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  Fletcher's Modpack Updated
Posted by: 2ndLt. C.Fletcher - 01-29-2018, 02:35 AM - Forum: Announcements - No Replies

Fletcher's Mark X mod has now been updated!

Welcome the new M6 SOCOM as the new widespread sidearm. The MA5 smartlink now comes in grey to match the MA5C coloration. Some of the optics were fixed and the new DMR optics got the X treatment and have been added to most weapons.

(The mod should update automatically, this is just a post to inform of the update)

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  Joint Training with the 4/7 on 12JAN2018
Posted by: SSgt. J.Rock - 01-05-2018, 02:26 PM - Forum: Announcements - Replies (13)

Gentleman,

We've been invited to do a joint training with the 4/7 since our joint op with them went well. This will be another UNSC Battlenet event hosted by the 4/7 on their server and teamspeak.
This is an official event and all attendees are to be on their best behavior.

WHAT: Joint Training Exercise with the The 4/7(Cooperative)
WHEN: This Friday, 12JAN2018 at 1900 CST (7PM CST)
NOTE, ALL ATTENDEES WILL BE REQUIRED TO BE IN OUR TEAMSPEAK AN HOUR PRIOR TO DEPARTURE
WHERE: On the 4/7's teamspeak and server
WHY: To help improve communication and tactics while working with marine units.


THE 4/7 Teamspeak:
-216.105.171.14:10462

THE 4/7 Server Direct Connect Info:
-Server: - IP: 104.192.227.42
-PORT: 2317

MOD COLLECTION:
http://steamcommunity.com/sharedfiles/fi...1214913826
(The mods we'll be using are locked to these, no in house or extra mods should be loaded or needed.)

ADDITIONAL MODS (MANUAL INSTALL):
http://www.armaholic.com/page.php?id=30918

KITS FOR THE TRAINING EXERCISE WILL BE GIVEN BY THE 4/7. THESE KITS WILL BE BASE KITS OUT OF THEIR MODPACK. DO NOT BRING OUR MODS TO THEIR SERVER.

Response Form:
Have you read this post?:
Are you attending in an official capacity?:

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Photo 17th Mod pack update 23/01/2018
Posted by: SSgt. M.Timm - 01-03-2018, 10:24 PM - Forum: Announcements - Replies (2)

[Image: 6LFoPyC.jpg]

Welcome to another update to the 17th mod pack. This mod pack includes the following updates.
-83rd update.
-Jackal update.
-Raider update.
-Weapons update.
-Gypsy update.
-Viking update.
-Medical Staff Update.
-General squads update.
83rd Update:
[Image: bJa6Ikz.jpg]
The 83rd falcon was still using the old model/config of the falcon which didnt had the option to have passengers on the skid this is now fixed together with a reskin to be more lore friendly within the Halo universe.  The Blue is replaced with a grey/black scale color and the gold color have been redone.

[Image: 0SNqvMQ.jpg]
Just like with the Falcon the Hornet got a reskin to be more lore friendly, blue have been replaced with a grey/black scale color and some extra detail have been added to the diffuse texture.

[Image: Jc6bhfQ.jpg]
To stick with the same color as the Falcon and the Hornet also the Pelican got a reskin.


Jackal Update:
[Image: lMv8UML.jpg]
In the previous version only Warrior had 4 different variations for the "Chest piece" and Raider had different variations of the "Uniform.
These variations for both the "Chest piece" and "Uniform" have been applied to Jackal now aswell.

Raider Update:
[Image: s6JV7KB.jpg]
In the previous version only Warrior had 4 different variations for the "Chest piece" and Raider had different variations of the "Uniform.
These variations for both the "Chest piece" and "Uniform" have been applied to Raider now aswell.

Weapons Update:
[Image: MEKIZHd.jpg]
The SRS99D compared to the SRS99C only had a Scope attachment, now the SRS99D got several silencer attachments and a Laser sight attachment.

[Image: 9KojwIo.jpg]
The M73 Light Machine Gun "LMG" originally did not have any attachment's beside the scope's, bipod and silencer. Now with this update the M37 got a LS attachment .

Gypsy Update:
[Image: kfpLt0D.jpg]
With "Gypsy" being our sniper boys now, they got there own uniform's, Chest's, and Helmet variants.

