Arma 3 Patch 1.60
- Dettagli
- Pubblicato Lunedì, 30 Maggio 2016 13:41
- Scritto da Djmitri
- Visite: 1904
DATA:
- Added: Altis and Stratis Visual Upgrade
- Added: A new Respawn Screen interface
- Added: Characters with injured legs are now limping instead of being forced to walk
- Added: An ability to draw lines in map interfaces (default by CTRL + LMB)
- Added: A Constantly Computed Impact Point (CCIP) for guns, rockets and bombs
- Added: Virtual targeting pods to all airplanes
- Added: Radio protocol sentences for suppressing
- Added: New samples for bullets hitting rubber
- Added: New functions of an overhauled respawn system
- Added: New icons for targeting improvements
- Added: A new iconSize property for CfgNotifications classes (defines the size coefficient of the notification icon with values in range from 0 to 1)
- Added: Publication date and version disclaimer to the Community Guides
- Added: It is now possible to cycle through the spectated units with the arrow key in the Virtual Spectator
- Added: Available laser targets are now indicated to the crews of vehicles equipped with a laser tracker (laserScanner)
- Added: A new BIS_fnc_exportConfigHierarchy function (exporting the inheritance of classes to a Wiki syntax)
- Added: New icons for vehicle radars (laser-designated and Night-Vision targets)
- Added: The Reconnaissance Community Guide is now accessible from the in-game menu
- Added: An ability to block the third person view for the Virtual Spectator
- Added: New sounds for grenade throwing and weapon switching
- Added: A sound edge parameter for a grenade throwing animation
- Added: A new BIS_fnc_controlConfigs function returning the config paths of all controls within a given display
- Added: Narrow Tree 3D Sound Processing Type
- Added: New config parameters for setting colors of item pictures in the RscTree
- Added: Splendid Camera (BIS_fnc_camera) can now be called with an "InitDummy" mode and camera parameters (it will create a camera according to exported data, but it will be a simple, non-interactive camera. Example: ["InitDummy",["Altis",[20065.6,20023,18.9501],21.2237,0.32,[-26.3095,7.33259],10,0,363.087,0,1,1.16209,-0.0469839,1.11101]] call bis_fnc_camera;)
- Added: Frequency randomizers for sound tails
- Added: New Visual Upgrade parameters to the CAWorld based on a community request
- Added: Eden Update Field Manual section
- Tweaked: "The East Wind" campaign has been unified into one episode (saves from previous versions may be not compatible - you can use Legacy Build Steam branch)
- Tweaked: The Zeus, Spectator and Splendid Camera are now using the controls configurable in the 'Camera' category in options
- Tweaked: Textures of the garbage containers were adjusted
- Tweaked: The performance of the Spectator Entity list with high unit counts was improved
- Tweaked: The BIS_fnc_EGSpectator function now accepts additional parameters (ShowCameraButtons, ShowHeader, ShowControlsHelper, ShowLists)
- Tweaked: The hold-breath sample durations were updated
- Tweaked: The volume of small caliber weapons was increased
- Tweaked: Some sounds of small caliber weapons
- Tweaked: The “Task Creation” module now accepts new 'task type' and 'always visible' attributes
- Tweaked: The Civilian Offroad (Repair) was renamed to Offroad (Services)
- Tweaked: The DLC icons in the Arsenal and Garage are now read by the configSourceModList script command (instead of config properties)
- Tweaked: The "Sector", "Cover Map", "Add Camera Area" and "Add Editing Area" modules now have their area configurable via a Scaling Widget (synchronizing them to a trigger through a "Location" logic entity is not needed anymore)
- Tweaked: The "Confirm" respawn template no longer appears in the Editor’s list
- Tweaked: The targeting pods now indicate an altitude and a target distance
- Tweaked: The texture of the RPG-42 Alamut can now be changed via camo selections ("Camo_1", "Camo_2"). Loaded/empty versions are handled via model config (a rocket as a "magazine" selection) instead of the modelSpecial property in the rockets' CfgMagazines entries.
