from Alexander Arms, the original creators of the cartridge. Article mentions superiority over 5.56 in AR-15 platform rifles.
https://www.thefirearmblog.com/blog/2017/11/22/first-military-6-5-grendel-rifle-zastava-m17-ak-dmr-revealed-serbian-army/
6.5 Grendel being used in the Serbian Zastava M17 rifle.
ElPedroChico 4 Dec @ 5:34pm 
It's not an ACR.
It's an MX designed from scratch by CMMG, it is its own thing, even if it roughly draws inspiration from other rifles.
Fact of the matter is that it was designed in-house as a real rifle by a real weapons manufacturer.

https://www.twitch.tv/videos/1759425550
Twitch livestream from armaplatform held on March 8th, 2023, to celebrate the 10 year anniversary with a Q&A hosted by Bohemia Interactive developers Ivan Buchta & Scott Alsworth.
Relevant moment is at 1:47:20 where the devs tell the viewers what the MX rifle is and where it came from.
Main points are that the MX was an original idea by Bohemia devs which was then forwarded to CMMG who could make a realistic and grounded design of this MX rifle.
NeroTheHero111  [author] 4 Dec @ 2:26pm 
@DireStatus Thanks :)
@ElPedroChico Correct, it was designed. An MX does not exist IRL. The design of the various variants is clearly heavily based on the Bushmaser ACR.
https://arms.fandom.com/de/wiki/Bushmaster_ACR?file=Bushmaster_ACR_Varianten_(2).jpg But ingame it uses 6.5 which from my knowledge was only used in the Remington ACR.Then theres this whole can of worms that the Remington was for Military and LEOs whereas the Bushmaster was Semi-Auto so thats not right either...So in short, its a mash of both ACR designs. Im calling it an ACR. Im basing my stats off whatever I can find on the ACR. After a lot of research I concluded that If I kept it named as "MX" I would have an equal number of people pointing out its an ACR in the comments :)
ElPedroChico 4 Dec @ 1:49pm 
Otherwise a great mod, I love how the 3D scopes are fixed now
ElPedroChico 4 Dec @ 1:49pm 
The MX seems to be incorrectly labelled "ACR" which is odd since the MX is a "real" rifle.

"The modular MX family was designed by real-life gun manufacturer CMMG Inc. of Missouri, U.S.A, specifically for Arma 3."
Source: https://arma3.com/news/background-history-and-setting