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  Joint Operation with the 4/7 on 08DEC2017
Posted by: SSgt. J.Rock - 12-04-2017, 05:04 PM - Forum: Announcements - Replies (29)

Hey Guys,

So this will be our first join OP with the 4/7. Everyone that signs up here can ask Taft for more details on if you plan to attend.
That being said if you are planning on attending, be on your best behavior as this will be our first contact with the 4/7 in an official capacity.

WHAT: Joint OP with the The 4/7(Cooperative)
WHEN: This Friday, 08DEC2017 at 1900 CST (7PM CST)
NOTE, ALL ATTENDEES WILL BE REQUIRED TO BE IN OUR TEAMSPEAK AN HOUR PRIOR TO DEPARTURE
WHERE: On the 4/7's teamspeak and server
WHY: To have our first official inter-battlenet function with another group.


THE 4/7 Teamspeak:
-216.105.171.14:10462

THE 4/7 Server Direct Connect Info:
-Server: - IP: 104.192.227.42
-PORT: 2317

MOD COLLECTION:
http://steamcommunity.com/sharedfiles/fi...1214913826
(The mods we'll be using are locked to these, no in house or extra mods should be loaded or needed.)

ADDITIONAL MODS (MANUAL INSTALL):
http://www.armaholic.com/page.php?id=30918

KITS FOR THE JOINT OP WILL BE GIVEN BY THE 4/7. THESE KITS WILL BE BASE KITS OUT OF THEIR MODPACK. DO NOT BRING OUR MODS TO THEIR SERVER.

Response Form:
Have you read this post?:
Are you attending in an official capacity?:

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  SPOTREP #00076
Posted by: SSgt. J.Rock - 11-30-2017, 03:57 PM - Forum: Announcements - Replies (2)

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.78 (Tac-Ops Mission Pack, Vehicle Physics Update, BattlEye Port Separation)
SIZE: ~7.8 GB / ~1.1 GB (depends on Apex ownership)

NOTES
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider defragmenting your HDD after downloading large updates.
Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.76). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy176
This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.
You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
You can help us to further improve the game by posting your feedback on the Feedback Tracker.

CHANGELOG
DATA:
Added: Tac-Ops Mission Pack*
Added: "Beyond Hope" Military Operation*
Added: "Stepping Stone" Military Operation*
Added: "Steel Pegasus" Military Operation*
Added: HoldKey Function (executes a user-defined code when a key has been held down for a specified period of time)
Added: Animated Briefing Framework (used for creating briefings with animated markers - resizing, non-linear moving, coloring - including a timeline function for better timing and synchronization)
Added: Tac-Ops music tracks
Added: 9 new Steam Achievements
Added: 3 guerrilla liveries for the AFV-4 Gorgon
Added: Basic Helmet (Black) variant**
Added: Gendarmerie Van variants**
Added: An ability to transport characters in the back of the cargo Van via Virtual Garage's "Add passenger spots" attribute (enabling it disables Vehicle-in-Vehicle Transport)
Added: Aerodynamic nose cone variant of the CSAT Cluster Bomb (used on fixed-wing assets, the old one on helicopters)
Added: Civilian variant of the VR Suit
Added: Localized Malden topographic maps (PDF) for owners of special game editions ("Bonus" subfolder in the game installation folder)
Added: Hidden selections to the Mechanic Clothes
Added: Joystick animations to MRAPs
Added: Siren 'horn' to the Offroad's Gendarmerie variant
Added: soundFly sound for missiles & rockets
Added: Asset specific placement, triggering and defusal SFX for the following explosive assets:
Naval Bottom Mine (defusal)
Naval Moored Mine (defusal)
PDM7 (defusal, triggering)
IED Urban Small/Big (defusal, placement)
IED Dug In Small/Big (defusal, placement)
M6 Slam Mine (defusal, placement)
Added: Ability to retexture the grip on the LIM-85
Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isn’t needed)
Added: The gear indicator and the water temperature indicator of the SUV now move
Added: Animation Viewer now shows all animals
Added: Digital tachometer to Hatchback
Added: Night vision mode to pilot cameras of UAVs (https://feedback.bistudio.com/T126684)
Added: 4 new functions for (en-/de-) coding 4-state and 8-state flags
Added: New UI resource types (RscPictureAllowPixelSplit & RscPictureKeepAspectAllowPixelSplit) for exact positioning, even splitting pixels. Use for slow transitions / movements (using RscPicture resulted in choppy movement as the game moved the resource only by whole pixels).
Added: New 'map' difficulty category
Added: Limited resizing of Info Panels (GPS, Radar, etc.) (resize the right panel to change both panels! Splendid scaling not guaranteed.) (https://feedback.bistudio.com/T126889)
Added: Difficulty options to enable / disable Tactical Ping separately in the map and scene
Added: Linked Picture in Picture screens to turret view modes for MRAPs & Blackfish (modes can be changed by pressing RCtrl + N)
Added: A new 'Anti-Air' map marker
Added: Possibility to change a speaker's name through a variable (example: dude setVariable ["bis_fnc_kbTellLocal_name", "Dude"])
Added: Sounds for VTOL engines and ramp opening
Added: Set up for wheel rejection angles at slow speeds
Added: The UGL on the Mk20 can now be retextured (https://feedback.bistudio.com/T127112)
Added: Glass destruction to WY-55 Hellcat, CH-49 Mohawk & PO-30 Orca
*Content requires ownership of Arma 3 Tac-Ops Mission Pack.
**Content requires ownership of Arma 3 Laws of War DLC.