- Tweaked: The camo selections of the Tempest Transport truck were updated and are now reskinnable
- Tweaked: The sound volumes of some cannons and launchers were adjusted
- Tweaked: The smoke launchers and communication equipment of the Ifrit can now be retextured
- Tweaked: The distortion of some explosions was improved
- Tweaked: The turret hiding animation for the AMV-7 Marshall now hides also the turret hatch
- Tweaked: The CfgPatches were rewritten to prep for new Eden Editor functionality
- Tweaked: The weight of the Light Combat Helmets was decreased (lighter than standard Combat Helmets as they provide lesser protection)
- Tweaked: The weight of some CSAT uniforms (e.g. Officer uniforms are now lighter)
- Tweaked: The crew aiming direction indicators are now limited to tanks only
- Tweaked: The difficulty selection and indication are now present in the multiplayer Create Game dialogue
- Tweaked: The appearance of soldiers equipment and accessories was improved in Thermal Imaging
- Tweaked: The aiming direction indicators were limited to tank crews
- Tweaked: The manual control over the Titan AP rocket was improved
- Tweaked: The head bob for all movement types with launchers was improved
- Tweaked: Structure lines in the GUI trees are no longer visible
- Tweaked: Expanding and collapsing icons were updated for GUI of the trees
- Tweaked: The Sling Load Assistant was localized
- Tweaked: The speed of animations with a lowered sidearm in a stand pose and a tactical pace has been lowered for forward, forward-left and forward-right directions
- Tweaked: The radar (irScan) was removed from static weapons and helicopters (excluding the gunships and the Orca)
- Fixed: The RPG-42 Alamut optics did not correspond with the actual ranges
- Fixed: The Spectator Entity list would show incorrect groups when the setGroupID command was used (https://forums.bistudio.com/topic/189095-bis-fnc-egspectator-issues-with-setgroupid/)
- Fixed: Some entries in the Spectator Entity list were duplicated
- Fixed: The third person camera would reset when the camera mode was switched
- Fixed: Zeus was unable to see players in the Seize scenarios
- Fixed: There were some minor spelling mistakes in Zeus functions
- Fixed: Respawn would not work in some scenarios created in the Eden Editor
- Fixed: The "UAV in a Backpack" hint in the Field Manual was not localized
- Fixed: The visibility line trace would collide with the ground for carriers in vehicles in End Game scenarios
- Fixed: The 30mm and 40mm shell explosions were not audible correctly in a larger distance
- Fixed: The Taru pods would have an incorrect color when spawning the black variants using script commands
- Fixed: The controls helper texts were not localized in the Virtual Spectator
- Fixed: Using Slider attribute GUI could result in script errors in some cases (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3020297)
- Fixed: Script error when using the Patrol module under Sites
- Fixed: Players were unable to place entities in the Showcase Zeus scenario
- Tweaked: New tasks types were implemented for these showcases: Helicopters, Infantry, SCUBA, Vehicles, Combined Arms, Commanding, Night, Supports, Drones, Gunship, Tanks, Factions showcases, Fixed Wings, Firing from Vehicles, Marksmen, Slingloading and the Bootcamp scenarios
- Tweaked: The “Task Type” and “Always Visible” flag texts are now correctly localized
- Tweaked: The Regular difficulty preset now uses Limited distance and Fade-out options to reduce the number of displayed artificial elements
- Added: Preview images of units are now available in the Eden Editor
- Added: An armillion of rocks is now available in Eden Editor
- Added: Moving time or weather sliders in the Intel window now offers an immediate preview of the scene
- Added: An ability to search in the Locations list
- Added: Support for opening the scenario and log folders from the menu strip
- Added: The list of required addons is now sorted with the missing addons on top
- Tweaked: The Eden Editor’s GUI scale now respects the Interface Size settings in the video options
- Tweaked: The Entity Editing tutorial now contains information about entities with areas
- Fixed: The "Enable Stamina" attribute was available even for objects without stamina (e.g. vehicles and props)
- Fixed: Starting the game in the Eden Editor could result in the screen being covered by a black overlay
- Fixed: Error message after Eden Editor’s start
- Fixed: Toggling the "Environmental Sounds" attribute in the Eden Editor preferences had no effect (http://feedback.arma3.com/view.php?id=27943)
- Fixed: Initialization of a numeric value of the "SliderTime" Eden Editor attribute was not correct
- Fixed: A numeric value of the "SliderMultiplier" Eden Editor attribute was not applied correctly
