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BIS have just today released this patch which will now unfiy US versions of ArmA with the rest of the world. 1.08 contains over 500 fixes since the European release. This patch is for the European versions although US users can download it as well. A smaller US patch will be available soon.
******************** ARMA UPDATE 1.08.5163 README *********************** ************************************************* THIS UPDATE WILL MODIFY YOUR GAME INSTALLATION. YOU NEED TO FULLY REINSTALL THE APPLICATION INCLUDING PREVIOUS PATCHES INSTALLED TO REVERT YOUR GAME TO PREVIOUS STATE. © 2007 Bohemia Interactive Studio. All rights reserved. This application will update your ArmA: Armed Assault / Combat Operations to version 1.08.5160. www.armedassault.com SYSTEM REQUIREMENTS: ==================== ANY ORIGINAL VERSION OF ARMA 1.05 (PATCHED VERSIONS) AND 1.06 (US VERSION) HOW TO INSTALL THE PATCH ======================= Run the patch exe to apply the patch setup automatically (you may be prompted to choose your exact version in some occassions). There's no uninstall option for the patch itself. You need to reinstall the game from the original setup to get it to the original version. WHAT'S NEW ========== CHANGELOG 1.08 ============== Version 1.08 is released as free patch to all existing editions of ArmA (updated to version 1.05 or US version 1.06). ===Main New Features=== * Improved clarity and reliability of Voice over net * Increased contrast of light for all weather conditions * Bullet impact is now visualised also on all objects and vehicles * 2D optics now support wide screen aspect ratio correctly * Various AI, UI, gameplay and stability improvements and tweaks * New texture detail "Default" that autodetects the amount of VRAM. Recommended Texture Detail setting for users of cards with more than 512 VRAM. * Reworked logic of teamswitch to make it more suitable for detailed manual squad command control * Full support for multiple airports * A bit faster and more fluent radio protocol ===Engine Change Log=== ====Release Candidate 0==== - Fixed: Very long MP mission name could cause crashes or freezes - Fixed: UI - Double click on listbox scrollbar does not launch the listbox action now - Fixed: Optics were deformed when using other than 4:3 screen ratio Fixed: Tanks were having troubles driving up the stones - Fixed: Functions createGroup, createUnit now fully works in MP - Fixed: AI now gets in vehicles on the positions where dead units are - Fixed: Gear dialog is closed when player dies - New: Weapons - optics camera can have a different direction than muzzle direction now - Fixed: UI - Gear display - icons for empty slots - Fixed: Mission loading screen - missing text given in onLoadMission - Fixed: When failed to join to a locked server, the correct cause is shown now. - New: Mission editor - year control in intel dialog - Fixed: UI - Missing addons error message - show the list of missing addons - Fixed: VoN sources management to prevent some sounds not audible in multiplayer - Fixed: Tow missile weapons are guided after they are fired. - Fixed: AI - gunners was sometimes unable to fire simultaneously - Fixed: Functions getVariable, setVariable can be used for more object types now - New: Improved support for X360 controller - Fixed: MP crash sometimes happened after deleteVehicle on some person - Fixed: Actions menu - drawing of arrows when scrolling is enabled - Fixed: Tanks were thrown in the air when colliding with some destructed buildings - Fixed: Gear action did not sometimes work in buildings (high over surface) - Fixed: MP - multiplication of magazines when putting them into a full crate - Fixed: UI - listboxes with texts of different color - color of selected text - Fixed: Game running in full screen had invisible but clickable window areas (close, minimize) - Fixed: Helicopters - state of hovering autopilot was not saved nor transferred in MP - Fixed: Touch off action available also in vehicles now - Fixed: Watch and GPS minimap forced not to be shown in cutscenes. - Fixed: In-game UI - In wide-screen aspects, the aiming cursor disappeared outside the UI area of the screen - Fixed: Dedicated server - ban.txt was locked for edit during the game - Fixed: MP mission statistics can be written to the file given by command line argument -ranking=... - Fixed: Invisible magazine when player get in vehicle during reloading and get out again. - Added: function clearVehicleInit - Fixed: Movement config - entry