Tweaked: Apex expansion data are now decrypted and downloaded to all users (Content Licensing applies)
Tweaked: Physics handling of all land vehicles was overhauled
Tweaked: Doors, gates, ladders and hatches now use new technology for detection of user actions (actionNamedSel parameter)
Tweaked: Removed countermeasures from the IDAP helicopter, as releasing them terrified staff in Faction Showcase IDAP
Tweaked: Get in entry points & get out animations for Van
Tweaked: Position of some of the Van passengers so their legs no longer clip with the floor (https://feedback.bistudio.com/T126644)
Tweaked: Decreased FPS drop when using the Blackfish 105mm cannon in optics mode
Tweaked: Minimal barrel elevation of the Kuma (https://feedback.bistudio.com/T123481)
Tweaked: Dispersion of vehicle rocket launchers
Tweaked: aiDispersionCoefs for tank cannons
Tweaked: Improved Skyfire firing particle effects
Tweaked: Ramparts are no longer destructible
Tweaked: Improved shadow for the Magazine (Rifle) object
Tweaked: The most obvious 'hand to face' idle animations are no longer used for player characters (https://forums.bistudio.com/forums/topic...nt=3228601)
Tweaked: CCIP is now working with pilot controlled weapons for the Kajman & Xi'an
Tweaked: The maximum slingload weight of the CH-49 Mohawk was increased to be closer to its real-life counterpart
Tweaked: The RPM gauges on xH-9 helicopters should be now more accurate (https://feedback.bistudio.com/T126770)
Tweaked: Motorboat (all variants) no longer explodes upon destruction (consistent with other boats)
Tweaked: The GL sight dot is now hidden when switching to another weapon
Tweaked: Adjusted countermeasure dispersion
Tweaked: Moved the forward optics slot on Zafir to prevent clipping with RCO when deployed
Tweaked: Deployed UGL animation speeds
Tweaked: The Targeting Pod mark is now represented more accurately in HUDs when snapped to the ground or a target
Tweaked: Slightly increased Strider’s crew explosion protection (https://feedback.bistudio.com/T126803)
Tweaked: Increased the PCML lock distance to 800 meters
Tweaked: A single Macer on A-164 uses a proper pylon model now
Tweaked: Cluster Bomb parameters to highlight differences between the factions a little bit more
Tweaked: Minor volume increase for tire bullet impact SFX
Tweaked: Wheel collision rejection angles to a compromise between better obstacle clearing and less obvious snapping back on wheels when about to roll over
Tweaked: Explosion and airplane craters can now also be placed by Zeus
Tweaked: The 20mm and 40mm grenades use the shotShell simulation again (muzzleImpulseFactor used to limit recoil)
Tweaked: Mesh and hand animation of the AK-12 rifle (https://feedback.bistudio.com/T126900)
Tweaked: The BIS_fnc_getVehicleCustomization function was optimized
Tweaked: Increased the recoil of tank cannons, decreased the recoil of Neophron's cannon
Tweaked: Functions for (en-/de-)coding binary flags were extended to support 24 flags. Decoding output can now also be forced to a set number of flags.
Tweaked: Position & width of PhysX wheels for cars & trucks were adjusted
Tweaked: The PhysX setup was improved for the Panther and its derivatives
Tweaked: Bushes should now be less dangerous for vehicles
Tweaked: Recoil for tanks, artillery and CAS cannons was adjusted
Tweaked: The mesh of binoculars should be more visually appealing
Tweaked: Dispersion and AI usage of vehicle machine guns were adjusted
Tweaked: Various Thermal Imagery texture fixes
Tweaked: The quick commanding menu now uses 'Target' instead of 'Attack' orders
Tweaked: Offroad mobility of the Marid & Marshal vehicles was increased
Tweaked: Showcase Laws of War sims now use the civilian VR Suit for IDAP instructors
Tweaked: The copilot MFD of the Hellcat was improved
Tweaked: The turret ring of the MBT-52 was improved
Tweaked: Suspension and mass distribution of the Zamak trucks were improved
Tweaked: Further adjustments to vehicle weapons dispersion and AI usage (bursts and fire rates across various ranges)
Tweaked: Transparency of the beacon lights on the Van was tweaked to achieve an improved glowing effect
Tweaked: The thermals of the CAR-95 and its UGL should now fit the model better
Tweaked: The gearbox of the Zamak trucks was improved
Tweaked: View motion, FOV and 6DOF limits in vehicles were adjusted
Tweaked: The barrel of the PM 9mm pistol should now heat up correctly when seen in thermal view
Tweaked: The thermal signature of the Zamak trucks should now be more appealing
Tweaked: Thermal maps were removed from the Ghosthawk and Huron miniguns to prevent a visual discrepancy when firing
Tweaked: The SPAR-16 UGL should no longer heat up in thermal view when firing from its barrel
Tweaked: The thermal signature of all HEMTT trucks is now more consistent
Tweaked: Gatling dispersion and AI weapon usage were improved
Tweaked: The thermal signature of the civilian motorboat was improved
Tweaked: The elevation range and rotation speed of SPGs and MLRS were reduced for better consistency between AI and players
