FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.34 (Helicopters DLC, Sling Loading, Firing from Vehicles, Advanced Flight Model)
SIZE: ~1.2 GB
NOTES
- Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
- Consider defragmenting your HDD after downloading large updates.
- A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.32). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy132
- A Make Arma Not War Build branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is: MakeArmaNotWar
CHANGELOG
DATA:
- Added: CH-67 Huron*
- Added: Huron black variant*
- Added: Huron cargo container
- Added: Huron medical container
- Added: Huron repair container
- Added: Huron fuel container
- Added: Huron ammo container
- Added: Mi-290 Taru*
- Added: Taru black variants* (not accessible without scripting)
- Added: Taru with transport pod*
- Added: Taru with special-purpose bench pod*
- Added: Taru with medical pod*
- Added: Taru with cargo pod*
- Added: Taru with repair pod*
- Added: Taru with fuel pod*
- Added: Taru with ammo pod*
- Added: Taru transport pod*
- Added: Taru special-purpose bench pod*
- Added: Taru medical pod*
- Added: Taru cargo pod
- Added: Taru repair pod
- Added: Taru fuel pod
- Added: Taru ammo pod
- Added: M-900
- Added: P-30 Orca black / white weapon variant
- Added: Helicopter VR Training "Basics"
- Added: Helicopter VR Training "Weapon Systems"
- Added: Helicopter VR Training "Sling Loading"
- Added: Helicopter VR Training "Advanced"
- Added: MP Scenario "Support Katalaki"
- Added: MP Scenario "Support Sofia"
- Added: MP Scenario "Support Pyrgos"
- Added: MP Scenario "Support Rodopoli"
- Added: MP Scenario "Support Stratis"
- Added: Showcase Sling Loading**
- Added: Time Trial 06 "Runway Lap"
- Added: Time Trial 07 "Hillside Groove"**
- Added: Time Trial 08 "King of the Hill"**
- Added: Time Trial 09 "Kiss the Ground"**
- Added: Time Trial 10 "Kart Delivery"**
- Added: Support module (Ground Support)
- Added: Third Farsi radio protocol
- Added: Arma 3 main theme Helicopters remix
- Added: Flexible tank (2 items)
- Added: Cargo net with crates (5 items)
- Added: Smaller containers (12 items)
- Added: Portable helipad lights (5 items)
- Added: Helicopter big cover bag
- Added: Water and fuel bladder (4 items)
- Added: Secondary containment (4 items)
- Added: Wheel pull device (2 items)
- Added: Discharge stick
- Added: Rigging rope
- Added: Intake plug (5 items)
- Added: Pitot cover
- Added: Pressure washer
- Added: Wheeled scaffolding
- Added: Wheeled tool kart
- Added: Portable engine crane
- Added: Diesel Ground Power Unit
- Added: Jet Engine Air Start Unit
- Added: Water pump
- Added: Wheel chocks
- Added: Windsock
- Added: Landing platform
- Added: Welding cart
- Added: Welding tank
- Added: Gas tank (3 items)
- Added: Wheelie Bin
- Added: Aircon ('Outside part')
- Added: Transport boxes (6 items)
- Added: Pallet trolley
- Added: Office table (2 items)
- Added: Office chair
- Added: Office cabinet
- Added: Rattan table and chair (2 items)
- Added: Refrigerator
- Added: Tableware (9 items)
- Added: Microwave
- Added: Workbench
- Added: Flat-screen TV
- Added: Camera
- Added: Desktop PC (4 items)
- Added: PC printer
- Added: Projector
- Added: Portable speaker(s)
- Added: Game console (4 items)
- Added: HDMI cable
- Added: Tablet
- Added: Sport balls (5 items)
- Added: Baseball mitt
- Added: Sling Loading for helicopters (all helicopters except for the AH-99 and Mi-48 Kajman can now Sling Load)
- Added: Key binding for rope interaction (attaching / releasing cargo) - default: B
- Added: Key binding for Sling Load Assistant added - default: Right Ctrl + B
- Added: Neophron, Buzzard, Greyhawk / Ababil, Speed Boat, Assault Boat, SDV, most wheeled vehicles (except APCs), and various objects are Sling Loadable
- Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Hummingbird, Mohawk, Truck and Assault Boat
- Added: Advanced Flight Model (RotorLib) simulation; it is available for all stock helicopters (disabled by default; available after switching in CONFIGURE > GAME)
