Posts Tagged ‘Update’


Elite Dangerous logo

Greetings Commanders,

First up, thank you to everyone who has taken time testing and reporting issues with the 2.3.10 beta. It is very much appreciated for your assistance. We’ll be releasing 2.3.10 at 10AM UK, 5AM East US this morning.

Please note that the 2.3.10 update will bring with it an extended server downtime. As with previous updates, this downtime could last for seven to eight+ hours at the start of 10AM UK. We apologise for any inconvenience caused and thank you for your patience! 

Below are the changes for this update…

Stability Fixes

  • Fixed a Commander Data error that could occur when two players switch to a Fighter at the same time in Multi-Crew
  • Fixed a crash that could occur when in High Intensity Conflict Zones for extended periods of time
  • Fixed a crash that could occur when leaving Supercruise in a busy area
  • Fixed a crash that could occur when activating Silent Running in a CQC match
  • Fixed a crash that could occur in the Capital Ship Encounters

General Fixes & Tweaks

  • General text fixes
  • Updated some translations
  • Fixed a target-able location in the Howard system
  • Audio: Fixed an issue with inbox message alert audio not playing
  • Audio: Fixed an issue whereby the audio would continue to loop when holding the fire button, after your shield cell bank had run out of ammo
  • Audio: Fixed an issue with the discovery scanner audio – Honks are back!
  • Audio: Various audio tweaks and fixes
  • Players will now be consistently moved safely out of asteroid rings when logging in, which should hopefully prevent asteroids from spawn killing players

Camera Suite

  • Fixed an issue that caused the ‘Frameshift Charging’ indicator to become stuck on screen if you cancelled a hyperjump whilst in the camera suite

Celestial

  • More factions have joined the Colonia region of space

Holo-Me Creator

  • Implemented various changes to improve the appearance of Holo-Me in extreme lighting conditions

Installations/POIs/USSs

  • Fixed an issue whereby the Technology 06 codex entry was missing from Ancient Ruins

Missions

  • Mission board generation optimisations

Multi-Crew

  • Added the ability for Helm to limit the functionality of the Gunner role if desired (for example, preventing the use of utility style modules or deploying/retracting hardpoints)
  • Added the ability for Helm to disable the Fighter Control role if desired
  • Fix to allow the Helm access to turret mode options when they do not have a Gunner in their Multi-Crew session
  • Multicrew activities that have crew slots available are now highlighted with ‘+’ symbols
  • The ‘Switch Roles’ button will now be greyed out if your SRV is carrying more cargo than the ship has capacity for

Network

  • General network tweaks and fixes


Outfitting

  • Fixed an issue whereby the Engine Detailing slot did not appear when using the the Detailing filter tab

Player Journal

  • Fixed an issue with NPC names becoming garbled in the Player Journal
  • Faction Pending and Recovery state information is now included in the Player Journal
  • Addressed an issue whereby certain events were missing from the Player Journal
  • New “EngineerContribution” event for making donations to unlock an Engineer

Server

Ships
General Ship Fixes and Improvements

  • Anaconda

 

Fixed some visual issues with the Anaconda’s cockpit and made some improvements

 

  • Asp

 

Moved the camera closer to prevent clipping in livery outfitting

 

  • Imperial Courier

 

Fixed an issue with the Imperial Courier’s Slipstream paint job

 

  • Python

 

Python ship kits no longer appear worn when fully repaired


General Ship Audio Fixes and Improvements

  • Audio: Improvements to the “Rotational Correction” voice lines when returning to the helm from a fighter

FSW logo

Our second community update has now been cleared for take-off! The update is approximately 205 MB, and should download automatically once you have opened Steam. Here is a quick reminder of what to expect this week:

PA-18 Super Cub

  • Airspeed indicator calibration has been corrected
  • Reconfigured instrument panel to improve eye-line
  • Contact point adjustments to improve tire/ground contact

PA-28 Cherokee

  • Starter torque has been increased to aid cold starts
  • Airspeed indicator calibration has been corrected
  • Contact point adjustments to improve tire/ground contact
  • Optimizations across cockpit instrument selection models

