SPOTREP #00079

reported by Vojtěch Kovařič on April 11, 2018

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.82 (Tanks DLC, Interiors, Extended Damage Model, Vehicle Customization)
SIZE: ~5.6 GB / ~1.1 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.
  • Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.80). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy180
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.
  • You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.

  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

CHANGELOG

DATA:

  • Added: Tanks DLC*
  • Added: T-140 Angara Main Battle Tank*
  • Added: Nyx Armored Weapons Carrier*
  • Added: Rhino MGS Tank Destroyer*
  • Added: "Altis Requiem" mini-campaign**
  • Added: Showcase Tank Destroyers**
  • Added: TT16: Weasel Run
  • Added: TT17: Shipping and Handling
  • Added: TT18: Hammer Time
  • Added: Fully modeled 3D interiors for armored vehicles
  • Added: Vehicle Customization for armored vehicles
  • Added: Vanguard TDM multiplayer mode
  • Added: 9M135 Vorona manually guided missile launcher
  • Added: MAAWS Mk4 unguided recoilless rifle
  • Added: Tanker Coveralls**
  • Added: Crew Helmet
  • Added: Offroad (AT) variant
  • Added: MB 4WD (AT) variant***
  • Added: MB 4WD (LMG) variant***
  • Added: Prowler (AT) variant***
  • Added: Qilin (AT) variant***
  • Added: Zamak MLR variant (AAF)
  • Added: Repair Depot (Civilian, Green, Tan variants)
  • Added: Concrete Hedgehog (Whole, Disassembled, Half, Palette)
  • Added: Czech Hedgehog (New)
  • Added: Dragon's Teeth (New, Old variants)
  • Added: Dragon's Tooth (New, Old variants)
  • Added: Refueling Hose
  • Added: Tank Bore Sighter
  • Added: Tank Engine (New, Used variants)
  • Added: Tank Road Wheel
  • Added: Tank Sprocket Wheel
  • Added: Tank Tracks (Long, Short variants)
  • Added: Torque Wrench
  • Added: Rhino Wreck
  • Added: Angara Wreck
  • Added: Nyx Wreck
  • Added: Olive variants for the NATO (Pacific) armored vehicles
  • Added: Tanks DLC music tracks
  • Added: 9 new Steam Achievements

* Restrictions apply to those who don't own Arma 3 Tanks DLC.

