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Merge pull request #1288 from BullHorn7/proofread
Proofread docs: improvements
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@ -1,13 +1,13 @@
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---
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layout: wiki
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title: Advanced Ballistics
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description: The advanced ballistics module improves internal- and external ballistics.
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description: The advanced ballistics module improves internal and external ballistics.
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group: feature
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parent: wiki
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---
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## 1. Overview
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The advanced ballistics module improves internal- and external ballistics.
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The Advanced Ballistics module improves internal and external ballistics.
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## 2. Features
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- Drag modeling based on real-world ballistic coefficients.
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@ -17,8 +17,8 @@ The advanced ballistics module improves internal- and external ballistics.
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- Terrain features, buildings and other objects disrupt the wind.
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- [Magnus effect](https://en.wikipedia.org/wiki/Magnus_effect) (spin drift)
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- [Coriolis effect](https://en.wikipedia.org/wiki/Coriolis_effect) and [Eötvös effect](https://en.wikipedia.org/wiki/Eotvos_effect) (Earth rotation)
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- Loss of stability during transonic flight
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- Variable muzzle velocity based on on powder burn rate and barrel length
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- Loss of stability during transonic flight.
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- Variable muzzle velocity based on powder burn rate and barrel length.
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- Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
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- A protractor for quickly measuring the inclination angle.
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: AI (Artifical Intelligence)
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description:
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description: Config based changes to AI to ensure compatibility with advanced AI modifications
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group: feature
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order: 5
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parent: wiki
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@ -14,7 +14,7 @@ The idea here is to reduce the AI's godlike aiming capabilties while retaining i
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Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
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### 1.2 Firing in burst mode
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AIs will now use the automatic mode of their weapons on short distances, instead of always relying on firing single shots in quick succession.
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AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
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### 1.3 Longer engagement ranges
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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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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Aircraft
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description:
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description: Changes the flight behaviour of various aircraft
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group: feature
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order: 5
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parent: wiki
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@ -18,10 +18,10 @@ Changes the flight behaviour of various aircraft.
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- AP rockets have less splash damage.
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### 1.3 Missile lock warnings
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Adds missile-lock warning systems to helicopters and planes based on the various real life capabilities.
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Adds missile-lock warning systems to helicopters and planes based on the equivalent real life capabilities.
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### 1.4 Semi-automatic flare mode
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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.
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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.
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### 1.5 Ejecting from pilot and copilot seats
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Pilots and copilots of all helicopters can now eject.
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@ -32,8 +32,6 @@ Adds a laser marker to the copilot seat of the Wildcat.
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### 1.7 HUD for AH-9
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Adds a HUD to the AH-9 based on the Comanche's HUD.
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## 1.8 Adjusted flight behaviour
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Changes the flight behaviour of various aircraft.
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## 2. Usage
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Attach
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description:
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description: Allows players to attach items to objects
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group: feature
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parent: wiki
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---
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@ -19,17 +19,17 @@ Adds an attachable IR strobe, which is only visible using night vision devices a
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## 2. Usage
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### 2.1 Attaching to yourself
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- Self interact <kbd> left windows </kbd> (by default).
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- Self interact <kbd> left windows </kbd>.
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- Choose `equipment`.
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- Choose `attach item`.
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- Select which item you want to attach.
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- Same thing to detach.
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- Repeat to detach.
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### 2.2 attaching to a vehicle
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- Interact with the vehicle <kbd> ctrl+left windows </kbd>.
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- Choose `attach item`.
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- Select your item and follow the instructions on the screen.
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- To detach the item it's the same as placing it, use the interaction key from outside the vehicle.
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- Repeat to detach.
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## 3. Dependencies
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@ -1,7 +1,7 @@
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---
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layout: wiki
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title: Backpacks
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description:
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description: Notifies a player when his backpack is opened
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group: feature
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parent: wiki
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---
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@ -9,7 +9,7 @@ parent: wiki
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## 1. Overview
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### 1.1 Zipping sounds
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A zipper sound rings out, if someone tries to open your backpack. This helps to prevent banana theft.
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A zipper sound rings out when someone tries to open your backpack. This helps to prevent banana theft.
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## 2. Dependencies
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@ -1,35 +1,39 @@
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---
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layout: wiki
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title: Ballistics
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description:
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description: Realistic ballistic improvements
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group: feature
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order: 5
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parent: wiki
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---
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# Overview
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## Realistic ballistics
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## 1. Overview
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### 1.1 Realistic ballistics
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Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
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## Weaker body armor
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Decreases protection values of vests, CSAT uniforms and various campaign only gear to levels comparable to Arma 2.
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### 1.2 Weaker body armor
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Decreases protection values of vests, CSAT uniforms and various campaign only gear to better represent realism.
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## Realistic silencers and subsonic ammunition
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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.
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### 1.3 Realistic silencers and subsonic ammunition
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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.
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## Armour piercing ammunition
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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.
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## IR-Dim tracer ammunition
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IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
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## M118 long range ammunition
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The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
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## Flash suppressors
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### 1.4 Flash suppressors
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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.
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## Fully config-based
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### 1.5 Armour piercing ammunition
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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.
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### 1.6 IR-Dim tracer ammunition
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IR-Dim ammunition is similar to tracer rounds, but their tracers are only visible using night vision devices.
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### 1.7 M118 long range ammunition
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The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
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### 1.8 Fully config-based
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This module uses configuration changes only and does not decrease game performance.
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# Dependencies
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## 2. Dependencies
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`ace_common`
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---
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layout: wiki
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title: Captives
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description:
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description: System for taking and handling captives
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group: feature
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parent: wiki
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---
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@ -12,7 +12,7 @@ parent: wiki
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Introduces a captivity system for taking and moving prisoners.
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### 1.2 Load and unload captives into / from vehicles
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You can load and unload captives from vehicles using ACE 3 interactions.
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You can load and unload captives from vehicles using ACE3 interactions.
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### 1.3 Frisk captives
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You can frisk a restrained captive.
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@ -20,6 +20,7 @@ You can frisk a restrained captive.
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### 1.4 Surrendering
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You can surrender. While surrendering AI will cease fire.
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## 2. Usage
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### 2.1 Capturing someone
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- Select the escort prisoner option.
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- To stop escorting just scroll down and select `release` or use self interaction <kbd> ctrl+left windows </kbd> (by default) and select `release`.
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### 2.3 Loading and unloading a captive in vehicle
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### 2.3 Loading and unloading a captive into/from a vehicle
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- Escort the person.
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- Approach the vehicle you desire to load the captive in.
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- Interact with the vehicle <kbd> left windows </kbd> (by default) and load him.
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