hcpookie released the MV22 on the BI forums.

    Quote :
    Updated MV22 flight model and added door gun models.
    A good fastrope and/or vehicle towing addon is strongly recommended with this addon. Mission makers should consider something like Norrin's fastrope addon: MP Compatible Fast Rope Addon.

    Comes in the following versions:
    • pook_MV22 - USMC - unarmed 24-man transport, walkable interior
    • pook_MV22_idws - IDWS system w/ fewer seats
    • pook_MV22_idws_baf - BAF IDWS
    • pook_MV22_M240 - M240 rear gun version
    • pook_CV22 - USAF/USSOCOM - increased fuel capacity M240 version
    • pook_MV22_baf - BAF M240

Written on 2015-01-09 by hcpookie


ParaMedic released an updated version of his YO!NK Better Opfor FIA addon on the BI forums.

    Quote :
    I made this mod mostly for myself and thought sharing it with the community couldn't hurt.
    You can use and change this mod as you like, just give me credit for my work. I didn't texture or model anything I just remixed units and gear from BIS.

    It isn't really much, but I just felt the FIA in ArmA 3 Vanilla:
    - is on the wrong side.
    - feels to much like a regular army.
    - needed something like a helicopter to use here and there.

    I tried to make the OPFOR FIA in this mod a bit more mixed in terms of weapon use, gave them a bit less power in some areas and a bit more possibilities in other areas. Onto that I made some CSAT Special Forces (Takavar) to fight with the FIA, so I don't have to change Faction side in MCC and Zeus.

    • - Took out some uniforms that couldn't be correctly displayed on ded servers, diversity will have to wait till I get it right otherwise.

Written on 2015-01-09 by Armaholic

Hansen111 informed us he released an updated version of his High Command Transport addon on the BI forums.

    Quote :
    A very simple / lighweight AddOn that fixes current issues with performing transport in High Command Mode.

    AddOn created mainly to correct high command transport tasks like (but not limited to):
    • hc group will not board vehicles that has been assigned to other hc groups
    • hc group will not board even empty vehicles in which the player has been in the driverseat
    • Feedback tracker:
    • Update to handle config changes introduced with "Firing from vehicles" - (Firing Cargo Seats is now turrets)
    • Transport Load (6-1) now count cargo seats correctly
    • Transport UnLoad (6-2) now unloading vehicle dont move off to old waypoints
    • Crew Enter (6-3) now count cargo seats correctly
    • Replaced KK_fnc_commonTurrets with allTurrets
    • Added Variable: HC_Transport_Version

Written on 2015-01-09 by Armaholic


Arma3goodCPUlowFPS released 2 more Large Terrain Test addons on the BI forums.

    Quote :
    These are different sizes of a terrain for testing of how arma 3 can handle big terrains.

    I wont make big changes on the terrains I upload, I do only resizes. I wont place objects or creating new textures. My resized version of the terrains are not recommended for playing since there are no objects nor detail which makes it pretty boring for playing.

    The resized terrains are good for:
    - testing the arma 3 engine
    - testing how arma 3 can handle big terrains
    - testing how arma 3 handle many objects (placing via zeus)
    - air combat
    - testing own addons like new vehicles, weapons etc

    Current Terrain sizes Uploaded:
    This also answer the question most people have: that you can have huge terrains (500km x 500km and even bigger) in arma 3.