Potential spoilers
- Tweaked: The IFV Entity FSM in the Preventive Diplomacy campaign scenario
ENGINE:
- Added: A Quick Play feature
- Added: Support for line drawing in a map interface
- Added: Screen Space Reflections on water (optional)
- Added: Multi-component fog
- Added: The description and image previews of a selected difficulty option are now displayed in the difficulty menu
- Added: Triggers with height and bottom limitations are now supported
- Added: Changing the Zeus camera control keybindings is now supported
- Added: A list of server mods is now generated to the RPT when the game crashes
- Added: New slingLoading and slingLoaded animation sources
- Added: New commandSuppressiveFire and doSuppressiveFire script commands
- Added: A new userInputDisabled script command (returns true when the user input is disabled)
- Added: A new getTerrainGrid script command (returns the current size of the terrain grid)
- Added: A "Hide" option for the Weapon Info difficulty option
- Added: It is now possible to set a "Limited distance" parameter for the “Group indicators”, “Friendly name tags”, “Enemy name tags” and “Detected mines” Difficulty options
- Added: A new pixelGrid script command (computing the best size of grid based on resolution and UI scale)
- Added: A new screenshot script command
- Added: Support for muting the VON channels in the server.cfg
- Added: Support for setting a color and a selection color in a UI tree
- Added: A new canUseScanners vehicle / turret parameter
- Added: Dedicated Servers check the Steam AppId set for the current process and produce a warning to the console and to the log when it doesn't match expected value
- Added: The soundOverride config parameter can now be used also for gestures
- Added: A new modParams script command for getting details about a mod
- Added: Improvements to Night Vision grain
- Added: A new forcedDifficulty server.cfg parameter
- Added: AppId for a Dedicated Server when the Steam client is not running is now checked against steam_appid.txt
- Added: A glow post-process is now applied during saving of the game
- Added: New functionality for configuring TreeItem left and right picture colors through configs and script commands
- Added: A new startup parameter for BankRev -prefix to extract the data to Destination\Prefix\Data (instead of Destination\PBOName\Data)
- Added: A default value for the AIAvoidStance to the Default class of CfgSurfaces (0 means no change in the behavior on that surface, 1 means less preference for going prone, 2 means almost never going prone)
- Tweaked: Water refraction was improved
- Tweaked: Targeting was improved
- Tweaked: The Score / Stats display was improved and made more configurable
- Tweaked: Look-and-feel of the saving notification
- Tweaked: The Suppression command was overhauled
- Tweaked: The VON and chat channels are now separated
- Tweaked: The turretUnit script command description now contains an example of usage
- Tweaked: The PlayerDisconnected mission Event Handler is now called even when the OnPlayerDisconnected command is not used
- Tweaked: The "logFile" output from server config is now available for every executable type
- Tweaked: The sliders for Post Process color corrections in the Video Options now inherit their values from the edit boxes
- Tweaked: The multiplayer score table now toggles under the “P” key
- Tweaked: Weapon animation sources were improved
- Tweaked: AutoZeroing does not need the canLock parameter anymore
- Tweaked: The Zeus unit icons now have a higher contrast
- Tweaked: The setUnitLoadOut script command now accepts a class name (e.g. player setUnitLoadOut "B_Soldier_F")
- Tweaked: The weaponInfoType now accepts the driverWeaponsInfoType parameter
- Tweaked: The channelEnabled and enableChannel script commands now support a separate muting of the VON and chat
- Tweaked: The pilot camera now supports turret locking (default by the CTRL + T keys)
- Tweaked: The User Interface for channel muting was improved
- Tweaked: The getUnitLoadout script command was changed (syntax: getUnitLoadout [unit, fullMagazines])
- Tweaked: Zeus is now using the same entity categorization as the Eden Editor
- Tweaked: The remoteExec* messages JIPped via objects and groups can now be removed using the respective objects or groups
- Tweaked: The pilot camera controls were slightly tweaked
- Tweaked: Weapon switching between the standing and crouching stances was improved
- Tweaked: The SCUD functionality has been separated to its own (engine) component for optimization purposes
- Tweaked: AI visibility is now accustomed to the nights after the Visual Upgrade
- Tweaked: The version numbers of the Addon Builder and the Publisher were increased to 1.5
- Tweaked: Animals now use a more optimized aiBrainType (DefaultAnimalBrain)