PA-34 Seneca

  • Contact point adjustments to improve tire/ground contact
  • Attitude functionality improvements
  • Optimizations across cockpit instrument selection models

PA-46 Malibu Mirage

  • Annunciator PROP HEAT functionality corrected along with two overhead switches
  • External glass visibility improved
  • Fixed compass/dial/VOR gauge functionalities

DA40/DA42

  • G100- functionality improvements
  • Corrected tooltips
  • Optimizations across cockpit instrument selection models

RV7

  • Optimizations across cockpit instrument selection models

All aircraft

  • Gauge highlights now functional across all aircraft.
  • Additionally, we have implemented logic improvements across aircraft auto-pilot systems.

Additional Fixes

  • Addressed erroneous paths in Pro Mission editor startup
  • Fix crash related to use of Sidewinder 2 joysticks. Please note force feedback has been disabled for these joysticks.
  • ATC can now be closed with the hotkey.
  • Comms widget is now auto-closed if it doesn’t contain tabs.
  • Server name and password dialogues now sort correctly with flight planner in Multiplayer mode
  • Various localization fixes
  • Various crash fixes

We have had to delay a performance improvement for players using full screen and multi-monitor set ups due to the need for further testing. You can, however, expect to see it in a future update.

If you experience any issues, please contact the support team at dovetailgames.kayako.com

We look forward to hearing about what you think about this update. Thanks again to all of you who have been working with us to make Flight Sim World better!


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DCS World 2.1 Update 1
Today we are releasing the first update to DCS World 2.1, which can include the DCS: Normandy 1944 Map and/or the DCS: NEVADA Test and Training Range Map. Over the past week, we have been carefully noting all feedback and we will do our best to address all concerns. For this first update, we have made the following primary changes.

For following week, we plan to add several new DCS: World War II Assets Pack units including anti-aircraft units, beach fortifications, barrage balloons, and several others.

DCS World 1.5 Status
In parallel to DCS World 2.1, we are also creating the next update for DCS World 1.5. The primary addition will be the support for the DCS: World War II Assets Pack. This update will be coming soon.

DCS World War II News
With the Early Access, Alpha release of the DCS: Normandy 1944 Map and the DCS: World War II Assets Pack, the team is very focused on moving these projects from Alpha to Beta, and then Beta to Final release as soon as possible. Our teams devoted to these projects are working hard and making great progress.

A big part of this effort is fleshing out the DCS: World War II Assets Pack. We have included some work-in-progress images of new Asset Pack units coming to DCS World: C-47, Ju-88, Sd.Kfz. 234/2 Puma, and Sd.Kfz.251.

We are also continuing to develop the P-47 and Me 262, as part of the original Kickstarter plan.

This is a huge year for DCS World War II that will continue to grow and improve as the year progresses.

WIP Screenshots

New Damage Model Update
In order to bring DCS World to a new level of combat simulation, an improved damage model system is certainly required. Our team has diligently been working on this new and improved system and it will entail the following features:

  • We have moved from tracking 30 damage variables to several hundred damage variables. This includes such variables as each airframe spars, engine components, fuel tanks, oil, hydraulic, and pneumatic systems, control surfaces, ammo boxes, etc.
  • All elements have unique durability values that are used calculate of bullet penetration into the structure
  • There will be no more statistical accumulation of damage, so for example, you can’t tear off a wing by simply shooting at its tip
  • All elements can now be torn off by destroying their attachment points or airframe elements (wing spars for example)
  • Damage can be distributed from one element to another by fire
  • All liquids will flow out from holes, and this will result in decreasing effectiveness of hydraulic and pneumatic systems

RU


header

Hello Hunters,

We hope you are well. Today we’re excited to introduce Patch 1.7 featuring the first ever shooting range in theHunter: Call of the Wild!

Get a feeling for all weapons, practice your aim, investigate the ballistics in detail without using up ammunition or challenge your friends to a shoot-off to crown the best shot. The shooting range is located in Rathenfeldt, offering target distances from 50 to to 500 meters. You can find more detailed information about the shooting range here.