primaryActionMaps telling what action maps will be loaded first (and so used for initialization of movement) - Fixed: RCtrl is no longer reserved for combos, it can be used as a separate key as well. - Fixed: Keys with dik code greater than 128 (numpad, some special keys) can now serve as combos. - Fixed: AI no longer starts firing in Hold fire unless the enemy is really threatening it. - Fixed: Helicopter center of rotation is now center of mass, not rotor mast. - Fixed: Improved AI and autohover hovering stability. - Fixed: XInput handling of input devices disabled because of missing configuration options - Fixed: Position of Present call in the frame changed to improve Alt-Tab stability and work around possible driver errors. - Fixed: Reduced texture memory requirements for little varied parts of the terrain. - Fixed: M1A1 was never turning out in safe or careless mode. - Added: function nearTargets - Fixed: MP - Helicopter could appear as destroyed when in fact it was unharmed. - Fixed: MP - more reliable transfer of damage status of vehicles to other clients. - Fixed: Better VRAM allocation estimations for nVidia 8800 card, resulting in less frequent missing textures. - New: Cheat Shift+Minus FLUSH to allow to manually flushing all VRAM allocations to restore performance if needed. - Fixed: AI no longer uses RPG/LAW for looking at unknown enemies. - Fixed: AI target position accuracy sometimes was fluctuating a little bit for distant targets. - Fixed: AI Commander no longer commands individual targets when using weapons which gunner can operate autonomously, like machine guns. - Fixed: AI could be stuck on Seek and Destroyed waypoint when group consisted of one vehicle with multiple crew positions. - Fixed: Some Joystick buttons have fixed function in UI and game. - Fixed: Improved radio protocol fluency by binding words together. - New: VoN 2D voice volume is now controlled by radio volume. - New: Console output of dedicated servers can be logged to file specified in the server config entry logFile. - Fixed: Reduced occurrences where AI characters walked through each other. - New: MP Statistics table now indicate who is speaking over VoN by flashing given players name. - Optimized: Text rendering optimized, should make situations where a lot of UI text is rendered faster. - Added: functions isKindOf, sizeOf - Optimized: Terrain rendering uses less CPU. - Fixed: Improved VRAM managment for ATI cards with Catalyst 7.3 or newer. - New: Support for larger texture cache with new Texture Detail level "Default", useful for cards with over 512 MB VRAM. - Fixed: Flare disappearing is now smooth near screen edges. - Fixed: Wall and other obstacles now provide better shielding against explosions - Fixed: Voice over net was not working when DS and client was running on a single PC - Fixed: VoN connection established by retranslation through server Game socket when NAT negotiation fails - Fixed: Memory manager sometimes flushed caches too deeply, causing short intensive disk activity. - Fixed: VoN peer to peer connections are kept alive by sending special packets - Fixed: Voice over IP direct speak is made louder now. - Fixed: Improved Voice codec quality, bandwidth for voice increased from 6 kbps to 8 kbps - New: Speex1.2 beta 2 used as VoN codec - Fixed: VoN voice clipping is reduced now. - Fixed: Dedicated server crashes when retranslating VoN packets through Game Socket. - Fixed: Increased rudder authority for airplanes, improved AI using rudder while engaging. - Fixed: Briefing was sometimes cut on the right edge. - Fixed: MP: Crash when ammo created via createVehicle killed the player. - Fixed: Overall quality indication in the options changed for large view distances. - Fixed: Laser target acquire distance for AI was limited by rendering distance. - Fixed: Removed delay between target creation and its line of sight being tested. Should help laser targets and dynamically created vehicles. - New: Config entry vonCodecQuality to set VoN codec quality on dedicated servers (default value is 3, can be value from 1..10). - Fixed: AI subordinates now follow leader orders even when was stopped before by the Team switch - Fixed: Team switch shortcuts (previous / next unit) accessible also when map is shown - Fixed: Flap actions no longer present in the action menu for plane with no flaps. - New: Event handlers LandedTouchDown and LandedStopped - Added: functions id setAirportSide side, airportSide id, plane landAt id, plane assignToAirport id - Fixed: Group leader left by