Tweaked: Zamak trucks are now able to climb steeper hills
Tweaked: Collision damage of the Van was adjusted (https://www.reddit.com/r/arma/comments/7...r/dpisq6t/)
Tweaked: The position of the RBK-500F cluster bomb in Dynamic Loadouts was adjusted
Tweaked: NATO Mine Specialist now wears a Carryall by default (https://feedback.bistudio.com/T126529)
Tweaked: The helicopter alarm sound was updated
Tweaked: The AI audible ranges of wheeled vehicles, jets, and helicopters have been slightly increased
Tweaked: PhysX of the T-100 Varsuk were adjusted with new properties
Tweaked: PhysX of the MBT-52 Kuma were adjusted with new properties
Tweaked: The BIS_fnc_ambientFirefight function was expanded to be more versatile
Tweaked: The PhysX configurations of the FV-720 & M2 Slammer were adjusted with new properties
Tweaked: The maxSpeed properties were adjusted for all tracked vehicles
Fixed: Wipeout front wheel animations during landing
Fixed: Zafir reload actions when in adjusted prone stance so they no longer force you to default state after switching magazine
Fixed: Splendid Camera disabling chat in multiplayer (https://feedback.bistudio.com/T126611)
Fixed: AI helicopters climbing indefinitely when focused on by a spectator (https://feedback.bistudio.com/T126582)
Fixed: Several crawl sound configs
Fixed: A line break in a task description in VR training - Helicopter Basics
Fixed: RPT errors related to Laws of War location types
Fixed: Mine Dispenser Mines were not working correctly in Zeus
Fixed: MX & Mk20 UGL reload animations when deployed
Fixed: Some vanilla environment assets were marked with Malden DLC icons
Fixed: The descriptions of several Game Type modules were not localized
Fixed: Inverted pylon selection for Greyhawk and Ababil (https://feedback.bistudio.com/T126810)
Fixed: Tooltips in the Config Viewer were not localized
Fixed: Unlocalized strings in the animal site module
Fixed: Small hole in the Blackfish cargo compartment
Fixed: The ammo variant of HEMTT was missing its 'chimney' in the first resolution LOD (https://feedback.bistudio.com/T126715)
Fixed: Mine Detector could be placed in the launcher slot
Fixed: Right mirror & reverse camera of unarmed Striders were incorrect
Fixed: The compass direction in the Van was inverted
Fixed: The IDAP variant of the Zamak truck was missing rear FFV seats
Fixed: The "Blue" texture source of the Kart was called "Green"
Fixed: Beacon actions for the service Offroad were not working correctly
Fixed: Strider monitors were transparent when Picture-in-Picture was disabled (https://forums.bistudio.com/forums/topic...nt=3239454)
Fixed: Error on creation of Lightning Bolts (BIS_fnc_moduleLightning function)
Fixed: The commander gun selection on Slammer UP - the mount now also elevates with the gun
Fixed: The Combat Patrol MP game mode was triggering some errors on unit creation
Fixed: The BIS_fnc_vectorDirAndUpRelative function was missing a variable declaration
Fixed: Script error after a respawn triggered from the Respawn Screen
Fixed: The Small Dome was missing a shadow (https://feedback.bistudio.com/T124317)
Fixed: Qilin (Armed) was missing part of a muzzle flash
Fixed: Speedboat Minigun was missing an RPM animation
Fixed: The arms of the Bandit Clothes (Tank Top) missed thermal signatures in lower LODs
Fixed: The Escape from Tanoa multiplayer scenario was triggering some errors on unit creation
Fixed: The Mohawk, Huron and Neophron aircraft were not blocking thermal signatures of their crew in lower LODs
Fixed: Potential crash when merging helicopter configs
Fixed: Turret elevation indicators were locked to +/- 30 degrees range
Fixed: Turned out animations for the Sochor & Scorcher commanders (https://feedback.bistudio.com/T126995)
Fixed: Potential glitch when rotating with the commander's turret of the AFV-4 Gorgon
Fixed: Small stones on the Stratis military proving grounds were missing PhysX collision
Fixed: Guided artillery shells reliability (https://feedback.bistudio.com/T126902)
Fixed: Barrels of the Type 115 weapon would refuse to heat up when used
Fixed: The Field Manual was calling modParams with incorrect parameters (empty modDir), resulting in some spam into the RPT
Fixed: Several collimator sights were heating incorrectly when the weapon was fired (https://feedback.bistudio.com/T117794)
Fixed: An artifact on the glass of the ARCO, MRCO, ERCO and RCO scopes when seen in thermal view (https://feedback.bistudio.com/T117794)
Fixed: The exhaust of the Tempest trucks would not heat up in thermal view
Fixed: Front night sight Z-fighting on the MX rifles
Fixed: Katiba's UGL would heat up in thermal view when firing from the barrel
Fixed: Insignias were missing thermal signatures
Fixed: Poikilotherm underwater animals would appear hot in thermal view
Fixed: A white artifact on the Cheetah's and Tigris' turrets when seen in thermal view
Fixed: Some vests had no or improper thermal imaging textures
Fixed: Incorrect control type in a Zeus hint (https://feedback.bistudio.com/T127119)
Remnants of War (potential spoilers)

