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  New Iron Front trailer - Infantry Official    

Deepsilver released the second of three short trailers for the upcoming game Iron Front Liberation 1944. You can also pre-order it now!

The video shows how the infantry of both sides prepare for their convergence.


Source : Iron Front offical Website
  May 3rd, 2012 - 14:30 By Andi31   Comments (2)  

  TakeOn Helicopters - Free DLC coming Official    

Bohemia Interactive has announced a free DLC for TakeOn Helicopters!

It includes 14 new Time Trials, new NC Light liveries, and the NC characters themselves.

We are very proud to announce an exciting and unique collaboration with DJ / producer duo Noisecontrollers, resulting in FREE DLC for everyone!

Launching May 11, Take On Noisecontrollers will give you 14 new Time Trials, new NC Light liveries, and the NC characters themselves. Play around with this content while listening to an exclusive mix featuring tracks from their debut album E=nc2.

Click our link for more intel and a set of screens. Check back soon for the awesome launch trailer!

For more information click here.

  May 3rd, 2012 - 13:54 By Andi31   Comment (0)  

  Iron Front Liberation 1944 comes may 2012 Official    

Deepsilver announced that Iron Front Liberation 1944 will launch on 25.05.2012 and relased also the packshot of the game:

Source : Iron Front @ Facebook
  March 16th, 2012 - 13:54 By Andi31   Comments (2)  

  Hinds - the first official DLC for Take On Helicopters Official    

Prague, Czech Republic, Thursday 15 March 2012

Lock on target - Bohemia Interactive has launched Take On Helicopters: Hinds - the first official DLC for Take On Helicopters. Bringing in a variety of helicopter gun-and-gameplay, Take On Helicopters: Hinds enlists players to become the pilot of the most iconic helicopter gunship ever: the Hind.

Take On Helicopters: Hinds presents three highly detailed variants of the Hind: the Mil Mi-24P, Mil Mi-24V and Mil Mi-24 SuperHind Mk.III - featuring interactive cockpits, retractable landing gear systems and various weapon loadouts. They are accompanied by brand new singleplayer challenges, which showcase the various roles a Hind can play on the battlefield. Five new Time Trials invite players to master the Hind's distinctive flight dynamics. Last but not least, a new multiplayer death match scenario lets players battle one another as pilots, gunners, or both.

Executive Producer Lukas Milacek on the Hind:
"There's a helicopter saying: "If it's ugly, it's British; if it's weird, it's French; and if it's ugly and weird, it's Russian." This certainly goes for the Hind. Nonetheless, the 'flying tank' - as Soviet pilots refer to it - has also been one of the greatest accomplishments in helicopter history. Naturally, we were excited about bringing this military legend into Take On Helicopters."

For a faithful recreation of the Hind's flight characteristics, the development team reached out for feedback from Czech Air Force helicopter pilot, Capt Marcel Kica, whose 221. 'Tiger' Squadron was involved in the training of Afghani Hind pilots. He was amazed by the outcome.

Captain Marcel Kica:
"The flight model in Take On Helicopters: Hinds, without any of the game's assists, feels incredibly authentic. I was impressed with how the development team has managed to capture the exhilarating experience of piloting such a heavy helicopter as the Hind. For most people, this'll probably be as close they'll get to flying this merciless gunship into combat."

Take On Helicopters: Hinds is now available for 12.99 EUR/16.99 USD/10.99 GBP at, Steam, Desura, Gamersgate, Aerosoft, Wilco Publishing and Impulse Driven. There is also a bundle pack available, consisting of the vanilla game and Take On Helicopters: Hinds.

  March 15th, 2012 - 22:49 By Old Bear   Comment (1)  

  Arma 2:OA-CO-RFT Mega Update : Patch 1.60 Official    

Marek Spanel BI CEO has informed the community about the official update for Arma 2: Combined Operations / Operation Arrowhead / Reinforcements from 1.50 to 1.60 release on the BI Forums

We would like to thank all BI developers, BIF & CIT staff/mods/volunteers, whole ARMA community, our partners and everyone who helped us throughout entire 2011 and especially who contributed in any way to the most recent releases:

Arma 2 Multi-Update
Take On Helicopters Update 1.03

Merry Christmas time, great holidays and Happy New Year 2012!

Prague, Czech Republic December 22nd- Bohemia Interactive, the award-winning independent Czech development studio, is delighted to announce that just before Santa’s sleigh glides across the rooftops of good boys and girls the world over, our own Christmas present surprise is a new mega update encompassing the whole range of Arma II, Operation Arrowhead & their DLC.