team switch no longer orders some commands - Optimized: Reduced amount of data transferred when JIP into a complex and long running mission. - Fixed: Bugs in VoN OpenAL source management. - New: Animation controllers gmeterx, gmetery, gmeterz - Fixed: Connection to GameSpy during dedicated server reporting was sometimes lost (Windows 2000 SP2 or newer are required now) - Fixed: Scripting function soldier moveInCargo [vehicle,position] was not implemented. - Fixed: Tanks now slow down when destroying a tree or other big objects. - Fixed: Scripting function person moveInTurret [vehicle,[x,y,z]] crashed when [x,y,z] was invalid. - Fixed: External camera was sometimes forced close to the person when some tree or bush was behind it. - Fixed: Changing audio options while playing MP could cause VoN not working or crash the game. - Fixed: MP: setPos and setDir effects are now transferred across the network. - Fixed: In some situations, Rearm / Repair / Refuel did not fill all ===Data Change Log=== ==Version 1.07== ===A10.pbo=== * config.cpp **fixed Maverick rocket indirect hit range (to match other rockets) **set damageResistance **only one Maverick per target is used now. ===Air.pbo=== * Ah1Z fire geometry fix * 2D optics models enlarged for 16:9 aspect *config.cpp **set damageResistance **balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire * Tweeked texture of 2D optics ===Air3.pbo=== *config.cpp **set armor and damageResistance ===Anims.pbo=== *Fixed wrong "stand" links in several action maps *introduced primaryActionMaps *Ladder moves reworked (rifle moves introduced) *Transition erc rfl low to pne added *Interpolation for AI movement erc stp ras rfl to erc spr low rfl added ===Animals.pbo=== *fixed shadow problems with small insects ===Buildigs.pbo=== * fixed maping in 1st LOD of castle\helfenburg.p3d * fixed "empty or no skeleton" errors for hotel and kostel_mexico * fixed Z-fight flickering on misc\zidka03 * fixed shadow volume at brana02nodoor.p3d * fixed top roof ladder in Tovarna2 * misc\runway_papi* increased shining flare ===Ca.pbo=== *Getting rid of hardcoded strings *Fixing turret errors on some of the library objects *Bouys are not reported by AI anymore ===Desert.pbo=== *Map repacked to lower VRAM usage *Updated ilsTaxiIn for Rahmadi strip, *Added drawTaxiway value ===Characters.pbo=== * Fixed clan for all civilian * deleted faulty last lod of np_soldier_pilot ===Misc.pbo=== *config.cpp ** increased armor of sanbags fence to 800 (equal to fortress) ** decreased arnmor of barrels and pallettes to 20 (equal to civil car) ** empty skeleton error on armored target fixed * paletaA, paletyC, paletyD fixed fire geometry * Bilboard_Revolucion_bez_noh.p3d changed damage settings * drevena_bedna.p3d changed damage settings ===Sara.pbo=== Map repacked to lower texture usage *sara.wrp **Bush moved from gate. **Terrain adjusted, pavement accessible. **Rock moved, scaled, rotated. **Terrain of Pita runwaz flattened. *config.cpp **Added class SecondaryAirfields, 3 more ILS definitions in it. **Updated ilsTaxiIn for Rahmadi strip **Added drawTaxiway value. ===Sounds.pbo=== *Church bell sounds had wrong paths ===Tracked.pbo=== *2D optics models enlarged for 16:9 aspect *T72, M1A1 changed comander_out view + improved hitpoints *T72, ZSU, M1A1 fixed fire geometry *config.cpp **set damageResistance **HUD reworked for M113 variants **HUD removed for ambulances **set real T72 and M1A1 main turret elevation *Tank commanders have new 2D square optics, some optics models cleaned *tweaked 2D optics of brdm ===Ui.pbo=== *Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class *Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud ===Water.pbo=== *config.cpp **zoom for ironsights on turrets set equal to other weapons ===Wheeled.pbo=== *Enabled landrover police version *Increased magazine loads on ammo trucks *HUDs for armed vehicles changed to work with compass ===Weapons.pbo=== *2D optics models enlarged for 16:9 aspect ** G36 fixed after 1.07 beta *cfgAmmo.hpp **redesigned indirect hit and ranges for HE ammo and explosive hit **small arms amo now has tracers only in arcade, reduced visible fire too **changed ammo audible/visible settings **defined Vickers mgun tracers **all SD ammo defined as subsonic **reduced GBU12 bomb indirect hit to not harm that much distant tanks *cfgMagazines.hpp **M24 uses traceless ammo *AmmoBoxes.hpp + cfgVehicles.hpp **ammocrates destruction *VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for all MGuns *MP5 magazines have names now. *M16 