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  1. #3661
    La mise à jour de SOG vient de sortir



    Le changelog:

    Spoiler Alert!
    S.O.G. Prairie Fire v1.2 changelog



    New Content



    Added: Terrain The Bra 5x5km

    Added: 07 CO12 Eldest Son II mission (MACV SOG/ Khe Sanh)

    Added: 08 CO06 Black Spear mission (SEALs/ Cam Lao Nam)

    Added: MP Missions 4 new Zeus Variants for The Bra map (master, east, west, independent)

    Added: New assets added to Showcases

    Added: Music 3 new tracks

    Added: Vehicle MiG-19S jet

    Added: Vehicle F100D jet

    Added: Vehicle M113A1 Armoured Personnel Carrier with 7 model variants

    Added: Vehicle PBR boats with 2 model variants

    Added: Vehicle STAB boats with 3 model variants

    Added: Vehicle PT-76 Light amphibious tank with A and B variants

    Added: Static Weapon M40A1 106mm Recoilless Rifle

    Added: Static Weapon Mk18 40mm Grenade Launcher

    Added: Static Weapon H-12 (Type 63) 107mm Rocket Launcher

    Added: Static Weapon SGM 7.62mm Machine Gun with 3 variants

    Added: Static Weapon MG42 7.92mm Machine Gun with 2 variants

    Added: Submachine Gun F1 and bayonet

    Added: Rifle M1 Garand with rifle grenades, scope and bayonet

    Added: Rifle L1A1 with rifle grenades, scope, bayonet and 10, 20 and 30 round magazines, including NZ, Australian and SAS variants

    Added: Rifle L1A1 + XM148

    Added: Light Machine Gun L2A1

    Added: Light Machine Gun M14A1

    Added: Light Machine Gun M1918A2 BAR

    Added: Sniper Rifle vz.54

    Added: 11 New weapon accessories: 2 Bayonets (L1A1 / M1 Garand); 3 Camo wraps (M14A1 / VZ54 / M1 Garand); 3 Bipods (M1918 / M16 / M14A1); 3 Optics (VZ54 / L1A1 / M16 SP)

    Added: 18 Additional traps and mines: bike, pot, gate, mortar, side whip, cartridge, lighter, jerrycan, grenade board, DH10, No.8, bangalore, Mk36 naval mine, Mk36 destructor mine, 2 underwater limpet mines, sapper satchel and throwable satchel

    Added: Uniform 22 ANZAC uniform models (Jungle Green/ Pixie/ Pilot/ SAS)

    Added: Vest 14 ANZAC models

    Added: Backpack 3 ANZAC models (P08/ P1944 / Field packs) totaling 8 variants, and a set of preloaded packs for AI (containing relevant ammo)

    Added: Backpack 2 Parachutes (BA-18 / BA-22) and canopy

    Added: Headgear 3 Giggle Hat models in 2 texture variants (+/- Cord / standard, oval and folded)

    Added: Headgear Royal Australian Armoured Corps Beret with Headset

    Added: Headgear Beret model (left-side slope) with 5 texture variants (ARVN / RLA / US Navy)

    Added: Headgear 2 Chinese Field Cap models (Pathet Lao)

    Added: Headgear 1 PAVN Field Cap (VC / NVA variants)

    Added: Facewear 2 Scrim Scarf models (Sweat Rag / Tucked in)

    Added: Facewear 2 Towel models (Around Neck / On Head)

    Added: Units ANZAC Army and Crew in 3 timezones (66, 68 and 70 uniform/weapons)

    Added: Units ANZAC SAS in 2 timezones (66 and 70 uniform/weapons)

    Added: Units ANZAC Pilots

    Added: Units ARVN Marines (TQLC)

    Added: Units CIA Air America pilots and aircraft

    Added: Units Royal Laotian Army (RLA)

    Added: Units Pathet Lao (PL) Army

    Added: Units Republic of Korea (ROK) Army in 2 timezones (65 and 68 uniform/weapons)

    Added: Units Republic of Korea (ROK) Marines in 2 timezones (65 and 68 uniform/weapons)

    Added: Groups for all new factions and vehicles

    Added: Building Saigon Embassy

    Added: Building Hanoi Train Station

    Added: Buildings Vietnamese City Houses

    Added: Buildings 89 new part-built structures for Building system

    Added: Burned embers trees / Burned ground decals

    Added: ANZAC equipment crate

    Added: ANZAC mags and resupply crates

    Added: SEAL and SAS weapon crates and armories

    Added: Weapons and armory crates for new factions (ROK, PL, RLA, AUS, NZ, SAS)

    Added: Static weapon supply crates (SGM, MG42, MK18)

    Added: New Ambient Audio Module sound "Army Camp"

    Added: New afterburner for jets (full throttle and hold vehicle turbo)



    New Variants



    Added: Vehicle M151A1 armed with M40A1 recoilless rifle

    Added: Vehicle UH-1D Bushranger gunship (RAAF)

    Added: Vehicle UH-1E (Transport)

    Added: Vehicle UH-1E gunship (TK-2 Quad M60 + M200)