- Added: DLC content browser
- Added: Main rotor of helicopters is properly hidden when damaged by impacts
- Added: Winch damage indicator
- Added: Dragging an object over a Sling Load capable helicopter will now attach the object to it (Zeus)
- Added: Memory points for Sling Load cameras
- Added: Tooltips to Advanced Flight Model settings in game options
- Added: New winch destruction particle effects
- Added: New sound attenuation class for semi-opened helicopters
- Added: Sling Load cursors to Zeus
- Added: Shake based on G forces for all air vehicles
- Added: Possibility to re-texture Kerry's backpack by popular demand
- Added: Friendly Fire to the remaining Commanding VR courses
- Added: New sound attenuation filter classes for helicopters
- Added: Parameter numberPhysicalWheels to vehicles
- Added: Config for 'sitting on bench' SFX
- Added: More memory points for the Mohawk
- Added: Some movement to the oil temperature indicator for the xH-9 family of helicopters
- Added: Done keys for faction showcases
- Added: Sounds for breaking a rope
- Added: Proper DLC Bundle logo and overview text
- Added: DLC part to scenario loading screens
- Added: Rolling sound on dirt roads
- Updated: 3D ring and sphere helpers
- Updated: Sling Loading controls in the Arma 2 preset
- Updated: HUD for Blackfoot and Kajman with RTD components
- Updated: Remixed sounds for Blackfoot, Kajman, Hellcat, Ghosthawk and Mohawk
- Updated: HMD of the Orca and Hellcat
- Updated: Credits with new developers
- Updated: The exact heading in the HMD of the Orca should now show full number instead of just rounding to the nearest ten
- Updated: The HMDs of helicopters should now use the new, freelook-friendly vector source in their velocity direction indicator and will always match the RTD one (with Show Gauges in options)
- Updated: Actions of buildings to prevent UAVs, snakes and players in vehicles from manipulating doors
- Updated: BIS_fnc_getVehicleWeapons to use more accurate detection of vehicle turrets (now using allTurrets command)
- Updated: Showcase Gunships - Being shot down while attacking the Naval Base now causes the mission to fail
- Changed: Speed scale in the HMD of the Kajman from 500 to 300
- Changed: Top-right altitude number in the HMD of the Kajman from AGL to ASL and fixed an unintended offset on the AGL scale
- Changed: Ghosthawk gunner is no longer forced into optics
- Changed: Renamed vehicle class ManVR has been renamed to MenVR to be consistent with the rest of characters
- Changed: Weapon_Empty holder now stays long enough (see http://feedback.arma3.com/view.php?id=21177)
- Changed: Weapon resupply widget FSM is showing the weapon name instead of magazine
- Changed: Samples of helicopter damage alarm
- Changed: Karts DLC data decrypted (EBO to PBO)
- Changed: Hint class name at the start of VR training
- Tweaked: Fuel consumption of various helicopters (xH-9 family and Ghosthawk)
- Tweaked: Cruise speed of xH-9 family and Ghosthawk
- Tweaked: Ground contacts of PO-30 Orca, Blackfoot and Ghosthawk
- Tweaked: Made the gun crosshair smaller and color brighter in the HMD of the Blackfoot
- Tweaked: New sound configurations for all helicopters (remixed samples and new features enabled)
- Tweaked: Horizon indicator in the HMD of the Blackfoot to match the real horizon better
- Tweaked: Major and minor lines on the G-meter in the HMD of the Kajman
- Tweaked: Volume of turning engine on and off for helicopters
- Tweaked: Helicopter SFX parameters
- Tweaked: Gear air friction for the Mohawk
- Tweaked: FD / TT feedback sound volume increased slightly (audibility versus helicopters)
- Tweaked: Increased volume of helicopter explosions sounds
- Tweaked: Extended the draw area of the velocity direction indicator in the Orca to its full HMD area
- Tweaked: Various helicopter SFX configurations
- Tweaked: Decreased maximumLoad of Ababil and Grayhawk internal inventory by half