- Tweaked: The setUnitLoadout script command is now supported in the multiplayer environment
- Tweaked: The current difficulty on the Dedicated Server is now used as an initial difficulty on the Create Game screen
- Tweaked: The Opus codec quality now better corresponds with the vonCodecQuality parameter of the server.cfg
- Tweaked: The irScanGround config parameter was expanded (0 = only air, 1 = ground and air, 2 = only ground)
- Tweaked: RPT spam related to corrupted server data was removed
- Fixed: The Voice-Over-Net technology was stuttering on the Global and Side channels
- Fixed: The sounds of bullet casings hitting the ground were not audible
- Fixed: The turretUnit command would return objNull even with a vehicle driver present (inconsistent with other turret related commands)
- Fixed: It is no longer possible to place a waypoint by a MapSingleClick mission Event Handler
- Fixed: Vehicle explosions were not audible correctly when inside of another vehicle
- Fixed: AI would slow down when running around dead bodies
- Fixed: Characters would not be simulated properly for FFV positions in an attached vehicle
- Fixed: The height parameter of a trigger was not synchronized in a multiplayer environment
- Fixed: The new camera actions had incorrect names
- Fixed: Pressing the CTRL key while zoomed in would zoom the view out (fix applies for the general GetAction usage - http://feedback.arma3.com/view.php?id=24024)
- Fixed: The isInside command did not reflect the existence of the height parameter for triggers
- Fixed: The commanding cursor was offset in freelook
- Fixed: A potential crash related to the commandSuppressiveFire script command
- Fixed: Setting the VonCodecQuality server.cfg parameter to a value higher than 20 would cause corrupted VON (http://feedback.arma3.com/view.php?id=16789)
- Fixed: Pressing the CTRL key while zoomed in would cause zooming out (http://feedback.arma3.com/view.php?id=24024)
- Fixed: The color of some particles under dynamic lighting was incorrect when using the multi-component fog
- Fixed: Car tracks would appear on the ground even with the shadows disabled
- Fixed: The flyInHeight script command would be applied also for stationary helicopters
- Fixed: Deleting a vehicle’s crew would cause other crew members to disembark
- Fixed: Filtering of duplicate targets for the remoteExec* commands was not working in singleplayer
- Fixed: Crash when using the setDate script command with incorrect date values
- Fixed: There was an issue when joining a scenario with the autoAssign enabled
- Fixed: A potential crash connected to the isOnRoad script command
- Fixed: The config parameter "thrustDelay" was working incorrectly (its minimum value now is 0.5)
- Fixed: Characters would get stuck when moving forward while changing to a pistol while standing up
- Fixed: Characters would go prone too quickly when going prone while switching to a launcher
- Fixed: Blending with an empty animation mask was incorrect
- Fixed: Triggers created via the createTrigger script command had an incorrect angle
- Fixed: A potential crash connected to the anti-spam feature for the RPT file
- Fixed: A potential server crash
- Fixed: Being in an area of a trigger with swapped sides was causing the inArea command to fail
- Fixed: A potential crash when restarting a scenario with a SQM file that had meanwhile changed
- Fixed: The camera behavior when selecting a launcher in a prone deployed stance was incorrect
- Fixed: Players would be kicked from a Dedicated Server after a scenario ended when the mission cycle was active
- Fixed: A potential crash
- Fixed: The in-game videos would be corrupted while playing (e.g. frame skipping and sound crackling)
- Fixed: The ctrlDelete script command was not working in specific cases (e.g. inside controls groups)
- Fixed: Crash when walking out of the water
- Fixed: A potential crash in Zeus
- Fixed: Taking control over a helicopter with a sensor pod from the copilot seat would cause an incorrect camera behavior (http://feedback.arma3.com/view.php?id=27345)
- Fixed: Clutter would be generated incorrectly near roadways
- Fixed: The weapon cursors would not move vertically in the Commander mode when the weapon was deployed (http://feedback.arma3.com/view.php?id=27447)
- Fixed: Some weapon animations in multiplayer were incorrect
- Fixed: Profile .vars would be deleted after switching between different game branches (thanks Alwarren and others - https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-976?p=3020259#entry3020259)
- Fixed: The camSetDir script command was working incorrectly
- Fixed: It was possible to perform a step-over while switching weapons on the move
- Fixed: Dedicated Server with a mission cycle would start with the second scenario listed