    Added: Vehicle UH-1E heavy gunship (TAT-101 Turret + TK-2 Quad M60 + LAU59)

    Added: Vehicle UH-1F Transport slick (2x m60) USAF

    Added: Vehicle UH-1D Transport (unarmed, CIA)

    Added: Vehicle UH-1B Transport (unarmed, CIA)

    Added: Vehicle UH-1B Medevac

    Changed: Vehicle UH-1P Green Hornet gunship (updated model)

    Changed: Vehicle UH-1B Seawolves Gunship (updated model)

    Changed: Vehicle UH-1B Slick (2x m60 updated model)

    Changed: Rifle M16 + XM148 (Updated model)

    Added: Rifle M16 + M203 Grenade Launcher

    Added: Rifle M16 (Early Model)

    Added: Rifle XM16E1 (Early Model)

    Added: Rifle XM177E1 (Early Model)

    Added: Rifle GAU-5A/A (with SP optic accessory)

    Added: 16 Uniform texture variants for Pathet Lao soldiers

    Added: 6 Uniform texture variants for RLA (Royal Laotian Army) soldiers with French Lizard camo

    Added: 6 Uniform texture variants for ARVN Ranger soldiers with BDQ camo

    Added: 6 Uniform texture variants for US soldiers with green dominant ERDL camo

    Added: 6 Uniform texture variants for ROK soldiers with Frog camo

    Added: Headgear Beret in 2 variants (Royal Australian Armoured Corps and ARVN)

    Added: Headgear additional variants for 5 Boonie Hat models, beret, headband and bandana (green dominant ERDL)

    Added: New Vietnamese and Montagnard faces

    Added: New MACV SOG character faces based on military advisers including camo versions

    Added: New revive and SAM module voice acted dialog for both Australian and New Zealand units

    Added: New resupply and transport options to the artillery support menu with example config options. Fixed functions to work if multiple sorties are called at the same time.

    Added: Ammo crates and transport options to the radio support module

    Added: Preloaded lightweight packs for M1918, M1 Garand and M1A1

    Added: Korean names for ROK units (Credit: Kim "Scarecrow1625" Jin-yong)

    Added: Naval guns and type56rr static groups

    Added: New beret types to ARVN SF/ Army

    Added: New Lowlands ERDL to US SF troops

    Added: New ranger uniforms and beret to ARVN Rangers

    Added: vn_b_item_toolkit_weightless for use by diver engineers (scope = 1)

    Added: adv_explosives placement function for attaching explosives to vehicles and for vn_water_mine_muzzle underwater. Added support vn_adv_explosives_canAttach object property. Add scripted vn_adv_explosive_attached event. KNOWN ISSUES: explosives deactivated over deep water can vanish / duplicate placement action when on structure over water

    Added: vn_sam_faceType property to face classes / Added vn_fnc_sam-getUnitVoiceIndex/ Use the new way of fetching unit voice type in SAM

    Added: Static Shantou and PTF boats (under structures/ports) with roadway, hideable planks, navigation lights and destruct ruins

    Added: Respawning Garrison module

    Added: Pathet Lao flags



    Content Changes




    Sound

    Changed: Many firing sounds have been slightly tweaked, cleaned & remastered

    Changed: More aggressive Sonic-cracks & Bullet-snaps

    Changed: Bullethits volume slightly reduced

    Changed: Distant firing sounds tweaked to allow for easy identification

    Changed: More aggressive Cannon sounds

    Changed: Howitzers volume increased

    Changed: Heavy machine guns like M1919, DShK, M2 (Twin & Quad) re-designed

    Changed: Increase UGL launcher firing sound & new reload SFX

    Changed: Decreased some mechanical noises of weapons

    Changed: Increased bolt snap SFX for open bolt weapons

    Changed: Softer M60, RPD, DP28 & other LMG sounds

    Changed: Removed redundant clutter SFX

    Changed: Overall soundscape cleaned up

    Changed: Rebalanced distance values to match view distances

    Changed: XM177 and Type56 sound more similar

    Changed: M60 shell sounds are more subtle

    Changed: Removed redundant distant tail sounds

    Changed: New Internal (co-ax) firing sounds

    Changed: Removed repeating bird sequence in meadow ambient

    Changed: Improved engine sounds for BTR40, Zil truck, M35 truck

    Changed: Re-designed engine sounds for M151 Mutt

    Changed: MC10 reload SFX

    Changed: Engine sounds for F4 Phantom

    Changed: Sonic boom for jets improved

    Changed: New brake sounds for cars

    Changed: New engine sound design for civilian vehicles

    Changed: Jet sound tweaks for distance and rumble



    Characters

    Changed: Added blufor/opfor/indfor parachutes, equipped on jet pilots

    Changed: Updated parachute classes in missions / kit loads in planes

    Changed: Added camo faces to some snipers and to VC main force

    Changed: Added new Vietnamese and Montagnard faces to units

    Changed: ARVN LLDB changed to use Specop capabilities

    Changed: CIDG units removed camo faces

    Changed: CIDG units added new weapons / preload packs

    Changed: Factions for AUS/NZ men and helicopters

    Changed: SEAL men editorpreview updates

    Changed: Set identities in each unit base class/ deprecated redundant medic base classes

