Arma 3 Patch 1.72
- Dettagli
- Pubblicato Giovedì, 22 Giugno 2017 11:09
- Scritto da Djmitri
- Visite: 1179
DATA:
- Added: Malden 2035 terrain
- Added: Combat Patrol multiplayer scenarios
- Added: Escape from Tanoa multiplayer scenario*
- Added: Escape from Malden multiplayer scenario
- Added: Zeus scenarios for the Malden terrain
- Added: Community-made billboards
- Added: New skins for several structures
- Added: Variants of the in-game whiteboard, sleeved map and paper map (for Tanoa and Malden)
- Added: Template for Data Link targeting systems (sensors)
- Added: HUD indication when using 12.7x108mm APDS magazines
- Added: A visibility condition for the Blackfish horizon indicator
- Added: Tigris and Cheetah now utilize Data Link
- Added: Preview video for Jets DLC in the DLC Browser (Shift+P)
- Added: A water impact effect to the 120mm APFSDS shells (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3186371)
- Added: A new "Malden Sand" UI Color preset for Malden DLC
- Added: Jets Community Guide in-game implementation
- Added: Dynamic Loadout MFD information for the Neophron and Xi'an aircraft
- Added: A laser designator indicator for the Xi'an and Blackfish crews
- Added: Map symbols to several more objects
- Added: Vehicle turret indicators to the remaining ground vehicles
- Added: Audio-related memory points for certain structures
* Restrictions apply to those who don't own the Apex expansion.
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Tweaked: Flight model of the Gryphon plane (incl. fixed stall and better rudder authority)
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Tweaked: Flight model of the Shikra plane (it should now have improved stability and more correct AoA behavior)
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Tweaked: Flight model of the Sentinel UCAV (better stability, less maneuverability)
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Tweaked: Flight model of the Buzzard plane (slightly more power, stability and fun)
- Tweaked: Ambient animals now seek a hiding spot while it rains
- Tweaked: The Sentinel could explode when taking off in some cases
- Tweaked: Ejection is now available only to non-stationary planes (when the Get Out action is not available)
- Tweaked: Automated wing folding is now only active for planes with their engine(s) on and landing gear down and should be less performance demanding
- Tweaked: The inverted plane flag proxy was inverted in an incorrect way
- Tweaked: Spanish Welcome Screens now use a more appropriate separator style
- Tweaked: AA missile performance
- Tweaked: Automated tailhook operation for AI is now directly tied to the Landing and LandingCanceled events
- Tweaked: The Ejection system was refactored to resolve multiple issues
- Tweaked: Performance of AA missiles was improved
- Tweaked: AI gunners of the Praetorian were too inaccurate
- Tweaked: The BIS_fnc_setPitchBank function will now restore a moving vehicle's velocity after setting pitch and bank
- Tweaked: The BIS_fnc_findSafePos function now has a better position selection and blacklisting now supports all area formats
- Tweaked: The BIS_fnc_randomPosTrigger function now supports areas in array format and random distribution within an ellipse was improved
- Tweaked: The BIS_fnc_getUnitInsignia and BIS_fnc_setUnitInsignia functions should now work correctly in MP
- Tweaked: It is now possible to whitelist users able to access the debug console in multiplayer (https://feedback.bistudio.com/T124835)
- Tweaked: When test_EmptyObjectForBubbles, test_EmptyObjectForFireBig and test_EmptyObjectForSmoke are deleted, all their emitters are now deleted automatically
- Tweaked: The Black Wasp is now more durable
- Tweaked: Spatial targeting symbology
- Tweaked: Credits and ORBAT credits were adjusted
- Tweaked: The hand animation for the Protector SMG was improved
- Tweaked: Carrier static defenses now partially rely on Data Link from the Praetorian turret (it's the only one with a 360° scan coverage)
- Tweaked: Wrecks of the MQ-4A and KH-3A UAVs were hovering