GL, AK GL and M4 ACOG+GL have new grenadelauncher ironsights add in readme: Grenadelauncher ironsights can be now used for aiming on 150m distance, in case M4 it is 200m * GP-25 set to correct 40mm ammo ** tweeked textures of 2D optics of acog, ags and soflam ===Weapons3.pbo=== *2D optics models enlarged for 16:9 aspect *M16A4 GL and M16A4 ACOG+GL have added ironsights for grenade launcher and new view axis *Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4 versions. | *config.cpp **changed ammo audible/visible settings *ammo B_25mm_HE indirectHitValue fixed ===Wheeled.pbo=== *2D optics models enlarged for 16:9 aspect *config.cpp **set damageResistance **zoom for ironsights on turrets set equal to other weapons *Tweeking 2D sights *Humers and Landrover with turret no more injures gunner while getting out. CHANGELOG 1.06 ============== ===Summary=== Version 1.06 is released in the US as ArmA: Combat Operations. ===Main New Features=== * The Armory * A10 * Various AI, UI, gameplay and stability improvements and tweaks ===Engine Change Log=== - Fixed: Increased thrust when hovering stable in VTOL mode. - New: Player can use Eject to disembark the vehicle while leaving engine on. - Fixed: AI Strykers were not firing when player was not using iron sights / optics. - Fixed: Haze was too strong with large viewdistance. - Fixed: Reduced shadowing caused by the terrain. - Fixed: setTerrainGrid was not reset when a new mission was started. - Fixed: Dedicated server - after #reassign two players could control a single avatar - Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding) - Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode) - Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position - Fixed: AI Ships now can reach shallow water (but very carefully) - Fixed: Ships - searching a place where to go for get in / get out improved - Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects) - Fixed: head movement not visible on players in vehicle - Fixed: Freelook still forced when changing from cargo to secondary turret - Fixed: AI sometimes did not take off NVG after skipTime was used. - Changed: Less strict color coding for ping values. - Fixed: Explosions no longer cause any objects flying high. - Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge. - Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle) - Fixed: Different selection of points where to get in / get out the ship - Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container - Fixed: Measures implemented to avoid textures being placed in AGP, which often caused degraded performance after prolonged playing. - Optimized: Grass depth of field is now performed only with Postprocess set to Very high. - Fixed: Muzzle flash texture is preloaded now - Fixed: Wounded player is stuck in the water. - Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position - Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring) - Fixed: Ships - faster movement in shallow water - Fixed: Separate get in point can be defined for each cargo position - Fixed: function "selectWeapon" now switches character pose when launcher is selected - Fixed: function setMousePosition is working correctly again (broken when HW cursors was introduced) - Fixed: Releasing Alt in a vehicle should center view vertically - Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view - Fixed: Vehicles did not rearm when no ammo was remaining - Fixed: Mission editor - objects which cannot float are placed underwater now - Fixed: All input ignored after MP session left while chat window still open. - Fixed: UI - selector active row highlighting was clipped to controls group - Fixed: UI - wrong focus switching from expanded combo box (through click on the other control) - Fixed: Improved AI path following when moving slow. - Fixed: Improved AI car path planning in combat mode near roads. - Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy - Fixed: Exhaust particle original position and speed improved - Fixed: VoN issues with server behind firewall fixed - Fixed: AI - heavy wheeled vehicles now can drive through bushes - Fixed: AI cars avoided water even when canFloat = true was given in the config - Added: function createMissionDisplay - Added: function joinSilent - Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes - Fixed: External camera of the soldier was placed inside objects sometimes - Fixed: Tracks were drawn under the bridge - Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed) - Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes - Fixed: UI - Gear dialog - weapon overview improved - Fixed: functions commandGetOut, doGetOut - units returns to formation when finished - Improved: Moving of external camera of the soldier is much smoother now - Fixed: AI - path planning improved (more smooth transition between plans) - Fixed: Improved helicopters engaging targets. - New: Helicopter animation controllers cyclicForward and cyclicAside added. - New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default. - Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped. This should help AI predicting solider movement in transitions like when seeing someone going prone. - Fixed: Improved target scanning for fast moving units. - Fixed: In-game UI - vehicle position icons in the status bar and commanding menu - Fixed: Map info (commands, friendly and enemy units) is now saving into game save - Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed to allow game continuing. - Fixed: scripting function "magazines" ignore empty (virtual) magazines - Fixed: Buldozer crash - non-streaming landscapes not supported. - Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM. - Fixed: Eye adaption was reset when getting in/out of the vehicle (most visible with NVG) - Fixed: AI boat movement precision and path finding improved. - Fixed: AI vehicle braking now smoother. - Fixed: Slightly improved AI pathfinding in a non-uniform environment. - Fixed: Tides are now considered for AI path finding. - Fixed: Possible server crash during NAT negotiation - Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles - Fixed: Better movement of convoys on roads - Fixed: NV goggles eye accommodation was reset, when returning to a paused game - Fixed: Gear screen in briefing - magazines was multiplied sometimes - Fixed: Clipping of some briefings on the right edge - Fixed: Distant grass layer follows roads more closely. - New: New config value soundBurst to allow playing sound for each bullet in a burst - Fixed: Brightness limits were too benevolent - cheating was possible - Fixed: UI - during low frame rate, double click on some item in listbox was sometimes handled as double click on different item - Fixed: UI - when two controls are drawn over, mouse events are now received by the one in the front - Fixed: When running windowed, on some systems the image was slightly blurred. - Fixed: Improved text output kerning. - Fixed: HW acceleration used only when sound card offers at least 60 simultaneous sources. This fixes missing sounds while playing MP. - Fixed: Airplanes were firing rockets even when not aimed properly. - Fixed: UI - double clicks detected better during low frame rate - New: UI - control event handler ButtonClick now can return true to avoid default reaction - Fixed: AI planes not engaging targets. - Fixed: Airplane gears now fixed when aircraft is repaired. - Fixed: New animation controller noseWheelTurn. - Added: functions lbSort, lbSortByValue - Improved: UI - Chat log text border - Fixed: Improved target Tab locking prioritization for aircraft. - Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown (yellow). - Fixed: The ingame progress bar showed up for a little while when the game was loading and was supposed to use the splash screens instead - Fixed: Progress bar was too bright at the end of the loading for a little while - Fixed: UI - text cursor in edit control was on wrong position - Fixed: AI planes unable to land on Sahrani airport. - Fixed: AI - car drivers sometimes ignored commands from player in cargo - New: function isServer to check if given machine is the server. - Fixed: Tanks were not jumping over the concrete ramp - Fixed: Get In waypoint - group leader sometimes did not get in when assigned to gunner position - Fixed: Improved laser target detection and engaging by AI. - Fixed: Improved AI plane reaching waypoints. - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them - Fixed: Crash when trying to use HW without possibility to use shadow buffer technique (observed on Intel on board graphics card) - Fixed: Debriefing - in campaign, objectives was not properly marked - Added: Heading source to HUD's ===Air.pbo=== * Defined camel pilot for camels config.cpp (5.3.2007) * Added clan signs and logos to Harriers and Littlebirds * fixed pilot position in Harrier bomber , deleted unnecessary properties * changed blink lights to still lights on harrier airplanes * repositioned landing light on Cobra * model.cfg ** fixed compass rotation for Mi17 *config.cpp **Changed