    Changed: SVH4 helmet colours

    Changed: Updated the MACV_XX_06 uniform icons/previews



    Terrain

    Changed: "map = rock" to "map = hide" to clean up map icons

    Changed: Added empty, no proxy, no lights tunnels for Khe sanh use. Will need stringtable entries for 05 tunnel parts

    Changed: Added Khe Sanh Intro mission

    Changed: Added Khe Sanh tag to SteamManagerConfig

    Changed: Cocos tree shadow and view/fire geo tweaks

    Changed: Leucaena fire and view geometry improvements

    Changed: Market objects darkened

    Changed: Rice Plant fire geo tweak to make explosions deadly inside them

    Changed: Underwater plant RVMAT for better plant visibility (remove directional fade)

    Changed: Updated Ha Long harbour area for Black Spear mission

    Changed: Removed outdated textured bunkers from the editor

    Changed: Set Hue Temple to indestructible


    Vehicles

    Changed: Added boat climbing framework function / Climb action to static Shantou and PTF Nasty

    Changed: Added hiddenselections to F4 canopy

    Changed: Overhauled HUD and cockpit dials for F4

    Changed: Added modern ordnance available for F4 (AGM65/ AIM120/ AGM88/ GBU12/ CBU using Arma 3 ordnance models) for e.g. West German variant in mods

    Changed: Added SimpleObject config for vn_wheeled_m54_mg_02_base

    Changed: Added that every huey has a working copilot searchlight

    Changed: Deleted old temp folder in OH-6A config

    Changed: Improved "Ship Horn" weapons mod compatibility: Refactor into common base class vn_ship_horn/ Remove `explosionEffects` from vn_ship_horn_ammo"

    Changed: Increased armour value of low DShKM / shielded low DShKM

    Changed: M151 TOW: changed single rear missile exhaust to two side flame plumes/ removed missile rotation in flight/ added rear back-blast smoke effect to weapon firing.

    Changed: Fixed time before deletion of ammo (TOW and AT3 missiles).

    Changed: PTF Nasty editor subcategory changed to Boats (MACV)

    Changed: Replaced imported vanilla SPG9 penetrator with 75mm warhead

    Changed: Slightly reduced armour values on light tanks and APCs

    Changed: “Statics” to “turrets” in strings

    Changed: Set to scope 1 classes of UH-1 which were not historically correct for their faction (placeholders from 1.0)

    Changed: Adjusted Virtualgarage options for all UH-1 helicopters so that faction-based textures now function correctly for ARVN / RAAF aircraft

    Changed: Groups of vehicles, statics and men updated to make use of new vehicle classes, and removed some scope 1 vehicle classes

    Changed: PFT Nasty Boat increased supplyRadius to allow vehicle inventory to be accessed from outside


    Weapons

    Changed: Improved pistol recoils

    Changed: Adjusted M60 100rnd mag weight to bring it in balance with other similar mags

    Changed: Adjusted some explosive values in vehicle ammo to better match vanilla ammo

    Changed: Adjusted various magazine & rifle weights to reflect differing stats

    Changed: Delete punji mines when going off in a doorway a few seconds after it is triggered, to prevent door blocking

    Changed: Added mag proxies to Type 56

    Changed: Adjusted PM recoil to match other 9mm pistols

    Changed: Increased drum mag mass/ fixed trace count for RPD

    Changed: M16 3x to 4x scope naming

    Changed: M16 to M16A1 naming

    Changed: Modified some weapon masses - based on a public report of the mp40 weighing the same as a m60

    Changed: PM & TT33 new reloadmagazine rtm's

    Changed: Removed extra mass params in weapons with accessories

    Changed: Slightly Increased Type56 recoil values.

    Changed: Strings: Added vz.54 to m38 clip / Pat Mitchell 1-0 changed to 1-1

    Changed: Tommy M1A1 variant adjusted ROF

    Changed: Tweaked VFX to be a little more performant and look more smooth, especially WP effects

    Changed: XM177/XM148 icon and editor preview updates

    Changed: BLU1B texture/material to reflect more



    Functions

    Changed: Added new voice acting to artillery support system directional entries (ne/ e/ se/ s/ sw/ w/ nw directions) and dual callsigns (razorback / columbia)

    Changed: Adjusted revive and SAM module to switch to Australian or New Zealand audio if units face is an Australian or New Zealand face.