- Tweaked: It is now possible again to mount bombs to the outer pylons of the Wipeout plane (https://feedback.bistudio.com/T124725)
- Tweaked: The loadout of the Neophron was adjusted (more bombs can now be carried)
- Tweaked: The template for the NVSensor is now on par with the LaserSensor (180° / 6km)
- Tweaked: The Neophron now uses an improved canopy destruction system
- Tweaked: The LOM 250-G bomb model was resized
- Tweaked: Geometry of the Modular Bunker (Tall) was improved for better interior deployment
- Tweaked: The damage model of the Shikra plane was improved
- Tweaked: The head position of the Xi'an pilot was adjusted to make aiming with rockets easier
- Tweaked: The gun pod of the Buzzard plane was aligned with its HUD
- Tweaked: The flight model of the Buzzard plane was overhauled (https://forums.bistudio.com/forums/topic/157525-fixed-wing-flight-model-dev-branch/)
- Tweaked: Filtering of audio elements in the "Play Sounds" Zeus module was improved
- Tweaked: Planes called by the CAS module will now release counter-measures after finishing the strike (does not apply to bomb strikes)
- Tweaked: Military Base Wall debris is no longer tilting when destroyed
- Tweaked: Armor values of the Speedboat were lowered
- Tweaked: The UCAV Sentinel now unfolds its wings when taking off just like other planes
- Tweaked: Hitpoints for the Gryphon plane were improved
- Tweaked: Revive mode is now available in Zeus Game Master scenarios (customizable in the server parameters, off by default)
- Tweaked: Loudspeakers in the faction Showcase scenarios are now louder
- Tweaked: The flight model and overall performance of the Shikra jet were overhauled
- Tweaked: Reduced intensity for the Flora / Fauna / Wind layers in environmental sounds (https://forums.bistudio.com/forums/topic/145599-audio-tweaking-dev-branch/?do=findComment&comment=3197303 - will be further tweaked)
- Tweaked: Defining a module function as "" no longer triggers an error message
- Tweaked: Flight models of the Black Wasp and Shikra aircraft
- Tweaked: Some structures were reconfigured (audio-wise)
- Tweaked: Garage icons for several vehicles
- Tweaked: The BIS_fnc_vectorDirAndUpRelative and BIS_fnc_weaponDirectionRelative functions are now optimized
- Tweaked: The Revive option on units is now disabled if Revive is disabled or non-existent
- Tweaked: The BIS_fnc_initVehicle function now skips the change of mass when used with a simple object
- Tweaked: The BIS_fnc_setVehicleMass function will now exit if the vehicle is a simple object
- Tweaked: Unarmed variants of the LSVs no longer display weapon info in the IGUI
- Fixed: Script error when using the side door of the CH-49
- Fixed: Footstep sounds on a specific wooden surface were incorrect
- Fixed: Some machine guns were incorrectly equipped with the FCS (https://feedback.bistudio.com/T124824)
- Fixed: Building destruction sound could get delayed in some cases
- Fixed: Transporting the UGV in the Blackfish was visually incorrect
- Fixed: An incorrect LOD of the Blackfish was showing when looking via the co-pilot camera
- Fixed: Canopies from all planes should now float on water a little bit before sinking
- Fixed: Legs of MB 4WD passengers could clip through the floor
- Fixed: AI crew of the Cheetah and Tigris would refuse to attack infantry (https://feedback.bistudio.com/T124954)
- Fixed: The Falcon UAV's camera in the UAV Terminal was misaligned
- Fixed: Helicopter Time Trials involving Sling Loading did not always fail when the winch was destroyed
- Fixed: The Sport Fence was appearing twice in Zeus in some cases
- Fixed: Jets defense turrets were missing from the Field Manual
- Fixed: Pylon proxies were not visible in certain resolution LODs
- Fixed: Vehicle crew were headbanging too hard when firing the 40mm GM (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3151233)
- Fixed: The stealth variant of the Black Wasp jet had external pylons available
- Fixed: Some HMDs were visible when turning to the sides