The list of titles updated in today’s patch release extravaganza is as follows:

Arma 2: Operation Arrowhead / Combined Operations / Reinforcements 1.60
Arma 2: British Armed Forces DLC for Operation Arrowhead (data) 1.03
Arma 2: Private Military Contractors DLC for Operation Arrowhead (data) 1.02
Arma 2 (engine+data) 1.11
Arma 2:Free (engine+data) 1.11

Highlights from today’s patches

- Operation Arrowhead patched to 1.60
*New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
*Multiplayer is much smoother, no more warping, includes a number of fixes, optimizations and improvements
*Netcode, VON and dedicated server fixes plus configuration additions in place
*Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
*AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
*Aircraft & Helicopter simulation received slight improvements
*ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most annoying bugs
*Numerous other small bugs/glitches fixed

- Arma 2 patched to 1.11
*Numerous bug fixes, multiplayer code tweaks and mission fixes
*ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of the most annoying bugs

- Arma 2:Free patched to 1.11
*MP Code brought into line with Arma 2 for compatibility

- BAF patched to 1.03 and PMC patched to 1.02
*Several stability and game saves fixes as well as mission tweaks, also new BAF missions included.

We would like to thank all BIF & CIT staff/mods/volunteers, the whole ARMA community, our partners and everyone who helped us to release this mega-patch!

Merry Christmas, happy holidays and a Happy New Year to all! – Please visit for our special festive greeting!

  December 22nd, 2011 - 20:43 By Old Bear   Comment (0)  

  Take On Helicopters demo lifts off today !‏ Official    

From Bohemia Interactive :

Wednesday 30 November 2011

Today Bohemia Interactive has released a demo-version of their brand new helicopter game: Take On Helicopters. The game offers an authentic helicopter flight experience, while bringing several other innovations to the flight sim genre. For example, players are able to get out of their helicopter and explore the thousands of km² wide terrains on foot. Plus the game includes an engaging story-driven career mode, which is set around the fictional Seattle-based family business Larkin Aviation. Missions range from filming whales for ocean-life scientists, to flying in formation in a veteran’s air show and assisting SWAT fast-roping operations on the roofs of Seattle skyscrapers. The demo gives a great taste of the unique array of helicopter gameplay featured in the full version of the game.

Players will be able to enjoy a generous variety of demo content, all playable above a huge section of the Seattle terrain:

* Free Flight mode
* Light and medium helicopters
* 30 x 30 km section of the Seattle terrain
* 2 singleplayer scenarios
* 3 time trial courses
* 3 training scenarios
* 1 multiplayer scenario
* A powerful 2D scenario editor (limited version, does not allow saving or loading)

To access the demo, players can download the installer here.

Trailers & screenshots

To get an impression of what the game is about, be sure to check out the Take On Helicopters launch trailer ! For all the latest information, please visit .

Track us via social networks and be the first to know all the latest news about Take On Helicopters

YouTube: TakeOnTheGame
Twitter: TakeOnTheGame
Facebook: TakeOnTheGame

  December 1st, 2011 - 15:18 By Old Bear   Comment (1)  

  Steam - all ArmA games 50 % off! Official    

Steam has a midweek madness for all ArmA games! Now you can buy ArmA 50 % off until friday, 1 AM.

Here you can find the link to the steam-shop:

ArmA 50 % off

  November 8th, 2011 - 18:46 By Andi31   Comment (1)  

  Super Summer savings on BI games Official    
From Sprocket Idea :
The SprocketIdea summer sale is under way on This offer will be available from Friday 19th August to Tuesday 23rd August, so don't hesitate, buy now!

Source :
  August 19th, 2011 - 11:54 By Old Bear   Comment (0)  

  4th TakeOn Preview-Update Official    

The 4th update for the TakeOn Helicopters Community Preview had been released on the Bi Forums.

So, it's our forth update to the Com Prev today, and this time we're proving that we listen to what you say. Ok, most of what you say. Fine - some of it. Alright, alright, so, ONE THING. But... I know you've been waiting for it... deadzones!

Ok, bravado aside, this is the first step in our process of addressing the issue of deadzones, so, of course, we'd appreciate any further feedback that you might have on the topic, and also in regard to the other tweaks and features added this week, and across our three previous updates.

As always, consult the changelog for recent fixes, updates and known issues, but here's some highlights:

-Controller axes deadzones are now configurable - Find it in the Options menu with the sensitivity sliders!
-Controller axes are now identified as active while configuring - Visualises your axes
-Helicopter controls category added and selected by default - Change your settings in the dedicated category
-Better transition when setting collective by controller and then changing to keyboard -Values are better aligned
-Better handling of throttle after getting out and getting back in separately

Remember: to update, you should uninstall and reinstall the Community Preview! People that fail to read this text will be liable to an indiscriminate slap in the tail rotor.

