Docs: proofread, 1st iteration

Proofread AB, AI, Aircraft, Attach, Backpacks, Ballistics and Captives
Fix typos, grammar, inconsistencies
Not fully satisfied with captives, will reiterate
This commit is contained in:
BullHorn 2015-05-18 01:39:48 +03:00
parent 455f3fc75c
commit 979d2673a1
7 changed files with 42 additions and 39 deletions

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--- ---
layout: wiki layout: wiki
title: Advanced Ballistics title: Advanced Ballistics
description: The advanced ballistics module improves internal- and external ballistics. description: The advanced ballistics module improves internal and external ballistics.
group: feature group: feature
parent: wiki parent: wiki
--- ---
## 1. Overview ## 1. Overview
The advanced ballistics module improves internal- and external ballistics. The Advanced Ballistics module improves internal and external ballistics.
## 2. Features ## 2. Features
- Drag modeling based on real-world ballistic coefficients. - Drag modeling based on real-world ballistic coefficients.
@ -17,8 +17,8 @@ The advanced ballistics module improves internal- and external ballistics.
- Terrain features, buildings and other objects disrupt the wind. - Terrain features, buildings and other objects disrupt the wind.
- [Magnus effect](https://en.wikipedia.org/wiki/Magnus_effect) (spin drift) - [Magnus effect](https://en.wikipedia.org/wiki/Magnus_effect) (spin drift)
- [Coriolis effect](https://en.wikipedia.org/wiki/Coriolis_effect) and [Eötvös effect](https://en.wikipedia.org/wiki/Eotvos_effect) (Earth rotation) - [Coriolis effect](https://en.wikipedia.org/wiki/Coriolis_effect) and [Eötvös effect](https://en.wikipedia.org/wiki/Eotvos_effect) (Earth rotation)
- Loss of stability during transonic flight - Loss of stability during transonic flight.
- Variable muzzle velocity based on on powder burn rate and barrel length - Variable muzzle velocity based on powder burn rate and barrel length.
- Bullet trace effect for supersonic bullets (light refraction due to air pressure waves). - Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
- A protractor for quickly measuring the inclination angle. - A protractor for quickly measuring the inclination angle.

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--- ---
layout: wiki layout: wiki
title: AI (Artifical Intelligence) title: AI (Artifical Intelligence)
description: description: Config based changes to AI to ensure compatibility with advanced AI modifications
group: feature group: feature
order: 5 order: 5
parent: wiki parent: wiki
@ -14,7 +14,7 @@ The idea here is to reduce the AI's godlike aiming capabilties while retaining i
Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill. Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
### 1.2 Firing in burst mode ### 1.2 Firing in burst mode
AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession. AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
### 1.3 Longer engagement ranges ### 1.3 Longer engagement ranges
The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic. The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.

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--- ---
layout: wiki layout: wiki
title: Aircraft title: Aircraft
description: description: Changes the flight behaviour of various aircraft
group: feature group: feature
order: 5 order: 5
parent: wiki parent: wiki
@ -18,10 +18,10 @@ Changes the flight behaviour of various aircraft.
- AP rockets have less splash damage. - AP rockets have less splash damage.
### 1.3 Missile lock warnings ### 1.3 Missile lock warnings
Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities. Adds missile-lock warning systems to helicopters and planes based on the equivalent real life capabilities.
### 1.4 Semi-automatic flare mode ### 1.4 Semi-automatic flare mode
Adds the semi-automatic flare mode known from Arma 2. The key to switch the mode still exists in Arma 3's key settings, but is unused. Adds the semi-automatic flare mode known from Arma 2. The key to switch modes existed in Arma 3's key settings, but wasn't operational until now.
### 1.5 Ejecting from pilot and copilot seats ### 1.5 Ejecting from pilot and copilot seats
Pilots and copilots of all helicopters can now eject. Pilots and copilots of all helicopters can now eject.
@ -32,8 +32,6 @@ Adds a laser marker to the copilot seat of the Wildcat.
### 1.7 HUD for AH-9 ### 1.7 HUD for AH-9
Adds a HUD to the AH-9 based on the Comanche's HUD. Adds a HUD to the AH-9 based on the Comanche's HUD.
## 1.8 Adjusted flight behaviour
Changes the flight behaviour of various aircraft.
## 2. Usage ## 2. Usage