** Content requires ownership of Arma 3 Tanks DLC.

*** Restrictions apply to those who don't own Arma 3 Apex.

  • Added: 105mm, 120mm and 125mm HEAT shells
  • Added: Titan, Scalpel, Jian, Macer, Sharur, Vorona, Firefist, RPG42, RPG7, MRAAWS, SPG9, Tratnyr, Shrieker (anti-armor variants) and DAGR now use HEAT submunitions
  • Added: Cannon-launched HEAT missiles
  • Added: New interior driver optics for the Gorgon, Marshall, and Marid APCs
  • Added: Top-down missile flight profile for Firefist, Titan, Scalpel, Macer and cannon-launched 120mm MARUK laser-guided missile variant
    Added: Overfly top attack missile flight profile for the PCML launcher
  • Added: DLC Content Browser video tiles for Tanks DLC (and Malden DLC / DLC Bundle 2)
  • Added: Tanks DLC Content Browser section
  • Added: Tanks DLC Welcome Screen
  • Added: Roadway LOD meshes to the underside of the left and right wing of the G4M wreck so that players can walk on them when placed upside down
  • Added: Airbrake meshes for the Buzzard
  • Added: New UI inventory icons for IEDs
  • Added: The AK12 compensator will now be hidden if it has a muzzle attachment
  • Added: Rangefinder to PCML and Titan optics
  • Added: UI control showing the current fire mode for artillery vehicles
  • Added: Gunship helicopter pilots now have pilot cameras
  • Added: Incoming missile warning for all tanks and APCs (base classes)
  • Added: countermeasureActivationRadius (incoming missile warning range) set to 2km for AFVs and 10km for aircraft
  • Tweaked: Sound technology of land vehicles was overhauled
  • Tweaked: Weapon types, munition counts, magazine counts, and magazine reload times in vehicles have been adjusted
  • Tweaked: Jets DLC addons were decrypted to PBO
  • Tweaked: Laws of War DLC addons were decrypted to PBO
  • Tweaked: Laser-guided bombs do not lock on the laser before launch anymore. LGBs are to be dropped using CCIP and they will lock-on after launch (LOAL) automatically.
  • Tweaked: Changes to the Revive system:
    • Players incapacitated in vehicles are no longer automatically killed
    • Incapacitated crew can now be unloaded from their vehicle using a new action
    • Bleeding mechanics and PP effect handling were simplified and optimized
    • Being unconscious under water or in destroyed / burning vehicles makes players bleed 3x faster, to simulate drowning / burning
    • Score handling was fixed:
      • Incapacitating someone now properly triggers score adjustment (+1 for an enemy unit, -1 for a friendly unit)
      • Executing someone doesn't affect score anymore (however it brings a rating penalty, even for enemies)
    • Rating issues were fixed:
      • Rating is now properly adjusted when a unit is incapacitated, executed, revived, or secured
      • Standard kill and team-kill rating adjustments (provided by the game) are also factored in
    • Players can now use a new 'Secure' (hold) action to take an incapacitated enemy out of action in a less violent way
      • Securing doesn't trigger a rating penalty as execution does
    • Reviving animations were added
    • Reviving positioning requirements are now more forgiving
    • Collisions were removed from incapacitated animations on the animation config side; the scripted solution was removed
    • Many minor adjustments and fixes were done
  • Tweaked: Titan laser guidance has been removed
  • Tweaked: Blackfish and gunship helicopters gunners now use FCS instead of CCIP (press 'T' before firing)
  • Tweaked: Friction and bounciness of surfaces - improved sliding and drifting
  • Tweaked: Improved driving characteristics, suspension and PhysX configuration of Kamysh, Kuma, Varsuk, Panther, Zamak, Tempest, Hatchback and Kart
  • Tweaked: HEMMT suspension has been slightly improved (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3264690)
  • Tweaked: Balancing of armor and penetration across multiple vehicles
  • Tweaked: Penetration materials on all armored vehicle models
  • Tweaked: Armor in config files and fire geometries as well as hit points in the models
  • Tweaked: Slammer UP has its 120mm cannon back
  • Tweaked: The Marshall, Gorgon, Kamysh and Slammer coaxial guns have had their caliber changed to 7.62mm
  • Tweaked: Large vehicle magazines were split into smaller ones
  • Tweaked: Magazine count on MRAPs and APCs has been doubled
  • Tweaked: UGVs now only have a single ammo box ready per weapon
  • Tweaked: Static HMG now has 4x 100rnd magazines instead of 2x 500rnd
  • Tweaked: Cheetah and Tigris AA Titan missile counts and lock CM resistance (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3272545)
  • Tweaked: Lower LODs of the Syndikat Camouflage uniform were adjusted to prevent clipping
  • Tweaked: Geometry LODs of the Blackfish were improved
  • Tweaked: One part of the Geometry LOD of the Abandoned Hauler was improved to prevent players from clipping into it when crawling underneath
  • Tweaked: Suppressors on the Mk14 should no longer clip into the barrel
  • Tweaked: The position of the muzzle slot proxy on the MK-1 EMR was moved to prevent the suppressor from clipping into the barrel
  • Tweaked: Thermal textures of Darter / Tayran drones were improved
  • Tweaked: Sun reflection on the RHIB glass parts was improved
  • Tweaked: UV mapping of the RHIB in lower LODs was improved to remove some visual artifacts