    Changed: Added configurable maximum wait time to Radio Support, fixed duplicate unit_trait_required

    Changed: Added Radio Support maximum wait time per callsign support

    Changed: Added vn_inventory_functions to functions_f_vietnam - inventory_addBackpackWithContent / onKilled_transferBackpackToVehicle

    Changed: Added vn_weapon_on_back animation set for AI usage

    Changed: Added M112 Holo helper object

    Changed: Added entryTurret events to switchableTurrets framework

    Changed: Rolling credit titles, special thanks, new sections and names

    Changed: vn_ms_fnc_casAirstrike will return spawned plane instead of "true"

    Changed: Alternative syntax for vn_ms_fnc_hasItems

    Changed: Added safezone parameter to vn_ms_fnc_tracker_getHiddenPos

    Changed: "site weight" attribute to Random Site Selector module

    Changed: Added vn_ms_fnc_weaponOnBack function

    Changed: Added vn_ms_fnc_colorMarkers function

    Changed: Added vn_ms_fnc_ambientAnim function

    Changed: Added vn_ms_fnc_forceFire function

    Changed: Added vn_ms_fnc_scanHorizon function

    Changed: Added vn_ms_fnc_enableArtilleryTrait function

    Changed: Added vn_ms_fnc_attachHiddenTarget function

    Changed: Added vn_ms_fnc_addSearchlight function

    Changed: Added 1.2 content to the Whitelisted Arsenal and Logistics module configs



    Content Fixes




    Sound


    Fixed: Missing distant firing sounds for MPU and Tommy gun

    Fixed: M35 truck RPM values for sounds were wrong



    Characters


    Fixed: Typo causing 1 SEAL not to show headgear

    Fixed: Update stringtables with Chinese fixes

    Fixed: Visor up/down in heli pilot classes

    Fixed: 'vn\characters_f_vietnam\blufor\vests\vn_b_vest_ai rcrew_01.p3d': LODs not ordered by face count

    Fixed: Seal vest shadows

    Fixed: Accidental inclusion of glass in hiddenselections vn_g_spectacles.p3d

    Fixed: Diver flippers shadows

    Fixed: MG vest space

    Fixed: Issue with the goggles not showing up on divers



    Terrain

    Fixed: Added missing popup text for non-owners when attempting to use the terrain without purchasing

    Fixed: No 'autocenter=0' in 'vn\vn_misc\vn_radio.p3d' that is used as proxy.

    Fixed: Temple roadway sounds

    Fixed: land_vn_army_hut_int: dvere1 - unknown animation source door_1_sound_source

    Fixed: Added path lod to vn_wagon_box.p3d

    Fixed: Fix for cages to be in correct category

    Fixed: Fix for FOB signs to be in signs (macv)

    Fixed: Fix for land_vn_us_common_lantern_01+ land_vn_b_prop_m149_03 + land_vn_steeldrum_half_01+ land_vn_steeldrum_half_02 + vn_prop_bullet_casings being in objects civ, now in objects (macv)

    Fixed: Fix for propaganda signs to be under signs (pavn)

    Fixed: Fix so that land_vn_rulaunchers + land_vn_rubasicammo + land_vn_ruordnance + land_vn_ruvehicleammo are now under objects (pavn)

    Fixed: Moved K9 into cemetery category

    Fixed: Fix for flooring on vn_tovarna1.p3d

    Fixed: Fix for legacy market cages double

    Fixed: Fix for view geo of vn_fence_bamboo_01_gate.p3d

    Fixed: Sandbag penetration material fix on barracks

    Fixed: vn_bridge_road_hue_01A.p3d - made more complex geo and fire geo

    Fixed: vn_fence_bamboo_02.p3d mlods

    Fixed: vn_house_c_1_v2_dam_ep1.p3d + vn_house_c_3_dam_ep1.p3d + vn_house_c_3_ep1.p3d improvements

    Fixed: vn_structures_f_enoch/military/radar/vn_radar_01_hq_f.p3d roof geo

    Fixed: Weight distribution on vn_us_pallet_stack_02.p3d to mitigate flipping when sling loading

    Fixed: Selection missing in CfgModels class vn_tent_02_03 "camo1"

    Fixed: Selection missing in CfgModels class vn_tent_02_04 "camo1"

    Fixed: Autocenter 0 to solve problem with floating terrain placed stacks

    Fixed: Broken lod on sandbags

    Fixed: Closed geo on hue bridge fences

    Fixed: Column_ruins script not working on dedicated, refactor to functions

    Fixed: Destruct effects (all buildings) / added Land_vn_building_urban_small_base and Land_vn_ports_small_base for smaller buildings

    Fixed: Disabled door on Land_vn_army_hut_int

    Fixed: Duped objects minimised as best as possible + IDAP neutralised in vn_props_f_orange

    Fixed: Fixes for vn_b_helipad_01.p3d fire geo + sandbag fix for vn_b_tower_01_part1.p3d

    Fixed: Floor on fire geo of vn_buildings/vn_kostel.p3d

    Fixed: Added ModuleCivilianPresence_F config for Khe Sanh and The Bra

    Fixed: OPFOR sides do not correctly populate military structures

    Fixed: Ghost tree issue

    Fixed: Land_vn_o_bunker_01 tweaked geometry and roadway to give more space in the hole

    Fixed: Internal roadway sounds fixed for vn_house_c_1_v2_dam_ep1.p3d + vn_house_c_9_dam_ep1.p3d + vn_house_c_9_ep1.p3d