- Fixed: Clutter cache computation was slightly incorrect
- Fixed: Flashlight flares were not visible for graphics settings set to lower than Very High
- Fixed: A logged-in administrator would be kicked off a Dedicated Server after a scenario changed
- Fixed: Video playback speed when no audio stream is present
- Fixed: Shooting sounds were still playing after a weapon stopped shooting in some cases
- Fixed: Some letters would be missing in the Russian localization
- Fixed: Some Russian characters were not displayed correctly
- Fixed: Depth calculations for characters would be incorrect for swimming
- Fixed: The difficulty settings of the client would be inherited from the server even after disconnecting from the session in some cases
- Fixed: The remoteExec* would not apply a correct message filter for the Joined-In-Progress players
Tasks Overhaul
- Added: New setTaskMarkerOffset and taskMarkerOffset script commands
- Fixed: All task markers would reappear if only one task was updated
- Fixed: The AutoAssign command would not assign positions properly
- Fixed: The ORBAT group icons would overlap with the task icons in the map interface
- Fixed: Assigned and AlwaysVisible tasks would fade out at a different speed
- Fixed: Unassigned tasks would be drawn after closing the Pause Menu
- Fixed: The task map markers would not react to a mouse hover
- Fixed: Tasks would be displayed incorrectly after a scenario was loaded from a save file
- Added: A new “Comment” entity type (present only in the Eden Editor scene, can be used e.g. for personal notes)
- Added: Changing the Eden Editor camera control keybindings is now supported
- Added: Support for ‘Create & Scale’ for triggers and area markers (it is possible to click and drag to create an area with exactly sized dimensions)
- Added: Foliage toggle
- Added: A "saved3DENInventory" variable is saved to a character's variable space at the scenario start after the character's loadout was customized
- Added: The entity selection is remembered after the entity was placed by double click (allows placing multiple times without re-selecting it)
- Added: Listed scenarios can now be deleted from the Save / Load dialogs (select a scenario and press the 'Delete' key)
- Added: Support for setting up an area inside objects and logics (e.g. modules)
- Added: Support for Drag & Drop of entities from the Edit list to the Scene
- Added: Support for creating 3D areas in objects and a possibility to change their shape (e.g. from a rectangle to an ellipse)
- Added: An ability to force Custom Object’s area attributes (e.g. shape, size) in the config to a specific value and disallow the user to change it in the Eden Editor
- Added: Support for changing the crew’s position in a vehicle
- Added: Support for custom user connections
- Added: Support for creating an entity and opening its attributes at the same time
- Added: New icons for changing the seat context menu options
- Added: A new set3DENSelected script command
- Added: Preview of trigger models in 3D during their creation
- Added: An option to display information about map objects in an on-hover tooltip
- Added: A new trigger attribute forcing the trigger to be simulated only on the server
- Added: A new Preferences parameter toggling the adaptive camera speed (e.g. slowing down near surfaces)
- Added: Support for name and init attributes of groups
- Added: Support for advanced searching in Edit trees (usage example: "#object name NameOfMyObject" will search for all objects with a name attribute equal to NameOfMyObject)
- Added: Suggestions for an advanced search in the Edit list
- Added: Support to open the mission and log folders
- Added: Initial support for resizing triggers by dragging their corners
- Added: A visualization part of a new resize widget
- Added: Support for rotating the new Resize widget
- Added: An automatic registration of scripted Event Handlers requested from the configs
- Added: A new interactive middle line for the Resize and Rotate widgets
- Tweaked: Dragging an entity by its model was improved
- Tweaked: The dialog displaying an alert about missing addons while importing a scenario was improved
- Tweaked: Widgets are now calling the AttributesChanged3DEN Event Handler on objects
- Tweaked: The move3DENCamera command would not work with a map interface open
- Tweaked: The all3DENEntities now returns also layers and comments (full syntax: [objects, groups, triggers, systems, waypoints, markers, layers, comments])
- Tweaked: The DLC icons now appear on the left side of the Edit List
- Tweaked: Eden attribute commands ( get3DENAttribute , set3DENAttribute , set3DENAttributes ) now accept the Entity ID
- Fixed: The Scale Widget could be dragged even without any scalable item selected