  • Tweaked: Vehicle weapons dispersion
  • Tweaked: AI usage of vehicle weapons and accuracy (AIDispersionCoef) has been adjusted
  • Tweaked: The muzzle attachment proxies on the AK12, SPAR17, and Cyrus were realigned (https://feedback.bistudio.com/T122035)
  • Tweaked: The death stare of characters was made a bit more human-like (kudos to taro8 for assisting with it!)
  • Tweaked: The BIS_fnc_effectFiredRocket function (that was recently fixed) is now optimized and tested. Undesired systemChat print was removed (https://feedback.bistudio.com/T127490).
  • Tweaked: Acceleration sensitive view motion in vehicles was reduced
  • Tweaked: Stricter 6DOF translation limits in APCs and Tanks (base classes)
  • Tweaked: All 120mm magazines can now be used for both cannon_120mm_long and cannon_120mm
  • Tweaked: The BIS_fnc_establishingShot function (used in Showcase scenarios) now supports an optional parameter to control how long it lasts
  • Tweaked: Wood Piles had incorrect materials
  • Tweaked: The vehicle number on the nose and fins of the Blackfish VTOL can now be retextured
  • Tweaked: Bomb glide performance
  • Tweaked: PCML performance and damage
  • Tweaked: Small hit increases of 5.56, 5.80, 5.45 and 12.7x33 calibers
  • Tweaked: Penetration values of lower calibers
  • Tweaked: Increased performance of 20mm HE rounds
  • Tweaked: Fuel capacities of land vehicles are now more consistent across the sandbox
  • Tweaked: The vehicle destruction fire damage radius was significantly reduced
  • Tweaked: It is now possible to make a Hold Action appear on screen only if selected from the action menu
  • Tweaked: The position of the Xian VTOL in Showcase CSAT was adjusted
  • Tweaked: The Revive action is now valid as long as the memory point is on the screen (this should counterbalance the reviving animation movement)
  • Tweaked: Deflection from materials has been reduced (making the deflecting property in ammo the maximum deflection angle)
  • Tweaked: Ricocheting of various shells and bullets has been reduced
  • Tweaked: The gunner entry point on the Sandstorm MLRS is now at the back of the vehicle (instead of the previous right side)
  • Tweaked: Increased magazine reload times for vehicle weapons
  • Tweaked: It is now possible to switch between gunner and passenger seats in the Ghosthawk helicopter
  • Tweaked: Maximal gun elevation for AFV vehicles has been adjusted
  • Tweaked: The precision of AI drivers when completing waypoints has been improved
  • Tweaked: The drone flight model of the Greyhawk has been updated
  • Tweaked: Increased visibility of the weapon reloading bar
  • Tweaked: The static Titan now has a cursor shown in first person view
  • Tweaked: A Hold Action attached to a character now properly works both inside and outside of vehicles
  • Tweaked: The character that has a Hold Action attached is always the target, no matter whether it enters a vehicle or not (no need to use originalTarget)
  • Tweaked: Minor audio tweaks to the Tempest truck
  • Tweaked: Positions of optics proxies on the SPAR-16, SPAR-16 GL and SPAR-16S were adjusted (https://feedback.bistudio.com/T127575)
  • Tweaked: Tanks, APCs and MRAPs became more capable of firing / detecting / locking targets from hull down positions (added sensorPosition) (https://feedback.bistudio.com/T127890)
  • Tweaked: The credits have been updated (ORBAT)
  • Tweaked: Slightly reduced projectile deflection randomization
  • Tweaked: Improved Time Trial vehicle reset when starting on sloped terrain
  • Tweaked: Minor improvement to vehicles flipping when colliding sideways with a low obstacle
  • Tweaked: The audible range (AI) of wheeled vehicles, jets and helicopters has been slightly increased
  • Tweaked: Improved geometry of Dirt Humps
  • Tweaked: The PhysX geometry of the MB-4WD was improved to help it deal with obstacles
  • Tweaked: Ground clutter models should now change LODs more smoothly (https://feedback.bistudio.com/T124606)
  • Tweaked: Offroad's proxies are now part of each Offroad model to prevent different LODs for proxies and the car
  • Tweaked: Naming conventions of the animatedBriefing and animatedOpening functions were updated
  • Tweaked: The jungle camouflage of the M320 and LRPS were too bright compared to the snipers using them
  • Tweaked: Initial view angles in CAS airplanes
  • Tweaked: The exhaust texture of the grey and brown hex variant of the Buzzard should be a bit darker now
  • Tweaked: Added an ejection seat warning decal to Buzzard's AAF camouflage
  • Tweaked: All Katibas now have caseless ammunition chambered (https://twitter.com/Irawulf/status/660562927007768580)
  • Tweaked: Reduced sway for launchers and binocular items
  • Tweaked: Improved the shadow on the A6M Zero wreck's propeller head
  • Tweaked: The CAR-84, CAR-95-1 and CMR-76 now have improved barrels and flash suppressors in the first resolution LOD
  • Tweaked: The shadows of several dirt humps were improved
  • Tweaked: Several LODs of the Sofa were improved to allow deploying bipods on the back rest
  • Fixed: Alpha sorting of a few pieces of glass was incorrect
  • Fixed: Incorrect texture on the civilian RHIB engine water outlets
  • Fixed: Unlocalized texts in the debug code performance result window
  • Fixed: AI would take dangerous shortcuts from runway to taxiway on Tanoa (https://feedback.bistudio.com/T118265)
