Binkowski has informed the community about the release of US Infantry v1.03 addon on the BI Forums. Changes in v1.03 - Shadow bug is actually fixed now. That last time was a lie. SOWWWY. - Added new NVG proxy. (ANPVS14)
all the replacement files should work, i didn't change any units or class names in the updates. so they should still work.
ACE2/ACEX CONFIG : This config was created for the sole purpose of using these guys with ACE2 / ACEX and not having the common "clipping" issue that most units have. This simple .pbo (and corresponding BISIGN) will remove all rucks from the units. To get the rucks back, simply remove the .pbo with the ACE2 config changes. Thanks Jackal!
VanhA has informed us about the release of his Thirsk Coop pack v1.0 on the BI Forums.
Hi guys. After we played these for awhile on our server I'm going public with these. 6 coop missions with group respawn. ... 1.Mission Name: co02 @ Lens Flare ... Take out a gun merchant from a moving vehicle
2.Mission Name: co08 @ Just a routine day ... Your team is on a tedious guarding duty about to go fubar
3.Mission Name: co10 @ Ghost from the past ... Destroy stolen goods from a guerrila camp
4.Mission Name: co12 @ Howling ... Assault Russian depot area
5.Mission Name: co16 @ The White Death ... Destroy a convoy which has been halted by a minefield
6.Mission Name: co16 @ Operation Mink ... Eliminate enemy presence on a peninsula
Mr. Bravo projectleader of Swedish Army Mod informed us that they have released beta v1.1 of their mod. It contains mostly a bunch of fixes and tweaks.
-Added 2 fully geared soldier-models (With all classes and camo's) -New improved and modern m90-texture for the new soldier-models -Fixed the weak red dot on Aimpoint -Retextured and much improved KSP58 -Added KSP58 with Aimpoint -Slightly improved AK4 textures and mapping -Improved KSP90-models -Swedish AI-names -Groups available for placement in the editor
We hope this will satisfy most of peoples problems and wishes from "Beta 1". More new content will come with our next update!
Southy informed the community that he released an alpha ACE version of the OH-58 Kiowa Warrior. Requires ACE Mod to work!
Ok a little late but as promised here is the Kiowa for ACE only, this addon will not work if you are not running ACE.
It uses for the most part ACE weapons and fire and control systems, all thanks to Stiltman for the config work. Treat this as an alpha version, it's missing the sounds and other adjustments from the standard addon.
Albertors released a new video showing some of their testing for ACE compatibility of Robert Hammer's "Rearmed" Weapon Packs.
A quick video shot during some of our testing for ACE compatibility of Robert Hammer's "rearmed" weapon packs.
The chatter you hear is from an operation I wasn't taking part in (not related to the video :)).
We're trying to find a more realistic way of using the CQB function in ACE. In this video an M4A1 SBR with RIS handgrip is mounting an ACOG scope.
The ACOG is a magnifying scope that becomes useless or even dangerous in close-quarters combat. For this reason the soldier pushes his body as close as possible to the rifle itself and places his line of sight as close as possible to the ironsight "line".
This mode makes it possible for the soldier to maintain good situational awareness and aim in close-quarters situations. Remember this is just a test and what you see is a videogame.
IkåR has released all the Hexagon addons featuring featuring French army units in v1.2 version as well as an "all in one" HEXAgon Characters & Weapons 1.2 pack on the CFr-ArmA Forums, an updated v1.2 Leclerc French MBT is also released.
Updated packs are available, all are going v1.2. ... We intend to finish the Tigre chopper for the release but it's hasn't be possible due to an error in the weapons pack. The Tigre was depending upon it. It has been repared, so it will be released in a few days. Speaking about updates, now, new versions of Fama-F1 are showing as well as the Famas-G2. COS soldiers are featured now, as well as pilots. These are going to be in use soon. You will find also units showing a NE tag, they are only unarmed soldiers. Ammo cases are also available .
An updated Leclerc main battle tank featuring new textures effects is also available.
* major optimizations and increased framerates (trees) * new improved satellite image and ground textures * improved ground clutter (grass, ferns, mushrooms) * redefined sounds and physics for all ground types * towns and villages feature beaten path instead of grass * fixed entrances of Boh. Bistrica Factory (zombie addon request) * upgraded ibr_plants.pbo to latest Isla Duala version, cut down RPT errors * upgraded Boryana Airport with new hangar, taxi path and ILS system * couple of minor road and height fixes
Massi has informed us about the release of an updated 1.02 version of his US Army Ranger addon on our Forums.
v1.02 date 20/Mar/2010 -Added basic rifleman, grenadier, disarmed unit classes. -Added ACE2 OPTIONAL Config files: this files replace US ranger gear and weapons with the ACEX ones, USE ONLY ONE REPLACEMENT AT A TIME (REQUIRE ACEX)!!!. -Fixed\updated the textures.
Madbull from the R3F team has informed us about the release of an updated [R3F] Artillery and Logistic v 1.3 script on the R3F Forums.
v1.3 - Improved : Lightweightness of the logistics (objects auto-detection) - Improved : Fire solution search algorithm (max duration decreased and script warning removed) - Fixed : Something seemed to make the ArmA 2 game engine unstable on specific computer configurations - Only the players in the same faction are now displayed in the arty computer interface - Help in the arty computer interface slightly improved
Monsada has informed us about the release on the BI Forums of an updated UPSMON 5.0.4 script.
I must release 5.0.5 because of a bug with "reinforcement:" parameter on version 5.0.4
I have improved some features too: *Added - Parameter "AMBUSH:",3000 you can set max time to wait for ambush *Modified: - Ambush squads exits if called for reinforcement so you can force exit creating a specific reinforcement group for this ex: setting "reinforcement:",100 you can force exit ambush setting KRON_UPS_reinforcement100 = true you can put 0 seconds for putting mines and go away if combined with "move" for example - Solved bug that sets reinforcement to false on init of script - Improved getout and landheli algorithm - Improved target debug console A=all units C=current alive units T=targets knonw by this side - Improved movement with vehicles, now they go in safe until near known enemies - adjusted flanking algorithm.