Tweaked: Minor volume increase for the SFX in the kindergarten and carpenter workshop memory fragments
Tweaked: "Remnants of War" campaign SFX volumes (general, timeline, etc.)
Tweaked: Specular levels and skin tones on "Remnants of War" campaign character faces
Fixed: The scenario name "Oreokastro" visible in the diary was not localized
Fixed: The number of mines on Altis in the "Remnants of War" intro used an incorrect number format in several languages
Showcases (potential spoilers)

Tweaked: Shown hints during the Showcase Laws of War "Non-Combatants" sim
Fixed: The moving civilian car in the Showcase Laws of War "Non-Combatants" sim was not correctly detected as an illegal target
Fixed: Some VR transition effects in Showcase Laws of War did not work correctly after resuming a saved game
Fixed: The VR widget in Showcase Laws of War did not show after resuming a saved game
Fixed: It was possible to disassemble several drones under AI control in Faction Showcase IDAP
Fixed: Typos on the Cluster Munitions whiteboard in Faction Showcase IDAP
Apex Protocol (potential spoilers)

Fixed: Script error when the helicopter lands at the evacuation point in the Extraction scenario

Eden Editor:

Added: Basic Civilian Behavior module (enhances civilian behavior during combat scenes, and improves performance by using agent entities)
Added: Key Frame Animation modules and functions (allowing manipulation of cameras, UI controls, objects, etc. based on a predefined timeline)
Tweaked: Improvements to the Edit Terrain Object Module:
Hidden objects no longer reappear in their destroyed state if destroyed
It is now possible to:
Assign a variable name to a terrain object
Execute global code on a terrain object (JIP covered)
Execute server / SP only code on a terrain object
The attribute area was redefined to be divisible, UI controls/elements are now properly spaced
An Object Variable Name attribute was added - as a result players can easily grab a terrain object and use it in scripts
2 Object Init Code attributes were added (local and global) - code that is automatically executed after modifications to objects are done. This is useful especially for buildings that change object when they are changed to damaged or destroyed states.
An Allow Damage checkbox was added
The module settings design was simplified to be more consistent with other modules
Added shortcuts for quick setting of door states to the attribute's tooltip
Tweaked: The Object Door States attribute was overhauled (24 doors supported, new state "LOCKED" added)
Tweaked: Improvements to the Zone Protection module:
Added possibility to define warning and execution expressions, codes that are called when a warning resp. an execution is triggered (if the code returns true, the built-in default behavior is suppressed)
Default warning behavior was extended; if there is no HQ module for the player's side, players say a warning to themselves over the group chat
The warning area width can now be set in the module's settings (values are Standard, Wide, and Very Wide)
The module now works also with triggers that use "Activation By" set to ANYPLAYER
Minor optimizations done to the code
Tweaked: It is now possible to force the Hide Terrain Objects module to operate locally
Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives
Fixed: The Protector had an incorrect magazine when spawned in the Eden Editor
Fixed: Editor previews of several ground decals
Fixed: Issues with reverting customization applied through the Eden Vehicle Appearance module
ENGINE:
Added: Vehicle commanders can now control their vehicles directly by the WASD keys without AI responsibility delays (there should be no difference between driving from driver or commander positions, though AI crew still needs to be present)