- Fixed: Several localization glitches (e.g. the Splendid Camera)
- Fixed: It was too difficult to shoot through the ruins of Church 02
- Fixed: The "scriptName" parameter of the BIS_fnc_setVehicleMass function was incorrect
- Fixed: The pilots of the WY-55 can now lock ASRAAM missiles
- Fixed: The grenade launcher of the AK12 would be open at incorrect moments
- Fixed: Brake lights on the Tempest trucks were not working correctly
- Fixed: The occluder of the Tent Hangar was inverted
- Fixed: The altitude indicator on the Blackfish was displaying incorrect values
- Fixed: A missing string error when placing a trigger with Jets DLC music as an Effects attribute
- Fixed: Eden Editor marker shapes had an incorrect tooltip text
- Fixed: The tutorial about scenario attributes contained an incorrect item
The East Wind (potential spoilers)
- Fixed: There were some floating objects in the Moral Fiber scenario
ENGINE:
- Added: Air friction parameters for planes (gearsUpFrictionCoef, airBrakeFrictionCoef, airFrictionCoefs2, airFrictionCoefs1, airFrictionCoefs0)
- Added: A new isVehicleRadarOn script command
- Added: New listVehicleSensors, listRemoteTargets, enableVehicleSensor, and isVehicleSensorEnabled script commands
- Added: A new getCompatiblePylonMagazines script command
- Added: New "turret" and "turrettoview" MFD animation sources
- Added: A new "projection" MFD parameter
- Added: A new "lineType" MFD line parameter (0 - full line, 1 - dotted line, 2 - dashed line, 3 - dot-dashed line)
- Added: New addForce and addTorque script commands
- Added: New vectorModelToWorld, vectorModelToWorldVisual, vectorWorldToModel, and vectorWorldToModelVisual script commands
- Added: A new "defaultUserMFDvalues" transport config variable
- Added: A new "nvg" MFD condition
- Added: 'Malden DLC' and 'Malden 2035' scenario Workshop tags
- Tweaked: The CallExtension interface was enhanced with a RVVersion function
- Tweaked: AI boat movement in shallow waters was improved
- Tweaked: AI plane path-finding at high altitudes was improved
- Tweaked: AI driving heavy vehicles should not stop for small obstacles anymore
- Tweaked: Precision of the IntersectWithGround functionality was improved
- Tweaked: It is now possible to mark Data Link targets using remote sensors
- Tweaked: The toFixed script command was extended
- Tweaked: The setUserMFDvalue now supports more parameters
- Tweaked: The count of "userXX" MFD user values was raised from 10 to 50
- Tweaked: The MFD variable color is now a simple expression
- Tweaked: Heavy gunfire situations should now be slightly less performance demanding
- Fixed: Automatic landing gear retracting was not consistent for players in all situations
- Fixed: Data Link could receive contacts even when it was disabled
- Fixed: Crash when using the FCS in some cases (https://feedback.bistudio.com/T124830)
- Fixed: Crash to desktop (https://feedback.bistudio.com/T124832)
- Fixed: Players could lock onto enemy laser designators
- Fixed: vectorWorldToModel did not work as expected
Eden Editor
- Fixed: Layers were not enabled correctly after loading a scenario
- Fixed: Dynamic Loadouts check boxes in the Attributes were not working correctly in some cases
LAUNCHER:
- Added: A mod counter for loaded / available mods
- Added: Escape game type support to Launcher's Server Browser
- Added: Malden terrain as an option for the -world parameter
- Tweaked: Automatic re-scan of watched folders is now more specifically targeted and should ignore changes in those folders irrelevant to mods
- Tweaked: The background color for the Server Browser's filter panel was changed
- Fixed: When all mods where unloaded while the Launcher was being closed, the mods from the last active preset were loaded (ignoring the unsaved modification done to it)
SERVER:
- Updated: Stand-alone Windows Dedicated Server (1.72)
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Updated: Stand-alone Linux Dedicated Server (1.72)
- 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;dlcbundle;dlcbundle2 to your arma3server.exe shortcut