    My current test result:
    • 204km x 204km works currently like a charm, the textures arent that good quality like the altis/stratis one, but it isnt THAT bad. (im not finished with testing since i did this size after the 600km x 600km, maybe the results will change after testing done)
    • 600km x 600kmworks, but first you will notice the low quality textures (idk if its possible to have better quality) and some bugs, for example: if you walk and drive, you will notice that you are pushed to left and right. another bug is that on some places, the texture appear in OK quality and if you go/drive few meters, then ultra low texture quality appear and if you go back, the OK quality texture appear again.
    • 409km x 409km works almost like the 600km x 600km size, but the bugs are a little bit less noticable, for example: you will be pushed to left and right like on the 600km size but not THAT hard, its a bit less now. textures are also a little bit better quality but there is still the texture bug where the low res texture suddenly appear on some places.
    • 307km x 307km works almost like the 204km x 204km, the only problem i found is: when you drive very fast, the clutter will disappear. texture looks good but on some places, it looks like this: ,
    • 122km x 122km works like a charm but i knew that before i resized it, because some times ago i ported the take on helicopters south east asia terrain to arma 3 which is 120km x 120km and it worked there already like a charm. on 122km x 122km you have no bugs, no shaking issue, high quality texture like on stratis and altis, no pushing left to right bug and yeah, its a awesome size which works like a charm
    • 2800km x 2800km works very bad (but it works), the texture is ULTRA LOW quality, it feels you have a 800 ping (and that even in SP/Editor), you can not look around properly without feeling you have 800 ping, if you walk, you stuck almost every meter and if you walk forward, you walk automatically to left or right direction, your weapon is shaking heavy in all direction. this size works but it is not enjoyable.

    The terrains I will upload are not made by me, I have permission from "TeamProSkill" for using his terrain, resizing it and uploading it. Thanks to him.

Written on 2015-01-09 by sgtsev3n

Bracer released an updated version of the Arma 2 version of his Minihattan Island addon on the Armaholic forums.

    Quote bracer :
    It should boost your FPS and it is now properly signed, keys included in the download.
    Let me know how this version works for you!

    • version 0.5.3:
        - Improved the exterior of the mall upper floors
        - Removed shadows (temporarly until I figure them out)
        - Stopped buildings from falling through the ground
        - Added few interiors
        - Testing destruction on Hotel
        - Fixed missing texture
    • version 0.5:
        - Plenty of new buildings
        - Greatly improved visuals
        - Changed the sidewalks
        - New reflections from the windows
        - Reduced the amount of the ugly buildings
        - Better config files
        - Optimized some buildings and their geoLods
        - Added a hidden experimental bonus...

Written on 2015-01-09 by bracer

LordJarhead released an optional file for his JSRS3: DragonFyre soundmod for Arma 3 on the BI forums.

    Quote :
    JSRS3 DragonFyre - Soniccracks and Snaps Volume Tweak is a new optional CFG so the Cracks and Snaps are less loud, same as the distance/range they get triggered in.

Written on 2015-01-09 by LordJarhead

Slatts released an updated version of his U.N Peacekeeping Gear addon on the BI forums.

    Quote :
    U.N Peacekeeping Gear Version 1 contains 3 pieces of soldier equipment in U.N Blue. A plate carrier, helmet and beret.
    Originally made as part of the Irish Armed Forces mod. I decided to release this separate to allow mission and addon makers quickly and easily replicate U.N peacekeeping forces for their nation of choice.

    • errors should now be removed.

Written on 2015-01-08 by Slatts

Austin(medic) released his Hex to A3 calculator on the BI forums.

    Quote :
    Tired of playing guess the value when it comes to colors in arma? With this little tool you can use a RGB value (0-255) and convert it into something arma can use. It also shows you what color (should) come out in game as well (which is the main point). Simply put in values then click the calculate button.

    Requires Microsoft .NET 4.5 framework so it won't work on PC's still using windows XP (if for some reason a windows 7 user still doesn't have the framework running setup.exe will download it and install for you).

Written on 2015-01-08 by austin(medic)

Owesome has submitted a team vs. team based PvP mission.

    Quote Owesome :
    The NATO force have to hunt down the General. The General spawns on a random spot on the map. Every 120 seconds an aerial marker will show the current position of the General.

    The NATO has a wide range of vehicles and firearms. The Ofor (General side and his bodyguards) start with a vehicle and standard gear. There are a few spots on the map where the Opfor can improve their gear.

Written on 2015-01-08 by Owesome

smacker909 informed us he released in the BI forums an update of his singleplayer mission generator.

  • Added option for random mission
  • Minor fixes

Written on 2015-01-08 by Armaholic

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