values of harrier flight envelope **HIT values and armor changed for all models *Harrier bomber has now 6 bombs *Removed erroneous rotor tilting from helicopter config. *Cobra glass textures changed, also material for night instruments *UH60 with machinegun second turret definition fixed. *KA-50 missile and rocket firing points inversed *Mi-17 rocket firing points inversed *soundInsideCoef reduced to 0.2 for AV-8B *UH60mg fire geometry and memory fix ===Air3.pbo=== *modeled landing lights to SU34 *config.cpp **Changed values of SU flight envelope **Added landing lights to Su34 **Changed Armor setting ===Anims.pbo=== * Fixed Reload collision capsules * Player can sit with pistol * Fixed interpolations to dead in all transition animations * Increased death bounding spheres to 1.5 ===Buildings.pbo=== * materials update * config.cpp ** placement=vertical; added for RADAR station ** tweaked markerLights values * dum_zboreny.p3d ** Collision geometry & Roadway modifications * Tent_east.p3d - changed geometry * Added new marker lights to runway navilight, edgelight and trafic stoplights * fixed LOD bug in podesta_1_stairs3.p3d * fixed collision Plot_Ohrada_zlomena ===Ca.pbo=== * added markerlight to small road barrier * fixed buoys floating ===characters.pbo=== * Defined camel pilot config.cpp, model.cfg (5.3.2007) * Added model of camel pilot, textures and materials (5.3.2007) * Added clan for civilians and soldiers * Added new Helmets for us_sodier_sabass.p3d, us_sodier_sabot.p3d, us_sodier_sabmark.p3d (8.3.2007) * Pilots and Crewman now have smokeshells and one more magazine to avoid "ammo low" messages. * Zombies do not use dangerFSM anymore. ===Misc.pbo=== *pytle_palety.p3d fixed collision *drevtank added supply point *BVP1T fixed alphasorting *fixed Ladder Half roadway ===Plants.pbo=== *str_fikovnik fixed n ===Roads.pbo=== *Material change on bridges to fit visually to roads ===Sara.pbo=== sara.wrp * moved some rocks, poles, bus stop sign and shelter around Tlaloc * adjusted terrain at El Gordo and Ic79 * several objects moved from road at Gj19 ===Tracked.pbo=== ** m113.p3d ** selections in model ** config.cpp and model.cfg modifications * T72 and Abrams turret elevation and depression modified to match realistic values * Shilka,BMP2 recieved a higher damageResistance to force tankcommanders to use maingun on it, instead of M2. * soundInsideCoef lowered to 0.2 for M1A1 ===Water.pbo=== * deleted unnecessary properties from both RHIB models ** RHIB.p3d, RHIB_gunboat.p3d ** still lights properly positioned ** selections in model * config.cpp and model.cfg modifications ** changed ship class precision when following path ** RHIB2Turret rear turret definition updated ===Weapons.pbo=== * M249 - texture modification * DShKM - texture modification * Increased indirectHitRange for all rockets from 0.2 to 2 meters * Increased costs for RPG and M136 to avoid AI shooting at soldiers * VehicleWeapons magazines maxLeadSpeed fixed * Increased artillery ammo strength * Increased AV-8 GBU loadout to 6 bombs * Javelin model hotfix. Model modified to fire horizontal. Number of mags limited. * NVG 2D optics improved * 3 round burst ammo introduced for M134 * Burst mode introduced for MP5s * Firing sound of the 57mm launcher changed * Rebalancing of all bullet ammotypes * adjusted firing rate of M134 * static weapons can zoom now * TOW rocket center of gravity fixed, stabilising the flight * Weapons used on aircrafts are always lockable ===Weapons3.pbo=== * m16 ViewPilot update - * weapons used on aircraft are now always lockable ===Wheeled.pbo=== * config.cpp **fixed amount of Pick-up cargo **changed max speed settings for civil cars **Fixed 5t truck co-driver settings **Gunner of UAZ with machinegun casts shadow now. **HIT values and armor changed for all models * model.cfg **fixed gauges to show proper speed values * hilux*, datsun*, tractor - fixed exhaust points * fixed steering wheel rotation in all hilux* models * Humer, 5T truck, LandRover, Stryker, Tractor and Uaz - deleted unnecessary properties n * Humer config - viewGunnerInExternal to prevent sound muffling for gunner * Humer has now penetrable glass * fix Stryker TOW kolize * fix model center on Strykers for AI pathfinding * fix damageHide selection on all UAZ*.p3d * Strykers, BRDM - 2 received a higher damageResistance to force tankcommanders to use maingun on it, instead of M2. ===Wheeled3.pbo=== * added clan signs on the TT650 and M1030, deleted unnecessary properties
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