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st-crowe released an updated version of the R3F Advance Logistics on the BI forums.

    Quote :
    This the only official unofficial official copy of R3F Advance Logistics.
    This was not created by the R3F team, the name is just in the mod to honor the original creators.

    R3F Advance Logistics is an upgrade to the original R3F Logistic script by the R3F Team. This mod has modernized most of the original R3F Logistics through modern Arma coding standards and tying the whole system into the ACE and CBA frameworks. Many of the looping scripts have been replaced using ACE which increase performance while increasing easy of use.

    Included in this modernized versin of R3F Logistics, R3F Advance Logistics includes a modified and improved upon version of Seth Duda's Advance Towing. I have taken Advance Towing and tied it into the ACE framework while adding some new features.

    R3F Advance Logistics is currently in BETA... please use at your own risk. A full version will be released in the next 7 to 10 days.

    Changelog:
    • Fixed animation issues with building
    • ALiVE supprot?
    • testing now, may be hotfix later.


Written on 2016-09-24 by Armaholic

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Haleks informed us he released an updated version of his Ravage Mod on the BI forums.
The changelog for this new version is very long and can be found on the downloadpage.

    Quote :
    Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.
    The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future.
    The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes.
    Ravage is designed to be easy to use, performance-friendly and is compatible with many addons.



Written on 2016-09-24 by Haleks


Zabuza released his Splendid Smoke on the BI forums.

    Quote :
    The mod reworks the smoke effects of various weapons and events. In the initial version this includes much bigger smoke clouds created by all types of smoke grenades.
    The main aspect is the improvement of the visual experience while not decreasing the performance compared to vanilla. In general this means that the amount of spawned particles remains unchanged.

    The following list presents all added/changed features:
    • reworked effects of smoke grenades:
        - double the size
        - more volume due to increased spreading
        - blocks the sight of AI
        - same particle amount than in vanilla (performant, particle limit is not reached faster)
    • compatible with common mods like ACE
    • small and compact, no overhead
    • perfomant


Written on 2016-09-24 by Armaholic

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Tpw released a new version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.

    Changelog:
    • [HPP update required]
    • [BLEEDOUT 1.27] Removed force crouch since injured units now use limping animation. Removed force prone since writhing animations are more realistic. Improved interaction with TPW FALL for less anomalies. Significant reduction in animation glitches when entering or leaving prone state. AI speed and skill is progressively reduced by bloodloss.
    • [BOATS 1.32] Boat waypoints are further apart so boats should do less aimless zigzagging
    • [CARS 1.49] Cars won't use waypoints on jungle tracks.
    • [CIVS 1.49] Civs won't spawn if it's raining.
    • [FALL 1.54] Sprinting units with a rifle will use correct dive to ground animation when taking a low damage hit. Units will not use animated fall if within 2m of walls etc, so should not clip through them when falling. Units will not be immobilised in crouching or standing positions. Setunconscious ragdolled units should no longer occasionally use incorrect launcher animation when regaining their feet.
    • [SKIRMISH 1.32] Adjustments to AI skill and accuracy for less aimbot behaviours.
    • [SOAP 1.08] Workaround for ambient sounds not playing on Tanoa with latest dev builds.


Written on 2016-09-24 by tpw


Robalo released an updated version of his ASR AI 3 addon on the BI forums.

    Quote Robalo :
    This is my AI enhancement mod for Arma3.
    It was primarily developed with dedicated server / coop gameplay in mind, although it works just as well for single player use.
    I have played both campaign episodes with zero issues having this mod enabled (in fact, I probably would not have played them at all otherwise).

    All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine.

    Changelog:
    • updated configs for Arma3 v1.64
    • fix AK12 fire modes
    • separate debugging options
    • split ammo, vehicle, weapon configs into separate addons


Written on 2016-09-24 by Robalo_AS


Hcpookie released an updated version of his POOK Bomber Pack on the BI forums.

    Quote :
    This replaces my previous standalone Tu95 pack! Tu-16 and Tu-95 both in this single addon. Designating this "version 4.x".

    This addon provides the several bomber families including the Tu-95, Tu-142, Tu-16, and Tu-16K-10. The addon includes only the major family derivatives. This combined addon replaces the “standalone” pook_Tu95ms addon.
    The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature.
    The “standard” Tu-16 versions include conventional bomb and ASM missile capability, where Tu-16K-10 provides enhanced ASM
    strike capability via the massive K-10 (aka AS-2) missile.
    Arma2 factions are represented (via CUP) in-game: Russia, CDF, CDF-Independent, NAPA, Chedaki, UNO (CDF Nato Peacekeepers),
    and Taki AF. I have no plans to create versions for the “default” A3 factions. Other faction variations may be included in the future.