  • Fixed: The 'in vehicle' behavior of the Hold Action feature did not behave correctly
  • Fixed: Characters could glitch through the model of the Slammer MBT in some cases (https://feedback.bistudio.com/T127768)
  • Fixed: Assault / Rescue boats - switching seats between the driver and other positions was not possible
  • Fixed: The Praetorian, Centurion and Spartan can now be locked by IR-guided weapons (when heated-up by weapon fire)
  • Fixed: AI planes had trouble landing on the USS Freedom carrier
  • Fixed: APCs are now an 'Armor' type of threat for the AI
  • Fixed: Your own weapon's cursor should no longer be displayed in tank / APC interior views
  • Fixed: A rogue selection on the left pylon of the AH-9 helicopter (https://feedback.bistudio.com/T127822)
  • Fixed: Duplicated light hitpoints for several vehicles
  • Fixed: Dead commanders of the Slammer and Gorgon could stick out of the vehicles
  • Fixed: Missing sounds across several assets
  • Fixed: There was an issue with the transition to incapacitated state in case of a disabled 3rd person view
  • Fixed: Some Chinese font characters were missing (0x59B3, 0x71C4, 0xF98A)
  • Fixed: Small texture error on the AK12 rifle
  • Fixed: Missing keybind shortcuts in the Fixed-Wing (UAV) Field Manual entry
  • Fixed: Rifle inspection revealed that all black MX base and GL rifles were missing the manufacturer decals. These were re-applied.
  • Fixed: Trailing spaces in a named property of some objects (https://feedback.bistudio.com/T127302)
  • Fixed: Polygons clipping through the front of the HEMTT truck cabin
  • Fixed: Stretched texture in the cockpit of the Caesar BTT wreck model
  • Fixed: The RHIB would still be shown as hot in TI mode when in a destroyed state
  • Fixed: Some faces were missing on the LIM-85's gas tube collar
  • Fixed: On all SPAR rifles the bolt would clip through the receiver when firing or when the weapon was empty
  • Fixed: A selection issue in Hummingbird's FireGeometry LOD
  • Fixed: RPT errors created by FIA ammo boxes
  • Fixed: The glass parts of the Caesar BTT would not hide when in a destroyed state
  • Fixed: There was a floating mesh part in the second LOD of the Syndikat camouflage uniform
  • Fixed: Prowler & Qilin suspension so their wheels are no longer sunk in the ground
  • Fixed: The .50 cal part of the Type 115 gun would eject empty cases even though it uses caseless ammo
  • Fixed: Closed a mesh hole in the lowest LOD of the Ghosthawk
  • Fixed: Some parts of the upper Bergen backpack where weighted to the character's head
  • Fixed: Several holes in the last two LODs of the A6M Zero wreckage were patched
  • Fixed: Several holes on the canopy mesh of the A6M Zero wreckage were patched
  • Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them
  • Fixed: Light reflection on the Yorris sight was too strong (https://feedback.bistudio.com/T117549)
  • Fixed: Minor clipping errors on the Bandit Clothes (Polo Shirt) uniform
  • Fixed: Some parts of the Bandit Clothes (Checkered) uniform were missing RVMATs
  • Fixed: Some UVs of the Prowler in lower LODs weren't in their designated spot leading to texture errors
  • Fixed: Players could get stuck when climbing a ladder on the Land_Pier_Box_F structure (https://feedback.bistudio.com/T127375)
  • Fixed: Shadow was clipping through the Syndikat Camouflage uniform
  • Fixed: Removed the Altis flag from the 2nd LOD of the Syndikat Camouflage uniform
  • Fixed: Minor mismatch of MB 4WD's suspension animations
  • Fixed: Shadow errors on lower LODs of all ground uniforms models
  • Fixed: Incorrect connection of vehicle parts in the shadow LOD of the Blackfish VTOL
  • Fixed: Small hole in the water drain pipes on the RHIB
  • Fixed: Script error connected to the BIS_fnc_effectFiredRocket function (https://feedback.bistudio.com/T127490)
  • Fixed: Damage to wheels would cause a switch of materials for the whole vehicle
  • Fixed: Suspension diving of the MB 4WD was incorrect when accelerating
  • Fixed: Incorrect durability of Full Ghillie uniforms (https://feedback.bistudio.com/T127160)
  • Fixed: Some dashboard indicators on the Tempest truck were incorrect
  • Fixed: The Blackfish VTOL was missing propellers in the last two LODs
  • Fixed: Incorrect shadow under the collar of the Syndikat Camouflage Uniform
  • Fixed: Shading errors in lower resolution LODs of the RPG-42 (https://feedback.bistudio.com/T84532)
  • Fixed: Artifacts on the compass with Ambient Occlusion enabled
  • Fixed: The direction of unit logos on several vehicles was incorrect (https://feedback.bistudio.com/T127527)
  • Fixed: Alpha sorting of insignias on several uniforms
  • Fixed: The ERCO scopes had an invisible front glass
  • Fixed: Proxies for sight attachments on the AK-12 and AK-12 GL were not properly aligned
  • Fixed: Character collisions with the front of the Van (Service variant) were incorrect
  • Fixed: It was possible to see through the cockpit glass of the Orca helicopter while in thermal view (https://feedback.bistudio.com/T127552)
  • Fixed: The gear lever in the Ifrit MRAP was behaving erratically for an automatic transmission
  • Fixed: Character collisions with the empty BTR-K were incorrect
  • Fixed: The gear lever in the Strider MRAP was behaving erratically for an automatic transmission
  • Fixed: AI didn't want to use 30mm HE shells against infantry

