[...]When I'll get time, I'll prolly make VA+ with super-fighters. Idea of VA fighters was to give the vanilla fighter pilot experience, and modular variant is just the same frame bastardised to make it modular. Just AN option, not THE option. AA superfighters are bit too powerful in my opinion, so VA+ will likely feature fighters that are better than vanilla, but weaker than AA superfighters.
I just wish the modular vanilla fighters were, well, better. None of them get the upgrades to OP and hull (or built-in improvised shields) that the normal AA "super" fighters like Xyphos Type-2 and Broadsword Silvia get, so I end up finding very little reason to use them over the base AA fighters if i have access to them at all. It'd be nice for the modular fighter variants to be changed to upgraded fighters along the lines of the two I mentioned earlier that get the same 30 OP and hull/maneuverability/etc adjusted in proportion to their counterparts. to illustrate what i mean: base Broadsword has 750 hull, 100 armor, 200 speed with 80 flux cap and 10 dissipation, while base Gladius has 500/75/300 with 200 cap and 50 dissipation. Broadsword Silvia has 700/100/192 with 1000 base flux cap, 50 dissipation, and 30 OP plus built-in improvised shields, while Gladius(mod) has identical stats to Gladius with 25 OP. You can see a similar situation between Xyphos(mod) and the AA Xyphos (I really should have made a spreadsheet). The gulf is rather dramatic, to say the least, which is a real shame because I'd love to be able to exploit modular fighters with more interesting niches than the relatively bland Xyphos and Broadsword without feeling like I'm just throwing the slot away by not using a super-fighter. Thunders in particular come to mind, because xyphos and broadsword are both slooooooow.
So I'm completely fresh to the game, got it last night (and played well into the morning), is there a way to disable ArmA's mechsuits in the main mod? I love the Pilotcom and the ability to replace them with vanilla fighters, but the Gundams flying around sounds like a bad time very fast if they end up on the enemy side, aside from just looking kinda goofy relatively.You sound like you hate fun.
This might be a better question to ask on the main mod page, if so, I'll go over there.
Oh and, Google drive borked.
So I'm completely fresh to the game, got it last night (and played well into the morning), is there a way to disable ArmA's mechsuits in the main mod? I love the Pilotcom and the ability to replace them with vanilla fighters, but the Gundams flying around sounds like a bad time very fast if they end up on the enemy side, aside from just looking kinda goofy relatively.
This might be a better question to ask on the main mod page, if so, I'll go over there.
Oh and, Google drive borked.
To actually answer your question, there is no actual quick and easy way to stop mechs from spawning. Best you can do is to either delete the mechs and pray it doesn't break anything (it likely will), or simply replace the mechs with other fighters of your choice (you'll need to replace the .ship, their entries in ships_data.csv, the .variants and of course the sprites themselves, then change the IDs to match the mech's).They've grown on me, kindof. Mainly just the fighter Cataphracts, the actual piloted ones I avoid.
It can be a bit time consuming if you're not used to edit mod files, but it's fairly easy to do so.
Ah and btw, the author of this mod left. Don't think he gave any explanation, but he apparently took down all the links leading to his mods. The original Arma Armatura is still around though!