diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md
index 97b4485610..4024e8d60f 100644
--- a/documentation/missionmaker/modules.md
+++ b/documentation/missionmaker/modules.md
@@ -6,11 +6,7 @@ order: 5
parent: wiki
---
-
-**THIS PAGE IS NOT UP2DATE.**
-
-
-## 1. Modules
+## 1. ACE
### 1.1 Advanced Ballistics
*Part of: ace_advanced_ballistics*
@@ -68,7 +64,7 @@ How often the markers should be refreshed (in seconds).
Hide markers for "AI only" groups.
`Default value: No`
-### 1.3 Check PBOs
+### 1.4 Check PBOs
*Part of: ace_common*
If you are worried that players haven't updated ACE or other mods to the version you're using on the server, you can place the "Check PBOs" module on your map. You can choose one of three posible actions that are being executed when a player joins that has a wrong version of ACE or an other mod:
@@ -106,7 +102,8 @@ Example 3: @JSRS + @Blastcore-A3:
[TBD, "warfxpe","blastcore_vep"]
```
-### 1.4 Explosive System
+
+### 1.5 Explosive System
*Part of: ace_explosive*
The "Explosive System" module lets you tweak the settings for the new explosive system that ACE introduces.
@@ -120,12 +117,14 @@ Require explosive specialists to disable explosives.
Increase the time it takes to complete actions for non-specialists.
`Default value: Yes`
-### 1.5 Friendly Fire Messages
+
+### 1.6 Friendly Fire Messages
*Part of: ace_respawn*
The "Friendly Fire Messages" module triggers a message when a player kills a friendly or civilian unit. This module isn't needed on servers with a low difficulty setting.
-### 1.6 Hearing
+
+### 1.7 Hearing
*Part of: ace_hearing*
Placing this modules allows you to disable combat deafness usually triggerd by loud explosions or heavy weapons in a players proximity.
@@ -136,7 +135,8 @@ Placing this modules allows you to disable combat deafness usually triggerd by l
Enable combat deafness?
`Default value: Yes`
-### 1.7 Interaction System
+
+### 1.8 Interaction System
*Part of: ace_interaction*
This module allows you to tweak if players should be able to use team management functions (e.g. "switch group", "become leader").
@@ -147,73 +147,98 @@ This module allows you to tweak if players should be able to use team management
Should players be allowed to use the Team Management Menu?.
`Default value: Yes`
-### 1.8 Make Unit Surrender
+### 1.9 Make Unit Surrender
*Part of: ace_captives*
-When using the medical system ACE offers you probably want to fine tune some aspects of the wounding, healing or gameplay mechanics and fit them to your needs. The "Medical System" module offers a lot of settings to do just that.
+Syncing units to that module sets them in the captive state with their arms behind their back. Usefull for e.g. hostage rescue missions.
+
+
+### 1.10 Map
+*Part of: ace_map*
+
+ACE3 introdcues a bit more realism for the vanilla Arma 3 map and how it behaves. Some of these settings can be toggled by this module.
**Settings:**
-1. **Bleeding Speed Coefficient (Number)
**
-Multiplier for the rate of bleeding.
-`Default value: 1`
-2. **Pain Effect Coefficient (Number)
**
-Multiplier for the intensity of the pain effect (chromatic abberation).
-`Default value: 1`
-3. **Max Unconscious Time (Number)
**
-Maximum time (in seconds) for a unit to be unconscious before dying. -1 disables this.
-`Default value: -1`
-4. **Allow non-medics? (Boolean)
**
-This setting is used to allow non-medics to use epipens and bloodbags.
-`Default value: No`
-5. **Punish non-medics? (Boolean)
**
-Increase the time it takes to complete actions for non-medics.
+1. **Map illumination? (Boolean)
**
+Calculate dynamic map illumination based on light conditions?.
`Default value: Yes`
-6. **Require diagnosis? (Boolean)
**
-Require an unconscious patient to be diagnosed before allowing treatment.
+2. **Map shake? (Boolean)
**
+Make map shake when walking?.
+`Default value: Yes`
+3. **Limit map zoom? (Boolean)
**
+Limit the amount of zoom available for the map?.
`Default value: No`
-7. **Prevent instant death? (Boolean)
**
-Prevent instant death and always put players in unconscious state instead.
-`Default value: No`
-8. **Prevent death while unconscious? (Boolean)
**
-Make unconscious units invulnerable.
-`Default value: No`
-9. **Single Bandage (Boolean)
**
-Use one bandage to heal the entire body.
-`Default value: No`
-10. **Unconscious can chat? (Boolean)
**
-Allow all players to use chat while unconcious? Admin can always use the chat regardless.
+4. **Show cursor coordinates? (Boolean)
**
+Show the grid coordinates on the mouse pointer?.
`Default value: No`
-### 1.9 Rallypoint System
+
+### 1.11 MicroDAGR Map Fill
+*Part of: ace_microdagr*
+
+Controls how much data is filled on the microDAGR items. Less data restricts the map view to show less on the minimap.
+
+**Settings:**
+
+1. **MicroDAGR Map Fill (Option)
**
+How much map data is filled on MicroDAGR's.
+`Default value: "Full Satellite + Buildings"`
+
+
+### 1.12 MK6 Settings
+*Part of: ace_mk6mortar*
+
+ACE3 now includes the first iteration of getting a less arcady point and click mortar experience.
+Placing this modules allows you to enable the increased realism in game.
+
+**Settings:**
+
+1. **Air Resistance (Boolean)
**
+For Player Shots, Model Air Resistance and Wind Effects.
+`Default value: Yes`
+2. **Allow MK6 Computer (Boolean)
**
+Show the Computer and Rangefinder (these **NEED** to be removed if you enable air resistance).
+`Default value: No`
+3. **Allow MK6 Compass (Boolean)
**
+Show the MK6 Digital Compass.
+`Default value: Yes`
+
+### 1.13 Name Tags
+*Part of: ace_nametags*
+
+This module allows you to tweak the settings for player names tags.
+
+**Settings:**
+
+1. **Player Names View Distance (Number)
**
+Distance (in meters) at which player names are shown.
+`Default value: 5`
+2. **Show name tags for AI? (Option)
**
+Show the name and rank tags for friendly AI units, or by default allows players to choose it on their own.
+`Default value: "Do Not Force"`
+3. **Show crew info? (Option)
**
+Show vehicle crew info, or by default allows players to choose it on their own.
+`Default value: "Do Not Force"`
+4. **Show for Vehicles? (Boolean)
**
+Show cursor NameTag for vehicle commander (only if client has name tags enabled).
+`Default value: No`
+
+
+### 1.14 Rallypoint System
*Part of: ace_respawn*
-This module was introduced with 0.94 and enables Mission Makers to specificly enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
+This module enables Mission Makers to specificly enable units to move a rallypoint. Every unit that is synced with that module is able to move a rallypoint.
-**Note:**
-It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework. To enable JIP players to move rally points have a look at [3.1 ACE Rallypoints](#31-ace-rallypoints).
+
It's important to mention that this doesn't work for player who join during a mission (JIP = Join in progress). That's something we can't change because that's the way Bohemia has implemented their module framework.
+Wind Deflection doesn't work in combination with Advanced Ballistics. If the Advanced Ballistics module is placed Wind deflection will exit and won't trigger.
+