  July 22nd, 2011 - 16:01 By Andi31   Comment (0)  

  Next TakeOn update Official    

The next Update for TakeOn Helicopters had been released on the Bi Forums

Today marks another update to our Community Preview. Anybody with either a copy of Operation Arrowhead or Arma 2: Reinforcements can download and install the latest version!

Community Preview Update

We’re striving to continue updating this preview, by providing fixes and new features, partly in response to the community’s valued feedback.

Some of the highlights of the update:
•Light helicopter: improved sound effects
•Analogue gauges improved
•Joystick deadband filter removed

More information can be found on the official forums, with the full details packaged in with the read me file, bundled with our distribution!

Here at Team Take On, we sincerely hope you enjoy your flight!

  July 15th, 2011 - 14:57 By Andi31   Comment (0)  

  ARMA 2, version 1.10 - Patch Released Official    

zenger has informed us about Arma 2 update 1.10 release on the BI Forums.

Arma 2 update 1.10 highlights:
- Added: Support for Arma 2: Free.
- Improved: Stronger signature checking.
- Commandline option -donothing (engine closes immediately after detecting this option).

Source : BI Forums
  June 24th, 2011 - 09:08 By Old Bear   Comment (0)  

  Arma 2 FREE released ! Official    

Arma 2 FREE has been released on the official ArmA2 web site.

Arma 2: Free redefines the free-to-play battlefield with its truly unrivaled scale and gameplay possibilities.
Arma 2: Free serves up almost everything offered by the original Arma 2 - the '13th best PC game of all time', according to North American PC Gamer - minus the campaign, HD graphics and support for user-made addons and mods.
Arma 2: Free Public Beta is available now via

Create your own custom-built scenarios or deploy a massive selection of missions and game-modes made by others.
No micro-transactions, no hidden costs, just the same epic terrain and huge variety of equipment!
This is Arma 2 Free - virtual war without the training wheels. Arma 2: Free to download, free to play, free to share, free to host, free to create... free to play redefined!

Some of the key features of Arma 2: Free include:

- Free military simulation - An authentic battlefield simulation, including bullet ballistics, material penetration and much more.
- Free armory - A comprehensive range of 300+ weapons, units and fully-usable armed or unarmed vehicles across air, land and water classes.
- Free unique multiplayer - Multiplayer with large-scale maps for 50+ live players and hundreds of AI units. Supports a wide variety of MP modes from co-op and PvP modes, to total mayhem!
- Free dedicated servers - Both Linux and Windows OS dedicated server support for users to host freely wherever and however they like even to play together on the same retail game-servers.
- Free creativity - Quick mission templates, a powerful, built-in, easy to use SP/MP mission editor, and advanced scripting.

Arma 2: Free is fully compatible with user-made missions, campaigns and multiplayer modes originally created for Arma 2, as well as being multiplayer compatible with the full Arma 2 providing no user-made addons or mods are used.

Arma 2 also receives an update to version 1.10 to be compatible with Arma 2 Free.
Amongst the variety of tweaks and improvements detailed in the readme file, this update unites both Arma 2 and Arma 2: Free to version 1.10


*available at additional cost

  June 24th, 2011 - 08:24 By Old Bear   Comment (1)  

  From Flashpoint to Arma - 10 Years Later Official    

Marek Španěl has posted this "From Flashpoint to Arma - 10 Years Later" article on BI developer's Blog. Here are some extracts .... :

"Dear Arma community,

Ten years ago, a game was released: Operation Flashpoint: Cold War Crisis. It completely changed the lives not only of one small and dedicated team of independent developers, but also the lives of many hundreds of thousands of gamers around the world. We would like to take this opportunity not only to thank you for all these great years, but also to shed some more light on various events from the past and to explain more about our plans for the coming years.

Rear-View Mirror

in the years immediately following the original release of Operation Flashpoint, our focus was based on riding on the wave of its success. Operation Flashpoint: Resistance was released one year later and to many of Bohemia's developers it is their favourite game to play to date. Sometimes, though, I feel we made a mistake not taking this even further, especially on the multiplayer and engine side, and by not extending it into a full-blown sequel. However, we didn't want to create a sequel at all back. Instead, we wanted to do something completely different: an RPG Wild West game. Aside from prototyping it, we started numerous other ventures simultaneously: OFP: Elite for Xbox, VBS1, OFP2 in Vietnam and several other projects that did not come to fruition, but elements of which fed directly into later games. VBS1 was struggling to establish itself within the serious military domain (where its biggest rival was, surprisingly, a heavily modified Operation Flashpoint known as DARWARS Ambush!).