Tac-Ops Mission Pack (potential spoilers)

  • Added: An autosave after the player calls the infantry to go in the Disintegration Point scenario of the Stepping Stone operation
  • Tweaked: Timing of the guerrilla Gorgon attack was adjusted in the Avenging Furies scenario of the Beyond Hope operation
  • Tweaked: Balance of the fight at the ERV was improved in the LZ Nowhere scenario of the Steel Pegasus operation
  • Tweaked: Post-processing of some voice lines in the Stepping Stone operation was removed
  • Tweaked: Amount of ammo in the player's squad in the Fait Accompli scenario of the Stepping Stone operation
  • Tweaked: It is not possible to save during the intros and outros of the Steel Pegasus operation anymore
  • Tweaked: Anti-Air defense is now better balanced in the Disintegration Point scenario of the Stepping Stone operation
  • Tweaked: Marker size (potential AT defense) in the Disintegration Point scenario of the Stepping Stone operation
  • Tweaked: Behavior of the APC was improved in the Disintegration Point scenario of the Stepping Stone operation
  • Tweaked: Enemy AI skills were lowered in the No Reprieve scenario of the Beyond Hope operation
  • Fixed: Missing string in the LZ Nowhere scenario of the Steel Pegasus operation
  • Fixed: Special Forces roles were not marked as finished in the overview image in the Stepping Stone operation
  • Fixed: The 'Seasoned Warfighter' Steam Achievement could work incorrectly in the Disintegration Point scenario of the Stepping Stone operation
  • Fixed: Some lines in outros of the operations could overlap
  • Fixed: Incorrect date in the Fait Accompli scenario of the Stepping Stone operation
  • Fixed: Incorrect speed when clicking map marker links in the Disintegration Point scenario of the Stepping Stone operation
  • Fixed: An incorrect artillery support icon in the Disintegration Point scenario of the Stepping Stone operation
  • Fixed: Players could get stuck after resuming the outro in the Disintegration Point scenario of the Stepping Stone operation
  • Fixed: Scenario progress could get stuck after resuming an outro of the Beyond Hope operation
  • Fixed: Overlapping texts in the intro and outro sections of the Stepping Stone operation
  • Fixed: There was a duplicated conversation in some cases in the Disintegration Point scenario of the Stepping Stone operation
  • Fixed: Insufficient amount of spare ammo in one of the crates in the Avenging Furies scenario of the Beyond Hope operation
  • Fixed: AI crew would refuse to disembark in some cases in the Disintegration Point scenario of the Stepping Stone operation
  • Fixed: Re-entering the APC in the beginning of the Disintegration Point scenario of the Stepping Stone operation could block the progress of the scenario
  • Fixed: Behavior of the APC and Slammer was tweaked in the Disintegration Point scenario of the Stepping Stone operation