    Fixed: Issues with temple model

    Fixed: Spiderholes removed duplicate turrets and related issues

    Fixed: Texture issues on Land_vn_hut_tower_01

    Fixed: Multiple RPT spams due to errors on different structures

    Fixed: Mis-spelling of THANH on Cam Lao Nam



    Vehicles

    Fixed: Added missing camo sections to howitzer models

    Fixed: Corrected string display of "BTR40" to "BTR-40"

    Fixed: fn_vehicle_boat_horn_reload deleting all projectiles

    Fixed: Missing pbo warnings when starting with civilian cars on the map / bad PreloadAddons causing pop-ups on mission start

    Fixed: M41 glass material on periscope viewports

    Fixed: Category for VC boats and sampans

    Fixed: Z-157 Missile Carrier Bug fix: Removed rear wheels and dampers from trailer selection (LOD1+)

    Fixed: 'vn\weapons_v_f_vietnam\gunpod\vn_gunpod_suu11_02. p3d': LODs not ordered by face count

    Fixed: Removed bullet fly by sounds from vn_ship_horn_ammo/ set init speed to 0

    Fixed: Swapped metal to metal plate for the fire geo of F4 wreck

    Fixed: Occupied sniper trees not working properly, added dynamic sim, refactored function

    Fixed: added SimpleObject for all version of M54

    Fixed: CH34 corrected naming of `collision_red_flash` selection and added where missing to LOD 3 / `position_light_white` selection removed from `positionlights`

    Fixed: L/70 Mk2 20mm added a Buoyancy LOD to make the weapon sink

    Fixed: Added Field Manual vehicles and statics from v1.1

    Fixed: Artillery not drawing on the map correctly

    Fixed: Display position of ranging data on all static weapons

    Fixed: UH-1 adjusted proxy positions

    Fixed: F-4 raised all LOD's by 0.031m on y-axis, bringing wheels above ground/ removed selection names from LandContact points

    Fixed: Adjusted height of DP27 static proxy in model and adjusted rtm to fit new position

    Fixed: Disabled spawning of AI in the backs of the cars/van

    Fixed: BTR40 added ZPU4 textures to hiddenSelections

    Fixed: M54 Quad added quad mount textures to hiddenSelections

    Fixed: Z-157 ZPU added ZPU textures to hiddenSelections

    Fixed: Added missing camo3 to M101 model sections list

    Fixed: D44 properly defined camo selections for hiddenSelections

    Fixed: Added range zeroing to the Commander's DShKM

    Fixed: Z-157 added canopy_front bones to skeleton of mg1 and mg2 trucks (via inheritance)

    Fixed: Z-157 added hide animations for the door covers and added to Virtual Garage

    Fixed: Created new KIA animations for all drivers and 2 rear seat passengers car 01

    Fixed: All tanks: reduced dirt on periscope glass texture / set default driver view to straight ahead

    Fixed: Howitzer Battery group spawns D44 Anti-Tank

    Fixed: Unknown animation sources on UH1s

    Fixed: Components not being found on UH1s

    Fixed: Body and gun values on OH6s

    Fixed: Fixed F-4 ejection for copilot

    Fixed: Interior lights constantly being on in some UH1s

    Fixed: Artificial horizon for OH-6A and CH-34

    Fixed: KIA animations in RSNA75 (Fan Song)

    Fixed: new HitPoint LOD, reduced armorStructural value, fixed duplicate hitpoint class errors

    Fixed: Gunner feet underground and related Geometry and GeoPhys issues

    Fixed: Adjusted camera range of movement for F4

    Fixed: Gunner LOD view for F4

    Fixed: Ejection seat missing pilot in fire geo for F4 making him unkillable

    Fixed: Added pilotcam to enable pilot to control ATGM for Mi-2

    Fixed: Pilot locking missiles for Mi-2

    Fixed: Pylon menu bug (having option to put rockets control on door gunners) for multiple helos

    Fixed: Removed muzzle flash from simple object of M54

    Fixed: Miniguns allocating to wrong turret in uh1B/C gunships pylon dialogs

    Fixed: Added impact effects and more damage to miniguns

    Fixed: Removed white surrounds on UH-1 decals which were becoming visible at distance due to mipmapping

    Fixed: USAF hornet decals, no longer mirrored

    Fixed: Naming of US 20mm ammunition from HE to HEI, shortened Spanish translation

    Fixed: HEDP armour penetration description

    Fixed: Horn added to Type 63 and M41 tanks

    Fixed: All planes: Head is no longer glitching into seat due to g-forces

    Fixed: AI now is able to properly utilise gunpods in the F-4

    Fixed: Ejection seat of F-4 is not triggered when ejecting from stationary plane



    Weapons

    Fixed: <br / > issues on all 1.1 magazines (replaced with <br /&gt

    Fixed: _co of M63A commando to remove an overly bright metallic area.