OFP: Elite took many years to complete and was not only a major technical challenge but also a commercial problem for Bohemia Interactive, amidst a controversial critical reception with reviews ranging from 1/10 to 9/10. Most importantly it was completely overshadowed by the launch of the Xbox 360 at the same time. For our development team this project forced us to handle various things differently, especially to be more organized and, in the end, this was beneficial for the growth of the company. Developing for a console means that there are many more regulations and compliance procedures. These can cause delays on the one hand, but forced us to streamline, polish and optimize on the other hand. We were also able to identify our technology's bottlenecks when applied to a fixed (and often less powerful than PC) hardware platform. These were all lessons we try to bring forward with us into the future."

"Mod to Be or Not to Be

From the early days we always thought that OFP: CWC may become a very nice tool for user made content and we felt the visual editor and user made scenarios are a great way to go. Anyway, from releasing the demo for OFP: CWC we had seen so many user modifications, quickly made even without a visual editor that we started to see a potential even beyond it.

The proprietary scripting language was intended to just do camera-based cutscenes. Since then it has expanded into a vast library of commands, allowing creative designers to turn the game into whatever they like.

The concept of add-ons, packaged into PBO files, has been incredibly useful. Not just in that our games are now filled with data packaged in add-ons, but also the community has released a mind-boggling amount. We initially used it for our own free addons available through game patches, but later more and more effort had been put into making this into a viable means for user made content as well. We still feel the relationship between us and the community has been extremely productive and collaborative and without this Arma would never be what it is now. We are very dedicated not only to keeping the same possibilities of modding and community sharing but also to find ways to improve it further.

Similarly, as with Arma 1 content, we are going to release Arma 2 content in source form to make it easy to create and distribute various user based addons for our games based on it.
Next Please

The future weeks and months are going to be loaded with many different releases. With Arma 2 Free we are trying to breathe more life into the original Arma 2, as well as to seek out new players that could not buy and play the full commercial Arma 2 or Arrowhead for some reason. The beauty in it is that it’s very compatible with various user made missions and even campaigns, plus it’s designed to be compatible with vanilla Arma 2 in multiplayer.

We’re also introducing a sharper focus with Take On Helicopters. Unlike our Arma games, this game in a sense takes on a narrower, yet much deeper, scope. We hope to use it as a building platform to add even deeper vehicle simulation aspects to the Arma experience. Finally, we can make a game where the goal is not to shoot someone! As we want our community to be involved early, we’re planning to release a Take On Helicopters Community Preview very soon. It should give you a better idea of where we are heading, but also allow some of the extremely talented addon makers to start crafting addons tailored for these more advanced simulation aspects that will be part of our future releases.

Arma 2: Firing Range is going to tap into the world of mobile devices and web browser games. It’s partially an experiment, but seeing Arma 2 graphics and firing all of its weapons on smartphone or tablet definitely makes it worthwhile.

There is also Carrier Command: Gaea Mission which has been under development for many years now. It’s not only a tribute to one great game that was way ahead of its time when launched in 1988, but it’s also our attempt to create a more mainstream game for all major platforms. As we feel the gaming technology is now very solid and the gameplay is finally at the stage we originally envisaged, we feel confident the game will see a release sometime next year.

And at the heart of all our efforts is Arma III, but more on that later!

For now, farewell and good bye to Operation Flashpoint. Long live Arma. It has been an exciting and busy ten years, and we hope to see you around even one decade later.

Best wishes

On behalf of Bohemia Interactive

Marek Španěl"

  June 22nd, 2011 - 19:07 By Old Bear   Comment (0)  

  Experimental betas - Interpolating the future Official    

Ondřej Španěl has posted an article about "Experimental betas" on the Developers Blog.

Wednesday, 15 June 2011 14:53 Written by Ondřej Španěl

As mentioned on the forum, a few beta-patches released recently contain "highly experimental" features. Their most visible manifestation so far were various bugs, including severe ones, like substantial memory leaks, and a single line in the changelog:

[79670] Fixed: AI warping at distance in single-player.

It is therefore not unexpected some users started to wonder what is going on and what is this "new experimental technology" about.