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--- ---
layout: wiki layout: wiki
title: Attach title: Attach
description: description: Allows players to attach items to objects
group: feature group: feature
parent: wiki parent: wiki
--- ---
@ -19,17 +19,17 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
## 2. Usage ## 2. Usage
### 2.1 Attaching to yourself ### 2.1 Attaching to yourself
- Self interact <kbd> left windows </kbd> (by default). - Self interact <kbd> left windows </kbd>.
- Choose `equipment`. - Choose `equipment`.
- Choose `attach item`. - Choose `attach item`.
- Select which item you want to attach. - Select which item you want to attach.
- Same thing to detach. - Repeat to detach.
### 2.2 attaching to a vehicle ### 2.2 attaching to a vehicle
- Interact with the vehicle <kbd> ctrl+left windows </kbd>. - Interact with the vehicle <kbd> ctrl+left windows </kbd>.
- Choose `attach item`. - Choose `attach item`.
- Select your item and follow the instructions on the screen. - Select your item and follow the instructions on the screen.
- To detach the item it's the same as placing it, use the interaction key from outside the vehicle. - Repeat to detach.
## 3. Dependencies ## 3. Dependencies

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--- ---
layout: wiki layout: wiki
title: Backpacks title: Backpacks
description: description: Notifies a player when his backpack is opened
group: feature group: feature
parent: wiki parent: wiki
--- ---
@ -9,7 +9,7 @@ parent: wiki
## 1. Overview ## 1. Overview
### 1.1 Zipping sounds ### 1.1 Zipping sounds
A zipper sound rings out, if someone tries to open your backpack. This helps to prevent banana theft. A zipper sound rings out when someone tries to open your backpack. This helps to prevent banana theft.
## 2. Dependencies ## 2. Dependencies

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--- ---
layout: wiki layout: wiki
title: Ballistics title: Ballistics
description: description: Realistic ballistic improvements
group: feature group: feature
order: 5
parent: wiki parent: wiki
--- ---
# Overview
## Realistic ballistics ## 1. Overview
### 1.1 Realistic ballistics
Changes include adjusted muzzle velocity, air friction and dispersion based on real life values. Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
## Weaker body armor ### 1.2 Weaker body armor
Decreases protection values of vests, CSAT uniforms and various campaign only gear to levels comparable to Arma 2. Decreases protection values of vests, CSAT uniforms and various campaign only gear to better represent realism.
## Realistic silencers and subsonic ammunition ### 1.3 Realistic silencers and subsonic ammunition
Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI. Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI.
## Armour piercing ammunition ### 1.4 Flash suppressors
Armour piercing rounds have higher penetration values against light armoured targets or other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
## IR-Dim tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
## M118 long range ammunition
The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
## Flash suppressors
Flash suppressors are similar to sound suppressors and prevent the muzzle flash from reducing visibility without decreasing combat effectiveness. Flash suppressors are available for the calibers 5.56mm, 6.5mm, 7.62mm, .45 ACP and 9mm. Flash suppressors are similar to sound suppressors and prevent the muzzle flash from reducing visibility without decreasing combat effectiveness. Flash suppressors are available for the calibers 5.56mm, 6.5mm, 7.62mm, .45 ACP and 9mm.
## Fully config-based ### 1.5 Armour piercing ammunition
Armour piercing rounds have higher penetration values against light armoured targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
### 1.6 IR-Dim tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
### 1.7 M118 long range ammunition
The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
### 1.8 Fully config-based
This module uses configuration changes only and does not decrease game performance. This module uses configuration changes only and does not decrease game performance.
# Dependencies
## 2. Dependencies
`ace_common` `ace_common`

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--- ---
layout: wiki layout: wiki
title: Captives title: Captives
description: description: System for taking and handling captives
group: feature group: feature
parent: wiki parent: wiki
--- ---
@ -12,7 +12,7 @@ parent: wiki
Introduces a captivity system for taking and moving prisoners. Introduces a captivity system for taking and moving prisoners.
### 1.2 Load and unload captives into / from vehicles ### 1.2 Load and unload captives into / from vehicles
You can load and unload captives from vehicles using ACE 3 interactions. You can load and unload captives from vehicles using ACE3 interactions.
### 1.3 Frisk captives ### 1.3 Frisk captives
You can frisk a restrained captive. You can frisk a restrained captive.
@ -20,6 +20,7 @@ You can frisk a restrained captive.
### 1.4 Surrendering ### 1.4 Surrendering
You can surrender. While surrendering AI will cease fire. You can surrender. While surrendering AI will cease fire.
## 2. Usage ## 2. Usage
### 2.1 Capturing someone ### 2.1 Capturing someone
@ -33,7 +34,7 @@ You can surrender. While surrendering AI will cease fire.
- Select the escort prisoner option. - Select the escort prisoner option.
- To stop escorting just scroll down and select `release` or use self interaction <kbd> ctrl+left windows </kbd> (by default) and select `release`. - To stop escorting just scroll down and select `release` or use self interaction <kbd> ctrl+left windows </kbd> (by default) and select `release`.
### 2.3 Loading and unloading a captive in vehicle ### 2.3 Loading and unloading a captive into/from a vehicle
- Escort the person. - Escort the person.
- Approach the vehicle you desire to load the captive in. - Approach the vehicle you desire to load the captive in.
- Interact with the vehicle <kbd> left windows </kbd> (by default) and load him. - Interact with the vehicle <kbd> left windows </kbd> (by default) and load him.