    Fixed: Added missing magazineReloadSwitchPhase to LMG

    Fixed: Added scripted handling for M16 bounding mines

    Fixed: Adjusted groundholder config to fix all mags being located under terrain

    Fixed: Adjusted mem points in M38 & M1891

    Fixed: Tommy gun - corrected named selection spelling in both p3d's

    Fixed: Tommy gun fire selector animation

    Fixed: TOW Rocket Smoke being too strong/dense, causing FPS drops especially when being zoomed in and trying to track the target

    Fixed: UDG dart gun - removed call for wrong _ti in rvmat

    Fixed: 'vn\weapons_f_vietnam\items\radio\vn_radio_urc10.p 3d': LODs not ordered by face count

    Fixed: 'vn\weapons_f_vietnam\items\radio\vn_radio_urc10_m ag.p3d': LODs not ordered by face count

    Fixed: Zeus mine modules should not have model assigned

    Fixed: M1a1_so - corrected proxy pos to match M1a1

    Fixed: M63A adjusted smdi map to remove glitch

    Fixed: Mag model for mortar bomb

    Fixed: MPU SMG - Slight gap between two mesh components on the front sight post.

    Fixed: Refactored mines/explosives muzzles to workaround engine bug where inherited put muzzles include the magazines from parent classes (+= operator issues in explosives weapons)

    Fixed: Removed the word bolt-action from all M49/56 descriptions in all languages

    Fixed: Removed UBC from FlareBase

    Fixed: Removed unnecessary properties from Put muzzles/ Redundant vanilla values.

    Fixed: Replaced muzzle flash for suppressed variant of PM

    Fixed: Reset tracer values to zero, on sniper non-tracer mags

    Fixed: RPD - renamed incorrectly named mem points so effects are at points instead of defaulting to centre

    Fixed: Camera object scale

    Fixed: Disabled spawning of the model on used tripwire mine, fix offset for 4m

    Fixed: Fishing rod and inventory icon fix

    Fixed: Fixed all scopes to match real magnification values

    Fixed: PPS naming dupe

    Fixed: M14 camo wrap flickering

    Fixed: K50 - Adjusted smdi map to remove glitch

    Fixed: M14 mag mass

    Fixed: Issue with the intersection checking for weapon butt attack

    Fixed: Explosion effects on bullet impact when using Twin and Quad M60

    Fixed: Fixed empty reload animation on HD (S)

    Fixed: M63a ranging issues

    Fixed: DShKM tipping over on slopes

    Fixed: removed explosion and crater fx and sounds from Fuel tanks

    Fixed: Improved melee accuracy



    Objects

    Fixed: US ammobox names of ammo types to fit Vietnam era

    Fixed: Hidden greek signs from editor

    Fixed: Incorrect editor categorisation of assets



    Functions

    Fixed: Air support helis shooting themselves down

    Fixed: Aircraft would not follow the direction given by the player when called in through the radio support module.

    Fixed: Bugs that are breaking the cost variable section of the radio support menu from working.

    Fixed: Mike 3 Radio Support artillery using wrong ammo class

    Fixed: Prevent double initialization of the Radio Support module

    Fixed: Fixed pop-ups with the radio jukebox. Now checks that the class name exists and won't create a pop-up error.

    Fixed: Removed NVG and TI effects on the death camera depending on the year

    Fixed: Safezone/blacklist area checks in Radio Support module

    Fixed: Script error and duplicate support calls with the radio support module.

    Fixed: Several bad translations

    Fixed: Localised strings in Zeus missions

    Fixed: Minor fixes to Spanish

    Fixed: UBC errors

    Fixed: missing/outdated editor previews

    Fixed: Broken vanilla menu

    Fixed: Dedicated server load error: removed duplicate sound entry from PreloadAddons/ added sounds_02 entries to PreloadAddons

    Fixed: EMM causing a crash with a .bisign file that doesn't have a .pbo. or .ebo. in the filename

    Fixed: EMM (quickPlay) sorting by name was broken

    Fixed: Ensure server execution for setShotParents

    Fixed: Naming duplicates

    Fixed: Colour scheme force loading

    Fixed: In rare circumstances the bleed-out timer can run twice at the same time causing the player to get stuck in the downed state

    Fixed: Certain objects were not being deleted by the random site module when deleting sites

    Fixed: Random Site Selector module not deleting vehicle crews

    Fixed: vn_ms_fnc_respawn_addSaveAction generating RPT warnings i executed on dedicated server

    Fixed: No longer able to throw grenades whilst being dragged



    Gameplay changes



    Changes


    Changed: Removed multiplayer mission PBOs from PreloadAddons

    Changed: Added capability for RTO’s to manually control Air support during Prairie Fire emergencies in Campaign missions (01, 03, 04, 05, 07)

    Changed: Added ability to suppress waves of enemies with rapid fire / machine gun fire in Campaign missions. Enemy tracker groups are more suspectible to suppressing fire

    Changed: Disabled damage on ammo boxes in FOBs

    Changed: Improved traps in inventory check in The Village

    Changed: Lowered trackers spotDistance and spotTime skills

    Changed: Players loaded into the helicopter during exfil will be automatically stabilised

    Changed: Prevent accidental spiked ammo box placement in Eldest Son (I/II) missions



    Fixes

    Fixed: AI disembarking helicopter too early in Eldest Son

    Fixed: Disabled helicopter respawn notification in Eldest Son

    Fixed: Optimised performance of Eldest Son mission

    Fixed: Enemy AI not shooting at exfil helicopter if piloted by AI

    Fixed: Failsafe for AI Heli getting stuck at Leghorn hill in Spindown

    Dernière modification par Papanowel ; 12/07/2022 à 16h50.