The goals of the technology are as follows:
- fixing the old problem of far units "jumping"
- improving the frame-rate
- based on this technology even unit jumping seen in multi-player could be reduced

I will first describe what is the "new technology" about, and then how it will address the goals.

Interpolating visuals

Until now the link between the simulation and rendering was straightforward in our games: first the simulation has updated the world state, then the rendering has rendered it. This is quite a common architecture in games, it is simple, but it comes with some drawbacks:

- when the simulation of the objects in the game world is complex, increasing frame rate becomes very hard, as the simulation can be very hard to optimize

- when you reduce the frequency of simulation for some game objects to improve performance, the objects start jumping

- it is hard to make the rendering to run in parallel with simulation, as it is sharing the same data, resulting in either race conditions or a significant synchronization overhead

The solution to all of these problems in simple: make simulation independent on rendering, and interpolate results of simulation to have the onscreen motion smooth (this is well known approach in gaming industry, one good description can be found at Fix your timestep!). Some of you may ask now: if it is this simple, why took it so long to implement it in our games? As usual, it shows it is not as simple as it seems at first sight. If implemented naively, the result would be very ugly. As there are many units in our games and their simulation is quite complex, we want their timestep to be not something like 1/60 sec, but rather 1/10 sec or even more. While adding interpolation improves framerate, it also increases the latency, the increase being the timestep. The latency is already quite high because of multiple stages participating in the process (see Gamasutra articles Programming responsiveness and Measuring Responsiveness in Video Games), but increasing it 100 ms or more would result in a game with a high framerate, but very slugging controls. Fortunately, it seems there might be an other way.

Living in the future

The increased latency is primarily a problem for the player. Imagine we could simulate the player each frame, but the rest of the game would have the fixed time step. "Elementary, dear Watson?" Not that fast, dear Holmeses, we are not done yet. If done this way, the result would look nice, but you would be often unable to hit anything, as everything would be displayed on the screen on a position where it was 100 ms before, which in case of fast running soldier means about 50-70 cm away, enough to miss when shooting. The final solution we are implementing is similar, but a bit more elaborate. You can imagine it like all AI units are living in the future, but player interacting with "recent" state, which from their point of view is already "past" state. There are multiple corner cases to be solved with various possible combinations of "recent" and "future" objects interacting, but with some work it looks possible. And this is exactly what is the point of those "experimental" betas.

Current state

Recent versions already have interpolations fully working (you should never see a far units jumping in single-player), they have a player living "now", nearby units live "now" as well, and only distant units live "in the future". We did not allow the future for the nearby units yet, as there still some corner cases unsolved. Before we proceed to that, we want to make sure we have fixed all the major issues caused by the pure fact the changes were very extensive and deep in the core engine.

Future future

We hope that most of the issues with the future are solved now as of 81921 beta and we will soon be able to proceed into enabling this technology fully. This should hopefully improve the frame-rate on its own, but furthermore it will provide us a solid basis to make more of the rendering to run in parallel, and to improve the multi-player "jumping" issues as well.

  June 15th, 2011 - 21:32 By Old Bear   Comments (2)  

  Take On Helicopters - E3 2011 Trailer Official    
A new "Take On Helicopters" trailer has been released on the official Take on site.

Bohemia Interactive, the award-winning independent Czech development studio, is proud to release a brand new teaser trailer for their upcoming helicopter game: Take On Helicopters.

This video teases just some of the new experiences, such as the real-time cockpit video display, mirrors (render-to-texture technology), the new interior and exterior animations, as well a whole host of environment updates and improvements.

Built upon over 10 years of experience, Take On Helicopters immerses players within beautifully rich landscapes and an authentic helicopter experience.

The complete helicopter experience is scheduled for release exclusively for PC in Q4 2011.

  June 10th, 2011 - 10:02 By Old Bear   Comments (2)  

  Arma 2 FREE announced Official    
Arma 2 FREE has been announced on the official ArmA2 web site. Coming June 2011.

Arma 2: Free (A2F) redefines the free-to-play battlefield with its truly unrivalled scale and gameplay possibilities. A2F serves up almost everything offered by the original Arma 2 - the '13th best PC game of all time', according to PC Gamer - minus the campaign, HD graphics and support for user-made addons and mods.

Create your own custom-built scenarios or deploy a massive selection of missions and game-modes made by others. No micro-transactions, no hidden costs, just the same epic terrain and huge variety of equipment! This is Arma 2 Free - virtual war without the training wheels.

Arma 2: Free to download, free to play, free to share, free to host, free to create... free to play redefined!


*available at additional cost

  June 9th, 2011 - 21:10 By Old Bear   Comments (4)  

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