安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Arma 3 has never been a hyper-realism simulator, the core idea of that definitely carries into this mod's development. We're not aiming to make a 1:1 representation of real-world chemical warfare (which would be its own spaghetti code of a sim); instead, the goal is to enhance the Arma experience with an extra layer of gameplay, tension, and tactical depth; without turning it into a strict training tool.
As for the KAT Medical integration; yeah, we’re aware that their chemical agent implementation covers some great ground (aerosol bombs, rockets, etc.) and that the medical side introduces useful concepts like atropine. That said, the handling of agents, symptoms, and treatments (like ATOA use or agent classifications) often leans more toward what's gameplay-feasible than clinically accurate.
That said, this mod was built with the mindset of "Arma 3 with chemical warfare"—not "Chemical Warfare Simulator featuring Arma 3." It means we'll always aim for a balance: gameplay functionality over deep military realism.
Still, your points are genuinely helpful. We’ll keep them in mind for possible refinements; realism can absolutely be improved without breaking gameplay. Feedback like yours helps the mod grow over time. No Promises, but know you are heard.