Remnants of War (potential spoilers)

  • Fixed: Incorrect date format in the Remnants of War briefing timeline when playing in French
  • Fixed: The car alarm was not playing when the player stole the SUV or when the earthquake occurred in "The Guerrilla"

The East Wind (potential spoilers)

  • Fixed: An enemy AA unit could have troubles reaching its destination in the Air Superiority scenario

Eden Editor

  • Tweaked: The Basic Civilian Behavior module now also works in the multiplayer environment
  • Fixed: Performance drop when selecting and manipulating multiple entities (https://feedback.bistudio.com/T127366)
  • Fixed: In Turkish, slider values in Eden Editor's attributes (e.g. Skill or Health) were written as "100%" instead of the correct "%100"
  • Fixed: Animations and textures listed in Eden Editor Garage were not alphabetically sorted
  • Fixed: In Eden Editor Garage, switching to and from to the animations list inverted the state of the selected animations
  • Fixed: In the animations list in the Virtual Garage, the status of animations dependent on other animations was not always shown correctly

ENGINE:

  • Added: Extended Damage Model applied to armored vehicles
  • Added: Top-down attack and other missile flight profiles
  • Added: New damageTracks and damageWheels animation sources
  • Added: New setPlateNumber and getPlateNumber script commands
  • Added: The "projection" MFD vector property now supports an additional value (2) (it will use the planar projection - same as projection = 1 - but without FOV scaling)
  • Added: It is now possible to draw a straight line in maps (LCtrl + LShift + RMB)
  • Added: A new "hitPointClass" reflector parameter (when set, the "hitPoint" is ignored, and "hitPointClass" will connect to an existing hitpoint in the vehicle)
  • Added: A new "swayCoef" weapon parameter
  • Added: New OpticsIn & OpticsOut config parameters (overriding memoryPointGunnerOptics) reading direction, pitch and roll from a bone
  • Added: New driverInfoPanelCameraPos and gunnerInfoPanelCameraPos options
  • Added: Shot instigators are propagated to sub-munitions now (https://feedback.bistudio.com/T123463)
  • Added: A new "headAimDown" parameter for turrets (useful together with "usesPip", in normal turrets still use "initElev")
  • Added: A new "belog" startup parameter (to be used with "netlog" only) for enhanced BattlEye logging
  • Added: A new "plateFont" map config parameter (overrides "fontPlate")
  • Added: New "plateFormat" and "plateLetters" parameters
  • Added: New "missileManualControlCone" parameter for manually guided missiles
  • Added: New "pixelPrecision" parameter (0: default - auto, 1: on, 2: off)
  • Added: New ctrlSetPixelPrecision script command
  • Added: A new "turretworld" MFD vector source
  • Added: The 'Unload incapacitated' action is now unloading the vehicle driver the same way as other units
  • Added: A new "#" script operator (works in the same way same as select, but is shorter to write and has higher priority than math functions)
  • Added: Various environmental sound controllers were enabled for vehicles
  • Added: A new disableMapIndicators script command
  • Added: An ability to define a vehicle's sensor and AI eyes position (sensorPosition)
  • Added: New config parameter hullExplosionDelay as an array of two floats in seconds, for all vehicle types (works only when hullDamageCauseExplosion is true)
  • Added: Sub-munition support for shells
  • Added: New deflectionDirDistribution and penetrationDirDistribution ammunition parameters to configure randomization of projectile trajectory after deflection / penetration
  • Added: A new submunitionInitialOffset ammunition parameter
  • Added: A new submunitionParentSpeedCoef submunition parameter
  • Tweaked: User actions now work if closer than (bounding sphere radius + 15 metres) to the center of an object (https://feedback.bistudio.com/T126959)
  • Tweaked: The visiblePositionASL, modelToWorldVisual, worldToModelVisual, and getPosVisual script commands now return a more precise position (fewer glitches) for units in vehicles and in the multiplayer environment
  • Tweaked: The getCursorObjectParams command now works with Simple Objects (https://feedback.bistudio.com/T127144)
  • Tweaked: The "PlateInfos" config parameter now works with armored vehicles