- Tweaked: Vehicle stress sounds
- Tweaked: Crash sounds for helicopters
- Removed: Legacy DirectX installation folder (now handled through Steam)
- Fixed: Ground contact of several helicopters
- Fixed: Wrong separator for retreatBladeStallWarningSpeed (thanks kju)
- Fixed: Dragging Sling Load incompatible objects on a helicopter now moves them below the helicopter (Zeus)
- Fixed: Sling Loaded vehicles were not compatible with Zeus paradrop
- Fixed: Gunners of Ghosthawk had issue with disembarking
- Fixed: Empty shells particle effect on vehicle-mounted machineguns
- Fixed: Grass was not affected by copter downwash enough
- Fixed: Middle wheels of Marid for some scripts (see http://feedback.arma3.com/view.php?id=20988)
- Fixed: Animated torque indicator for the xH-9 family of helicopters
- Fixed: Added missing material to last LODs of walls
- Fixed: Missing sample for helicopters
- Fixed: Magazines with scope < 2 were available when editing ammo box contents
- Fixed: ORBAT tooltips were not visible in OBRAT viewer
- Fixed: Adjusted exit points of the Hummingbird co-pilot to prevent him getting stuck
- Fixed: Player was able to delete soldiers required for completing Showcase Zeus
- Fixed: End screen for Sector Control text (it was showing "MISSION COMPLETED" for both winners and losers)
- Fixed: Artillery shells now do proper damage if they hit something on their way (even before turning into mine clusters e.g.)
- Fixed: Player would remain in ragdoll after unsuccessful try in VR Commanding - Vehicles Course
- Fixed: Double restart when dying after using Restart (Time Trials)
- Fixed: TTs would not end after disabling your vehicle but not dying
- Fixed: Flying MLRS rocket damages objects it hits before the explosive triggers
- Fixed: Player is now able to switch back seats in the Hellcat including the door ones
- Fixed: Turning tower of Greyhawk doesn't make it start the engine anymore
- Fixed: Showcase Armed Assault Bobcat at the end did not move properly when trying to push the wreck
- Fixed: Firing Drills UI had incorrect layering
- Fixed: Guided artillery ammunition doesn't seek its target properly
- Fixed: Darter did some random movements while in auto-hover
- Fixed: BIS_fnc_loop is not reliable because of preemption (http://feedback.arma3.com/view.php?id=21193)
- Fixed: "M134_minigun" wasn't recognized correctly by BIS_fnc_itemType
- Fixed: BIS_fnc_crewCount recognized cargo turrets as active crew
- Fixed: TT01 - Glitching fire extinguisher
- Fixed: Possible infinite loop in particle script when helicopter / airplane is destroyed
- Fixed: Pedal animations of Blackfoot pilots were inverted
- Fixed: Multiplayer - ZGM 4+1 Bootcamp - Problem in the grenade firing range
- Fixed: Distance loudness parameter of raise / lower weapon
- Fixed: Player could not place these mines: Large IED (Dug-in), Large IED (Urban), Small IED (Dug-in) and Small IED (Urban)
- Fixed: Camo selection of camouflaged vest
- Fixed: Cumulative TT bonuses / penalties were not correctly reset on looping
- Fixed: Sound for rolling on the ground with a sidearm
- Fixed: Tab highlighting in Controls
- Fixed: Sandstorm moving and colliding with objects in Showcase Tanks
- Fixed: Copilots have properly visible compass
- Fixed: Misplaced fire geometry of the left side door of the Mohawk
- Fixed: AAF soldiers being reported as pilots
- Fixed: Right door gunner in Ghosthawk is able to see the compass
- Fixed: TT CP helper objects could try to be mapped by an illegal procedural texture
- Fixed: Wrong image for the Starter Pistol in the DLC browser
Potential campaign spoilers:
- Fixed: Mission flow issue in Signal Lost when picking up a radio
- Fixed: Player had two UAV terminals at the beginning of Preventive Diplomacy
- Fixed: Tipping Point - Player was unable to board the boat under certain circumstances
- Fixed: Intro for the campaign mission Attention Deficit was broken
* Restrictions apply for those who don't own Arma 3 Helicopters DLC.