  2. #3662
    Ça a l'air génial
    J'imagine que c'est uniquement multi ?
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  3. #3663
    Tu peux jouer solo , mais c'est bien mieux en multi. SOG en multi, c'est la panacée.

  4. #3664
    Citation Envoyé par Raoulospoko Voir le message
    Ça a l'air génial
    J'imagine que c'est uniquement multi ?
    Il n'y a qu'une mission solo comprise dans le CDLC mais tu peux certainement en trouver sur le workshop.
    Mais comme le dit Herman Speed, cette extension ne prend tout son sens qu'en multi

  5. #3665
    Bon c'est l'heure des soldes, du coup SOG et global mobilization sont en promo.
    J'imagine que c'est toujours mieux en multi.
    Ça fait très longtemps que je n'ai pas joué en multi à un arma, il y a moyen de rejoindre une partie multi comme si on jouer à squad ou hll ?
    Ou il faut impérativement prévoir la partie avec une équipe avec laquelle on c'est entraîné ?
    Par ça que ça prend pas mal de temps et j'en ai pas des masses...

    Je me rappelle de certaines parties d'arma 3 en ligne ultra bordélique, sans aucune organisation ou même un système de squad...
    J'espère que ça a évolué...
    Dernière modification par Raoulospoko ; 23/12/2022 à 16h28.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  6. #3666
    Citation Envoyé par Raoulospoko Voir le message
    Bon c'est l'heure des soldes, du coup SOG et global mobilization sont en promo.
    J'imagine que c'est toujours mieux en multi.
    Ça fait très longtemps que je n'ai pas joué en multi à un arma, il y a moyen de rejoindre une partie multi comme si on jouer à squad ou hll ?
    Ou il faut impérativement prévoir la partie avec une équipe avec laquelle on c'est entraîné ?
    Par ça que ça prend pas mal de temps et j'en ai pas des masses...

    Je me rappelle de certaines parties d'arma 3 en ligne ultra bordélique, sans aucune organisation ou même un système de squad...
    J'espère que ça a évolué...
    Bonjour,
    il y a tous les types de commu/serveur sur Arma, des plus strictes aux plus "foutraques".
    Si je donne l'exemple de Grèce de Canard (commu dont je fais parti), il suffit d'une formation entre 10 et 60 minutes suivant l'expérience milsim du joueur pour pouvoir jouer avec nous. Après cela, pas besoin de participer à un certains nombre de soirée tous les mois ou autres contraintes de ce type (donc pratique pour les personnes qui ont pas toujours du temps libre d'une semaine sur l'autre).

    Dans tous les cas, pour une meilleure expérience de jeu, je te conseillerai de rejoindre une commu existante plutôt que de sauter au pif sur des serveurs mais dans un premier temps, pour réviser tes raccourcis et retrouver tes reflexes de pistolero, tu peux tout à fait tenter ta chance en utilisant les serveurs publics.

    Si tu veux plus d'info sur Grèce de Canard, on a un fil de discussion ici http://forum.canardpc.com/threads/96...2-118-RELOADED
    Heureusement Koj est là. Le monde est un peu plus beau.
    "Au combat, le premier mort, c'est le plan." - Général Pierre de Villiers

  7. #3667
    Citation Envoyé par Raoulospoko Voir le message
    Bon c'est l'heure des soldes, du coup SOG et global mobilization sont en promo.
    Tu trouveras moins de monde pour jouer à GM en multi mais ça reste un très bon CDLC avec du contenu solo.
    CSLA Iron Curtain est à prendre en considération mais était sorti de manière catastrophique, peut être qu'entre temps ses plus gros problèmes ont été corrigés. Il propose également pas mal de missions solo.

    Comme le dit Warzen, rejoindre une commu active est la meilleure solution pour te garantir une expérience de jeu agréable.

    Les voeux de Bohemia:


    Ils "s'excusent" de la sortie chaotique de Reforger.

  8. #3668

  9. #3669
    La qualité des nouveaux tank est assez incroyable :
    Communauté ArmA Grèce de Canards et son Discord, soyez les bienvenus !

  10. #3670
    Ca fonctionne mieux comme ça :


    Effectivement, le niveau de détail est bluffant

  11. #3671
    Citation Envoyé par Papanowel Voir le message
    Ca fonctionne mieux comme ça :


    Effectivement, le niveau de détail est bluffant
    Haha merci.
    Communauté ArmA Grèce de Canards et son Discord, soyez les bienvenus !

  12. #3672


    Encore un DLC creator! Incroyable, cette fois c'est la second guerre mondiale. Espérons le même niveau que Prairie Fire.