Added: New error message for unknown enumerated values in all script commands using enum values (example: _g2 setBehaviour "CARELES" will cause an error, because the correct value is "CARELESS")
Added: PhysX-simulated and animated tank tracks according to PhysX wheels rotation
Added: Picture in Picture occluders for better performance
Added: New animationSourceStickX and animationSourceStickY animation sources for armored vehicles
Added: A new variant for the sendSimpleCommand script command (this sendSimpleCommand "stopTurning")
Added: dispersion now works for rockets / missiles
Added: A new DriverOpticsIn parameter for vehicle drivers (similar to turret OpticsIn, but it uses OpticsModel instead gunnerOpticsModel for the optics model)
Added: A new zeroing vehicle weapon animation source
Added: New vehicle config parameters tankTurnForceAngSpd, accelAidForceCoef, and accelAidForceSpd
Added: New value for turretFollowFreeLook (2) to allow remote turret control even without weapons (replacement for the FakeWeapon solution)
Added: New MFD sources pilotcameratarget and pilotcameratargettoview
Added: An option to use the standard PhysX gearbox in config: changeGearType and changeGearOmegaRatios
Added: An option to set the minimum engine omega for PhysX simulation: minOmega
Added: accelAidForceYOffset to move aid force lower or higher as needed
Added: Using the hasDriver = -1 config parameter will now create a vehicle without a driver and with a commander who can drive the vehicle directly by the WASD keys
Added: A new isLaserOn script command
Added: An ability to synchronize a Picture in Picture display with optics in vehicles
Added: A new ctrlTextWidth script command (used for getting the width of the longest line of text in a given control)
Added: A new material MFD parameter
Added: A new engineMOI PhysX vehicle engine config parameter
Added: New wheelPointRejectLimitSpeed, wheelPointRejectAngleFast, and wheelNormalRejectAngleFast PhysX config parameters
Added: A new tankTurnForceAngMinSpd parameter to supplement tankTurnForceAngSpd
Tweaked: AI path planning and driving for tracked vehicles was refactored (feedback: https://forums.bistudio.com/forums/topic...ack-topic/)
Tweaked: BattlEye traffic was moved to a separate game port (2306 by default)
Tweaked: Updated PhysX to version 3.4.0 (22121272)
Tweaked: Enabled PhysX wheel sweep collisions
Tweaked: Vehicle animation sources reload, ammo, ammoRandom, and reloadmagazine now work correctly even when a different weapon is selected
Tweaked: The aiDispersionCoefX/Y parameters now work on the shotShell ammo type
Tweaked: Fuel leaking for cars and tracked vehicles should now work correctly
Tweaked: Crews of vehicles should now better react to small forces (acceleration, gun fired)
Tweaked: The pilot camera can now turn more than 180 degrees
Tweaked: Scalpel missiles from UAVs had trouble hitting targets
Tweaked: Headlights of land vehicles can now be turned on even during day time
Tweaked: Countermeasures now support dispersion
Tweaked: The aiDispersionCoefX/Y was not applied in some cases (e.g. Ghosthawk right minigun gunners)
Tweaked: Grenade collisions with car / tank wheels are now disabled
Tweaked: The muzzleImpulseFactor was changing only the torque of impulse, there is a new format now:
Old: muzzleImpulseFactor = 0.8
New: muzzleImpulseFactor[] = {torqueFactor, forceFactor}
Tweaked: Using ammunition with Datalink does not require line of sight on the target anymore
Tweaked: Using ammunition with radar does not require active sensors anymore
Tweaked: Toolkit / Medikit that can be now carried in a vest
Tweaked: ctrlSetAngle now allows a 4th parameter Bool (when set to false, using ctrlCommit will animate a control's rotation the same way ctrlSetPosition + ctrlCommit animate its position)