** Content requires ownership of the Arma 3 Helicopters DLC.
ENGINE:
- Added: Firing from Vehicles technology
- Added: Sling Loading technology
- Added: Scripting commands and event handlers:
- Added: New waypoints for Sling Loading: lift cargo and drop cargo
- Added: Support for Sling Loading to Zeus
- Added: RotorLib helicopter Advanced Flight Model
- Added: New parameter for description.ext - forceRotorLibSimulation (0 - default, options based; 1 forced on; 2 forced off)
- Added: New command difficultyEnabledRTD
- Added: New condition and sources for helicopter HUD (rtdCollective, windage, rtdRotorTorque, rtdGForce)
- Added: DLC content browser
- Added: New features to diagnose rendering and cleanup to optimize it
- Added: Ability to show GPS / UAV Feed / Sling Load Assistant in optics
- Added: Hook waypoint cursor to Zeus
- Added: Sound: Start / stop samples for 'common' vehicles
- Added: Sound: Vehicle controller lateralMovement
- Added: Support to map up to 32 buttons for one controller
- Added: New UI toggles for RTD helicopters
- Added: Support for user-defined colors for vehicle IGUI toggles
- Added: Sound: Missing wind controller
- Added: Sound: Rope break sound
- Added: UI toggles for vehicles
- Added: New scripting command for getting a list of all crew from a vehicle: fullCrew
- Added: serverCommandExecutable script command for checking whether a given server command can be executed. Must be called from a UI handler and thus matches serverCommand behavior (unlike serverCommandAvailable)
- Added: RPT logs when the ownership of DLC has changed (http://feedback.arma3.com/view.php?id=20510)
- Added: Set of new commands for working with turrets namely: allTurrets, magazineTurretAmmo, setMagazineTurretAmmo
- Added: Additional profiling macros to explosion effects and ammo simulation
- Added: Sound: Controller camPos = 1 for players on benches
- Added: Enabled long distance error calculation
- Added: Sound: GMeterZ1
- Added: Sound: Support for AnimationSourceDoor (helicopter ramps)
- Added: Support for driver turrets in new magazine turret scripting commands
- Added: Garbage collector for empty Zeus groups so the player doesn't get stuck with creating units due to group limits being exceeded
- Added: Sound: New controller - rotorDamage
- Added: Sound: System initialization reports and initialization of error detection
- Added: Setting a short timestamp as default in RPT
- Added: Reporting scenario name when a scenario starts
- Added: Sound: Attenuation for turrets
- Improved: AI helicopter landing
- Improved: AI seeing a kill visibility check
- Updated: AI behavior when Sling Loading
- Updated: AI aiming speed tweaked with new dexterity of weapon data
- Updated: The ctrlCreate function to define a target controls group for a new control
- Updated: ctrlCreate takes a control instead of IDC as target group
- Updated: Sound: Crash volume
- Updated: The static string table for MP optimization
- Updated: Sound: Sound controllers diagnostic
- Updated: Sound: Play rotor damage when stress mode is enabled
- Updated: Sound: Controllers: GMeterZ & camPos
- Changed: All public drawDiag* methods renamed to draw* to simplify the names
- Changed: Compression for speed and angular speed to 16 bit float (network optimization)
- Tweaked: AI is now more careful when flying above trees
- Tweaked: Sound: Crash sound played when not damaged, changed next sample's interval
- Tweaked: Disabled remote positioning checks on destroyed objects
- Tweaked: Higher message age limit on clients for prediction (still accepts a 1s time window between messages)
- Tweaked: Game start-up optimization (string table)
- Tweaked: The pilot of a vehicle with formation leader takes the lead
- Tweaked: Sound: Crash volume is now based on speed
- Tweaked: If a formation leader is Sling Loaded, the pilot takes the lead
- Tweaked: Sound: Smoothed sound controllers GMeter and lateralMovement
- Tweaked: Sound: Controller indexes & values interpolation
- Tweaked: Sound: camPos controller
- Removed: Sound: Start / stop 'internal' volume coefficient
- Fixed: Blinking editing zones in Zeus
- Fixed: Unassigning destroyed vehicles from groups
- Fixed: switchMove command clears external move
- Fixed: Order get in for commanding menu
- Fixed: Hit point color for wheels on 4-wheeled cars
- Fixed: TaskSetAsCurrent returns array properly
- Fixed: Taking Items from a dead body by two players at same time caused duplicity
