Public Alpha
0.5alpha2
New modules
---------------------
tmr_ai
An ambitious AI overhaul based on tweaking engine values rather than using performance-hungry and often unreliable scripting techniques. Includes the usual adjustments to AI skills and accuracy, carefully tuned to create a dangerous and fast-reacting foe in CQB which does not turn into an aimbot at longer ranges. The most exciting feature is a complete rewrite of the AI weapon engagement patterns for most small arms (more to come). The AI will now fire bursts with their LMGs of varying lengths depending on the engagement range, slow their firing rate at longer ranges, and more. AI employment of fragmentation grenades and underbarrel grenade launchers is both more aggressive and less 'laser guided.' The AI will occasionally deploy smoke (again, no scripts). They will also engage at greater ranges more effectively.
tmr_blastfrag
Complete fragmentation simulation system for explosives. Most are implemented. Frag velocity calculated using real data and the Gurney equations where available. Uses an intelligent fragment generation system which only directs fragments where they will hit something (object, person, vehicle) in order to allow for considerable fragmentation effects without creating network desync or latency (even w/ 40mm AGL systems). Dramatically increases the lethality of hand and UGL grenades. Predictive fragmentation system inspired by the video released by Nou showcasing his (more sophisticated) system.
tmr_bodyarmor
Reworks all uniform and body armor values to provide a consistent gameplay experience. All uniforms now provide exactly the same degree of protection -- very little, seeing that fabric does not stop bullets. All tactical vests and chestrigs with armor plates modeled provide additional armor to the torso only. In order to maintain game balance and realism, the CSAT LBV Harnesses also provide plate equivalent armor (imagine that the plates are included with the LBV and insert directly into the advanced CSAT uniform). All armored helmets now provide equivalent protection. Note that this system still uses the BI hitpoints system, so don't expect miracles. Three chest shots with a 6.5mm rifle will reliably drop a man wearing plate-equivalent armor. Two pistol shots to the head will kill a man with a kevlar helmet, but plate armor reliably reduces pistol damage. Rifle headshots and shots against unarmored chests reliably kill in a single hit with 6.5mm. The overarching goal of this modification was to restore the time-to-kill/shots-to-kill feel of Arma 2, and to remove the inconsistent, unpredictable, and unfun armoring intentionally implemented by BI. (Grenadier vests provide double (!!) the armor by default. Why?)
tmr_hiteffects
Implements several new features relating to taking damage. Increases the intensity of the red flash when shot. Causes character to vocalize when hit (don't worry, it's subtle and uses existing game sounds). Damaging grenade and explosive blasts will cause temporary ear ringing. Characters who sustain considerable damage from a gunshot or explosion have a chance to fall down, either into a tactical prone position (if standing) or onto their butt (if crouching), to reflect the result of sudden shock, blood pressure loss, and fear (not 'knockdown power'). Inspired by the implementation in tpwmod.
tmr_particletweaks
Currently increases the volume and duration of a smoke grenades. Should have no noticeable performance effect.
tmr_physxtweaks
Attempts to reduce/eliminate the character 'knockback' jerk animation thing when shot. May or may not have any effect at all.
tmr_reloadspeedtweaks
Slightly slows the reload speeds of some weapons to better match their associated sounds. Reduces the reload speed of the underbarrel grenade launcher to prevent excessively rapid fire. Reduces the reload speed of launchers to prevent excessively (!!) rapid fire, especially of Titan missiles.
tmr_smallarms_grenades
Increases blast and damage radius of all grenades, including 40mm underbarrel grenades, which are quite weak by default. Maintains realistic kill and casualty radius.
Changelog
----------------------------------
Added: Field Manual entries for many mods.
Added: autorest - Configurable keybinds using latest CBA Keybinding module.
Removed: aimsway -- learn to love the Bootcamp sway.
Changed: smallarms_recoil -- across the board increase to recoil. Resting more important than ever.
Fixed: nlaw -- Use correct keyname.
DOWNLOAD @tmr-0.5alpha2.zip This is considered an Alpha release. Some features are not complete and others may have bugs, serious or otherwise. This has been tested in multiplayer.
I consider the new AI to be an appropriately fun challenge on 'Normal' (aipresetlevel=1). Note that vehicle AI behaviors have not been tuned (not that thermal sight 30mm cannons will ever yield a fun gameplay experience, no matter how much tweaking is done).
Excited for your feedback and bug reports. Be sure you are using the very latest CBA.