Fixed: The channelEnabled command returned false instead of an Array in case of failure (if it was an invalid channel, the command switches to the next one)
Fixed: When drones have low health the screen would start blinking
Fixed: Missing particles from turret weapons when a different weapon was selected
Fixed: Target aggregation in Radio Protocols was using 'AND' incorrectly upper-cased
Fixed: White texture for 1 frame upon destruction of an object
Fixed: Crash when releasing a physics constraint without any actor
Fixed: The disableCollisionWith command was not working after save & load
Fixed: The dispersion of countermeasures was not working properly
Fixed: It was possible after saving / loading for gear to not respect inventory limitations
Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle
Fixed: Potential Zeus CTD
Fixed: Crash when replacing a weapon with the same (inventory based) one
Fixed: Movement of the 3PP camera when using a turret (with turretFollowFreeLook = 2)
Fixed: Non-local players in vehicles with Dynamic Simulation turned on were not triggering simulation (https://feedback.bistudio.com/T126877)
Fixed: Vehicle tracks would move to opposite directions when turning
Fixed: Potential crash in radio communications
Fixed: Damaged street lamps would start working again after loading a scenario
Fixed: Campaign variable space was not erased after switching profiles
Fixed: Particles could disappear when looking at them (https://feedback.bistudio.com/T119284)
Fixed: The Chat Notification was present at the start of every (even singleplayer) scenario
Fixed: Incorrect sound set when turning out of the Kuma tank as a commander
Fixed: Manually guided missiles were not working correctly for Firing From Vehicles
Fixed: The expectedDestination script command did not work for agent entities
Fixed: Explosions appeared at the bottom of tall bridges when a vehicle was destroyed on top of them
Fixed: The setGroupIconParams script command would not change the scale of an icon
Fixed: Uniforms could not be moved from a backpack to a uniform slot
Fixed: Door states set by the animateDoor script command would not get restored after loading a save file
Fixed: Lights on vehicles with disabled simulation would turn on after loading the game
Fixed: Crash when using binarized SQM files in CfgMissions
Fixed: Crash when commanding through radio messages
Fixed: Opening an inventory while on a ladder would not work
Fixed: Triggers using the "Detected By" attribute could cause RPT spam (https://feedback.bistudio.com/T126982)
Fixed: The muzzleImpulseFactor parameter was not working correctly when firing bullet type ammunition from cars and tanks
Fixed: Incorrect camera angle when using a turned out FFV position
Fixed: Wrecks of armored vehicles could bounce in the air in some cases
Fixed: Serialization of the allowCrewInImmobile command was not working correctly
Fixed: The cursorObject and cursorTarget commands were ignoring terrain
Eden Editor:

Added: Saving and restoring the expansion state of Edit trees in Eden Editor
Added: Dynamic Vehicle Loadouts class names into the Atributes of Vehicle Loadouts settings
Fixed: Ghosthawk crew spawned in an incorrect order in Eden Editor
Fixed: Crash when starting a scenario with a group's leader missing (https://feedback.bistudio.com/T126609)
Fixed: Searching in custom compositions was not working (https://forums.bistudio.com/forums/topic...nt=3226334)
Fixed: Dynamic Vehicle Loadouts were available to the crew of turrets configured as cargo positions (showAsCargo)

SERVER:
Updated: Stand-alone Windows Dedicated Server (1.78)
Updated: Stand-alone Linux Dedicated Server (1.78)
Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;dlcbundle;dlcbundle2 to your arma3server.exe shortcut

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