- Fixed: Killed unit does not disclose killer
- Fixed: MP - Player was unable to pick up items from non-local containers
- Fixed: A problem with the position of non-local helicopter wrecks
- Fixed: A vehicle could be changing its wheel state and not be in the PhysX scene
- Fixed: Serialization of the last remembered fields of path for AI
- Fixed: Dead loop in path locking of a given thread
- Fixed: Undefined variable in the coefficients array (causing MP message spam)
- Fixed: Get in command when units are already in a vehicle (it will default itself to get out)
- Fixed: CTD on accessing uninitialized memory
- Fixed: Soldiers rotating on the spot or moving in circles once a certain point of their path is reached
- Fixed: CTD when calling GetIRData
- Fixed: CTD caused by cost map refresh
- Fixed: Not working None glasses in identity
- Fixed: Not saving addGoggles state
- Fixed: Game crashes when player tries to start MP with soldier wearing backpack
- Fixed: Equipment can't be retrieved from a container on dead players
- Fixed: Some problems with soldier MP position prediction
- Fixed: setObjectViewDistance command
- Fixed: CTD caused by many soldiers with IR
- Fixed: Store the last time controller was used and if it's longer than 5 seconds, don't rumble
- Fixed: Automatic closing dialogs when mission ends (closeOnMissionEnd in config)
- Fixed: Invalid HMD velocity vector when looking away from it
- Fixed: CTD when accessing an out of range proxy element
- Fixed: Wrong condition when deciding whether an object can have proxies or not
- Fixed: Inventory - Player can't pick up the last ammo from the container of a dead AI
- Fixed: CTD when accessing a null pointer when clearing landscape
- Fixed: Automatic ejection of the player from helicopters when a respawn is presented
- Fixed: Invalid velocity vector when looking away from it
- Fixed: CTD when working with a faulty public variable. Disabled the propagation of faulty variables over the network.
- Fixed: Deactivated mines don't show the "Take" action
- Fixed: serverCommandAvailable "#kick" not returning true / false correctly
- Fixed: Assertion when there are missing config colors for UI toggles
- Fixed: Removed automatic centering of turrets when a player moves out
- Fixed: Soldiers getting damage from each other while ejecting from helicopters
- Fixed: Network camera direction (switched X and Z coords)
- Fixed: CTD when accessing uninitialized memory
- Fixed: Nil public variables would not broadcast over the network
- Fixed: Multiplayer - Zeus CTD
- Fixed: 2 x Ctrl should now raise the weapon in crouch stance
- Fixed: CTD when calling the getConfig script command on a faulty value
- Fixed: Possible CTD if a weapon holder is not created
- Fixed: Crash in UpdateCollisionGroup with missing shape
- Fixed: Crash for an object with no skeleton in a shape
- Fixed: setTimeMultiplier, so it is limited as it should be
- Fixed: Get in animation no longer falls down for hovering helicopters
- Fixed: assignAsCargo so it is taking into account locked positions
- Fixed: Added checks for the assignment state and lock state of positions for ordered cargo
- Fixed: Placement of some things in the creation tree in Zeus
- Fixed: Sound: Transport doors - wait until samples played functionality
- Fixed: Loading of scenario picture
- Fixed: Loading screen could pop up every ~10 seconds in MP
- Fixed: CTD when calling SetDestroyed on an object without geometry LOD
- Fixed: assignAsCargo on Dedicated Server
- Fixed: Crash
- Fixed: Event Handler Take returns wrong value for container if it's a dead unit
- Fixed: Sound: Explosion sounds in first person (in vehicles)
- Fixed: Sound: SoundDamage repeats after several moments
- Fixed: Precise get in / out animations not taking vehicle lock into account
LAUNCHER:
- Added: Updated UI look & feel
- Added: Application window is now re-sizable
- Added: Probing for arma3.exe path when the path can't be read from registry (e.g. because the registry entry doesn't exist)
- Added: Company logo to the main window
- Updated: URL of the Support page
- Fixed: Thumbnails are not being updated correctly
- Fixed: Application sometimes crashed when a user attempted to maximize it on a screen that contained the Windows taskbar
- Fixed: The load order number was cropped when it had more than 2 digits
- Fixed: Replaced conversion from pointer to number to simple explicit cast (convert may cause unnecessary exception)