  • Tweaked: The "hiddenSelectionsTextures" parameter now works on magazines (only if the weapon supports the magazine as proxy)
  • Tweaked: The 3rd, 4th, and 5th parameters in the createVehicle script command are now optional
  • Tweaked: Entity locality is now set before the init script call
  • Tweaked: Direct tracked vehicles driving (by WASD keys) was improved
  • Tweaked: MFD vector sources can be used in text elements now (as source = "[x]impactpoint" or source = "[y]impactpoint")
  • Tweaked: Initial angles for interior head tilting are now restricted to first-person view
  • Tweaked: The addAction command now can accept a memoryPoint (https://feedback.bistudio.com/T126959)
  • Tweaked: Code clean-up and refactoring
  • Tweaked: The third person change of view parameter is now delayed to improve the overall player experience
  • Tweaked: The Steam API DLL was updated to version 1.42
  • Tweaked: Reduced the default time an AI tank driver has to be stuck before turning away and re-planning
  • Tweaked: AI driving wheeled vehicles now prefer roads less when in Combat or Stealth mode
  • Tweaked: Tanks no longer generate exhaust particles when their driver is unconscious
  • Tweaked: Missiles now respect the maxControlRange values
  • Tweaked: Solved radio message spam when directly controlling an armored vehicle as effective commander
  • Tweaked: Radio spam during vehicle commanding was reduced
  • Tweaked: The target aim point for the pilot camera was changed
  • Fixed: Issues with turret locality in multiplayer (https://feedback.bistudio.com/T76687)
  • Fixed: Game crash (https://feedback.bistudio.com/T127213)
  • Fixed: Using disableAI "WEAPONAIM" was producing incorrect results
  • Fixed: Warning messages connected to the set3DENMissionAttribute script command were not correct
  • Fixed: The worldToModelVisual script command did not behave correctly
  • Fixed: Potential memory allocation issue on 64-bit game executables
  • Fixed: Incorrect vehicle Dynamic Simulation states near players
  • Fixed: The InitAngleX and InitAngleY parameters were not behaving correctly (HeadAimDown was deprecated for turrets)
  • Fixed: Incorrect swapping of items contained in uniforms (https://feedback.bistudio.com/T127432)
  • Fixed: Centering of the pilot view was incorrect in one more case
  • Fixed: Particles were 'sliding' when the Splendid Camera was rotating
  • Fixed: The setUnitLoadout command could cause lag / FPS drops when creating entities (https://feedback.bistudio.com/T127225)
  • Fixed: Incorrect view transition when switching from first to third person view in some vehicles
  • Fixed: The moveOut script command would not be effective on unconscious characters inside vehicles
  • Fixed: The camera could get stuck for unconscious players in the multiplayer environment
  • Fixed: The captureFrame, enableTest, disableTest, logEntities and exportJIPQueue commands were available for voted Dedicated Server administrators
  • Fixed: The 'Unload incapacitated' action could be activated more than once
  • Fixed: Potential CTD connected to multiplayer
  • Fixed: Potential CTD in Zeus
  • Fixed: Some radio messages could get duplicated (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?page=954&tab=comments#comment-3272742)
  • Fixed: CTD connected to the actionParams script command (https://feedback.bistudio.com/T127774)
  • Fixed: Textures would change to a darker shade after shooting a vehicle with a rifle / pistol (https://feedback.bistudio.com/T127775)
  • Fixed: Displaying non-sea water surfaces could be incorrect when fog was also applied
  • Fixed: AI crew could drive over their commander after he disembarked from a vehicle (the driver now will switch to the Stop mode if he was in the Formation mode)
  • Fixed: Dedicated Server CTD
  • Fixed: The enableWeaponDisassembly script command would not work after loading

Eden Editor

  • Added: "Tanks" tag to Eden Editor
  • Fixed: Markers are now properly hidden using set3DENIconsVisible

LAUNCHER:

  • Added: Support for Tanks DLC

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.82)
  • Updated: Stand-alone Linux Dedicated Server (1.82)
    • 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;orange;tacops;tank;dlcbundle;dlcbundle2 to your arma3server.exe shortcut