    Les infos: https://arma3.com/news/arma-3-creato...is-coming-soon
    Dernière modification par rackboy ; 07/07/2023 à 15h34.
    Ma chaine RackBoytv et Mes pages FaceBook Twitter et Embrace The inevitable

  13. #3673
    Citation Envoyé par rackboy Voir le message


    Encore un DLC creator! Incroyable, cette fois c'est la second guerre mondiale. Espérons le même niveau que Prairie Fire.

    Les infos: https://arma3.com/news/arma-3-creato...is-coming-soon
    Je pensais que Bis avait un peu laisser tomber mais pourquoi pas.

    Carte de 150km² inspirée de la Normandie et campagne coop jouable jusqu'à 24!
    Au vu du prix et ce qui est annoncé, on peut s'attendre à pas mal de contenu

  14. #3674
    Le CDLC sort le 25 juillet:


  15. #3675
    Bon, il est pas mal ce DLC mais on sent bien qu'ils ont voulu en faire trop et trop vite. Si y a des tas de nouveau objets, ça rame très vite. La campagne est bien mise en scène mais y a pas de tension. Pire on peut se balader comme on veut et on a pas peur de perdre. La mission se déroule devant nous. En tout cas s'est mon ressenti sur les 4 premières missions.
    La map est immense, très belle mais rame à mort. Pour l'instant, je trouve le DLC un poil cher pour ce qu'il propose. Manque de finition flagrant: pas de sous titre dans les cinématiques, les credits arrivent à ramer, obligé de réduire l'affichage à 400 m en objet pour avancer dans la campagne, les IA tirent à travers la végétation. Bien sur les Allemands tirent comme les stormtrooper et les vietcong de la campagne coop.
    Il n'empêche que je passe de bonne soirée avec le copain sur ces missions et surement dans un second temps (quelques mois ou semaines) sur des missions GM.

    Ma chaine RackBoytv et Mes pages FaceBook Twitter et Embrace The inevitable

  16. #3676
    Quelques screens sur ma dernière session :























    Le jeu a pris un bon overhaul graphique j'ai l'impression.

    Je n'y avais pas joué depuis assez longtemps et je découvre qu'il y a désormais de nouveaux réglages graphiques, "extrême", "ultra +1, +2 ou +3", pas mal de choses dans le genre. Et ces améliorations permettent quand même une stabilité dans l'ensemble satisfaisante, en termes de performances. Ces changements sont récents?

  17. #3677
    Un nouveau CDLC annoncé: Reaction Forces.

    Prix: 7,99€

    • 2035 "Futura" Setting - Enhance your Arma 3 experience with new assets and content that fits seamlessly into Arma 3's narrative and world.
    • Two New Rifles and Pistols - Equip yourself with the HADES H6 bolt-action rifle, Veles bullpup rifle, Mk26 L5 pistol, and G19 pistol. New optics and rail attachments are also available to customize these and other weapons for the mission ahead.
    • A New Helicopter, Pickup Truck, UAV, and Two Static Mortar Systems - Run water bombing or Search and Rescue missions with the new Cougar Helicopter, cross rough terrain in the versatile MOOSE pickup, or support combat efforts with the new RC-40 Micro-UAV, Commando Mortar, and 120 mm Twin Mortar system.
    • New Pylon Weapons Systems - Outfit your helicopter with formidable firepower with the 12.7 mm autocannon, 20 mm cannon DAR/DAGR x19 missiles, or Tratnyr HE/AP x16 missiles.
    • New Uniforms and Equipment - Rapidly respond to situations with the right gear, available in multiple variants - including new wildland firefighter fatigues, flight helmets and suits, heavy combat helmets, shape breaker covers for existing helmets, full brim hard hats, duffle bags, TNVG-B night-vision goggles, Carrier Lite Rig and Tactical Vest Rig variants, and colored steerable parachutes.
    • Open-World Campaign Scenario: "Air Control" - Take part in a combined arms offensive! Prioritize your tasks, transport special forces, and fly logistics as a helicopter pilot, influencing battles below from above in this extensive 12-player open-world campaign scenario.
    • Singleplayer Scenarios: "Training Day'' and "Fire Season" - Familiarize yourself with the Cougar helicopter and take part in water bombing drills on Malden. Once trained, you can go on duty and help protect the island during fire season.
    • CO-OP and Singleplayer Scenario: "QRF'' - Respond to an emergency call and protect the HVT until reinforcements arrive! As a Quick Reaction Force (QRF), defend against waves of enemies and fight for your life against overwhelming odds in this new co-op game mode. Conserve your ammo and pick your targets carefully while working closely with a team of up to six people.
    • Multiplayer Mode: "Cashpoint" - A series of cashpoint robberies are happening all across Malden and Tanoa — will you stop the criminals responsible, or are you one of them? This is a Team Deathmatch scenario for up to 12 players in two uneven teams.
    • Music - A new soundtrack sets the tone for the CDLC, providing the perfect atmosphere for intense operations.
    • Additional Content - Experience new customizable modules, as well as new wildfire and water bombing mechanics.

    Pas de nouveau terrain, dommage mais ça permet d'étendre un peu l'Armaverse 2035.
    L'hélico ressemble fortement au Super Puma.

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