    Changelog:
    • Fix: “Burst” popup error
    • Fix: Incorrect red numbering
    • Fix: Incorrect Russian “star” overlay texture
    • Fix: Tu-16 damage textures
    • Fix: Missile exhaust trails no longer emit from missile centers
    • Improved: “Dirty” engine exhaust effects
    • Improved: Tu-95 engine noises
    • Improved: “Zeus” mode configuration; 3D editor preview images and “Virtual Garage” settings
    • New: Kh-15/S anti-shipping missile, with conventional HE warhead configuration
    • New: Kh-15/P anti-shipping missile, with anti-radiation homing warhead configuration. ARM scripts are enabled for the models so equipped.
    • New: Kh-22 anti-shipping missile with conventional HE warhead configuration
    • New: New KAB-250 3D model and texture
    • New: CUP is now optional: Now uses default factions for cross-mod compatibility
    • New: Tu-95-M55 version: Nuclear capable model with 2x Kh-55 N-ALCM cruise missiles.


Written on 2016-09-24 by hcpookie


Larrow released an updated version of the Ultredit/UEStudio Syntax highlighting on the BI forums.
The Ultredit/UEStudio Syntax highlighting have previously been released and updated by Kronzky and W0lle.

Quote:
    UltraEdit Syntax highlighting for Arma 3 scripts (sqs, sqf, sqm and biedi), works of course also with UEStudio.

    Changelog:
    • Updated commands, functions and templates to 1.64


Written on 2016-09-24 by W0lle


Firewill released an updated alpha version of his F-2A Viper ZERO Standalone on the BI forums.

    Quote :
    The Mitsubishi F-2 (nickname: "Viper Zero") is a 4.5th generation multirole fighter manufactured by Mitsubishi Heavy Industries (MHI) and Lockheed Martin for the Japan Air Self-Defense Force, with a 60/40 split in manufacturing between Japan and the USA. Production started in 1996 and the first aircraft entered service in 2000. The first 76 aircraft entered service in 2008, with a total of 94 airframes under contract. The first AESA Active electronically scanned array radar on a combat aircraft was the J/APG-1 introduced on the Mitsubishi F-2 (Formula-Nang) in 1995.
    In 2005, the Ministry of Defense (Japan) changed the category from Support Fighter to Fighter.

    Changelog:
    • Visual Targeting System removed
    • Laserdesignator added(appear when you equip targeting pod)
    • add "visor toggle in vehicle" action (pilot&crew pack US required for using)
    • replace pilot & disable AB sound attribute is now using check box.


Written on 2016-09-24 by firewill


Firewill submitted an updated version of his F-16C Fighting Falcon Standalone addon.

    Quote :
    The General Dynamics (now Lockheed Martin) F-16 Fighting Falcon is a single-engine multirole fighter aircraft originally developed by General Dynamics for the United States Air Force (USAF). Designed as an air superiority day fighter, it evolved into a successful all-weather multirole aircraft. Over 4,500 aircraft have been built since production was approved in 1976. Although no longer being purchased by the U.S. Air Force, improved versions are still being built for export customers. In 1993, General Dynamics sold its aircraft manufacturing business to the Lockheed Corporation, which in turn became part of Lockheed Martin after a 1995 merger with Martin Marietta.

    The Fighting Falcon has key features including a frameless bubble canopy for better visibility, side-mounted control stick to ease control while maneuvering, a seat reclined 30 degrees to reduce the effect of g-forces on the pilot, and the first use of a relaxed static stability/fly-by-wire flight control system helps to make it a nimble aircraft. The F-16 has an internal M61 Vulcan cannon and 11 locations for mounting weapons and other mission equipment. The F-16's official name is "Fighting Falcon", but "Viper" is commonly used by its pilots, due to a perceived resemblance to a viper snake as well as the Battlestar Galactica Colonial Viper starfighter.

    In addition to active duty U.S. Air Force, Air Force Reserve Command, and Air National Guard units, the aircraft is also used by the USAF aerial demonstration team, the U.S. Air Force Thunderbirds, and as an adversary/aggressor aircraft by the United States Navy. The F-16 has also been procured to serve in the air forces of 25 other nations.

    Changelog:
    • version 1.31:
        - fix the texture path error in F-16D
    • version 1.3:
      • Common:
          - Visual Targeting System removed
          - Laserdesignator added
          - add "visor toggle in vehicle" action
          - replace pilot & disable AB sound attribute is now using check box.
          - test version of new afterburner sound script added
          - GBU-24 w/ BLU-118 Thermobaric warhead integration
      • F-16D:
          - CFT version added(blank / polish air force)
          - rear monitor / switch display action added



Written on 2016-09-24 by firewill


Firewill released his F-15 1st Unit Pack on the BI forums.

    Quote :
    First F-15 Unit Pack, includes F-15C w/ CFT(57th FIS) in 1980s.

    Features:
    • F-15C w/ CFT
    • 57th FIS skin


Written on 2016-09-24 by firewill

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