- Fixed: Moved object would always be dragged by the center of their mass
- Fixed: The backup SQM file was removed when there were some addons missing during a scenario import
- Fixed: The Rotation Widget would display a change before it really happened
- Fixed: Dragging of a trigger by holding its area with a mouse was no longer possible
- Fixed: Preview and a map drawing for rectangular object areas were incorrect
- Fixed: The on-hover tooltips did not have any line breaks
- Fixed: A history entry for the “Create Comment” operation was missing
- Fixed: Dragging markers with a mouse cursor was not working correctly
- Fixed: Temporary scenario data was not deleted after switching to another terrain in the Eden Editor
- Fixed: The camera’s position would not reset after changing a terrain
- Fixed: Some icon markers were created on the [0,0,0] coordinates
- Fixed: Vehicle crew would be selected after pasting a vehicle in the Eden Editor
- Fixed: The marker names were not localized in the Entity List
- Fixed: Scenarios imported from the 2D editor would ignore the user’s binarization settings
- Fixed: Logging a position of the Comment entity to the clipboard would produce a script error
- Fixed: The UI sliders would react to user input even when no active cursor was hovering above them
- Fixed: A rogue 2D line was occasionally drawn to the top left corner of the Eden scene
- Fixed: The vehicle’s effective commander would not be able to give orders after switching seats in the Eden Editor
- Fixed: Marker creation by mouse double-click is now placing them correctly under mouse pointer (thanks to Mitrail01 for reporting that)
- Fixed: Connections are no longer drawn when some of the connection targets are inside a hidden layer (they are hidden)
- Fixed: Default values of custom attributes are no longer saved to SQMs
- Fixed: A potential crash when a Join-In-Progress unit for a non-existent center is requested
LAUNCHER:
- Added: Support for an utilization of the Steam Workshop cache (shorter loading times, lower mod disk usage)
- Added: An option to copy or backup Steam mods (similarly to the local mods)
- Added: An option to copy Steam mods to an arbitrary folder
- Added: A partial support for non Workshop mods (detection based on the match of the mod’s name)
- Added: A DNS link to servers by parsing a server name
- Added: The server joining window now contains detailed information about the server
- Added: Locked servers are now marked with a lock symbol
- Added: A detection of DLCs required by the server and marking missing DLCs
- Added: Error details are now provided when an asynchronous operation performed on Steam fails in Publisher
- Added: Notifications for installed modes
- Tweaked: The Server Browser was overhauled
- Tweaked: The mod handling by a server was simplified
- Tweaked: A better detection of server mods
- Tweaked: The version number was changed to 1.5
- Tweaked: Incorrectly configured server mods are no longer required from the clients
- Tweaked: The SERVERS tab can now be selected as a default choice.
- Tweaked: The Workshop mods are no longer automatically loaded when installed (there is a notification with quick action instead)
- Tweaked: Launcher will automatically restore the mod folder in the Steam Workshop cache in case it was incorrectly edited
- Tweaked: The icon for signed mods was changed (the lock icon is now reserved for locked servers)
- Tweaked: The icon for a mismatched server was updated
- Tweaked: The Server Mods window is now resizable and bigger by default
- Tweaked: The dialog windows are now adapting to a high DPI / small resolution screens better
- Fixed: There were some typos in the command button descriptions in the Join Server window
- Fixed: The Twitter embedded content was not displayed in some cases
- Fixed: The "Keep current selection and join" button was bound to an incorrect action
- Fixed: Server-side mods were filtered out for servers requiring the clients to have identical mods
- Fixed: Synchronization with the Steam API was not working correctly when it was being shut down
- Fixed: The Server Browser would not set up all mods correctly according to the selected actions
- Fixed: An interaction with a context menu when reordering the lists was incorrect
- Fixed: Legacy Steam mods could be auto-included in the mod list in some cases
- Fixed: The Steam API would report the Launcher as being open even after players closed it in some cases
- Fixed: Crash when entering the options immediately after Launcher's start
- Fixed: The context menu items of Launcher’s tray icon were not correctly legible
SERVER:
- Updated: Stand-alone Windows Dedicated Server (1.60)
-
Updated: Stand-alone Linux Dedicated Server (1.60)
- 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;dlcbundle to your arma3server.exe shortcut