We hope you enjoy the shooting range, and look forward to your feedback and shooting scores!

This patch also features a couple of bug fixes that you have been requesting, and we aim to deliver more of those shortly. You can find the full list at the end of this post. The announced adjustments and compensation for Tents & Groundblinds are still being worked on and will be released soon. We will make a dedicated announcement about it once we’re ready.

You can discuss the latest patch in our dedicated forum thread.

Happy Hunting!

theHunter: Call of the Wild Team

Bug Fixes

Gameplay

  • Items should now unlock when requirements are already met
  • 7mm now correctly reloads
  • .338 now correctly reloads
  • Deer grunt caller now correctly placed in hands
  • Tents & Groundblinds go to the backpack after dismantling (instead of storage)
  • Fixed issue with outposts being permanently locked (you have to walk in range of 500m for it to update)
  • Fix for outposts not being unlocked on clients when being unlocked on host
  • Reworked fall damage

User Interface

  • Fix for tracks highlight setting getting turned off when harvesting an animal
  • Fix for button prompts getting stuck after exiting to main menu
  • Various localization fixes

Audio

  • Sound mix adjustment for callers

Miscellaneous

  • Lights at lodges no longer flicker
  • Firewood stands now has correct collision
  • Fix for various floating objects

http://steamcommunity.com/games/518790/announcements/detail/1263669710823113318


AUTOMOBILISTA

Automobilista v1.40 is released, along with a new DLC: Hockenheimring is now available for purchase!

If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).

Below is the Changelog for v1.3.7 -> v1.4.0:

CONTENT

  • Added Hockenheim (1977, 1988, 2001 and 2016, along with extra modern layouts – the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS OWNERS)
  • Added F-Ultimate series


FEATURES

  • Added Custom Season Tool *

GENERAL

  • Fixed bug with AA setting not saving in AMS Config
  • Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8;
  • Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series
  • Various minor UI fixes & adjustments
  • Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon
  • Updated all helmet shaders to be same as the one used for car paint
  • Fixed bug in roadnoise replay saving (fixing potential CTD)
  • Added new driver model & new customized suits & gloves to all vehicles
  • Added configuration option to all vehicles for visible driver arms in cockpit view **
  • Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races
  • Fixed error in fog logic which could cause fog to appear in cockpit
  • Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap
  • Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event
  • Globally increased lowest LOD from 500 meters to 600m

AUDIO

  • All audio files resampled to 44.1kHz (decreasing files size / cpu / memory usage)
  • increased max simultaneous sounds from 32 to 64
  • polished loops and pops in several audio files
  • Introduced advanced audio filters for external cameras
  • Added cockpit muffling for closed cockpit cars
  • Opponents volume setting is no longer effective for trackside cameras (all cars same volume)
  • Enhanced replay of surface sounds (roadnoise, dirt, curbs)
  • Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings
  • Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer
  • Reset volume multipliers on all cameras to address volume inconsistencies

AI

  • Added function to stop AI from refuelling during pitstops in all series where that is forbidden – only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks
  • Added function for AI to partially lift off the throttle when receiving a blue flag – their cooperation is now a function of “Courtesy” value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / quali, in races they will be more cooperative in high profile series compared to smaller / historical ones
  • Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed)
  • Added function for AI to slightly lift during in and out laps in practice / quali
  • Added function for AI to lift back to the pits when car has substantial aerodynamic damage
  • Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner
  • Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects)
  • Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimise issues with AI needlessly stopping for tires
  • Added AI function to stop them from pitting for tires in last 10 minutes of a race – even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop
  • Customized AI throttle functions at race start to a realistic behavior for each series
  • Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s
  • Added new TireManagement & AIStartSkill to driver RCD files – the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start
  • Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files
  • Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file)
  • Adjusted base Safety Car speeds for various series to more compatible levels
  • Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order)
  • Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result) ***
  • Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit)
  • Various AI physics adjustments to improve their racing ability and line adherence
  • Generally increased AI reaction to front tire slip
  • Adjusted AI brake performance for all cars
  • Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range
  • Updated AI performance ranges for several tracks
  • Adjusted AI spring / damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs

PHYSICS

  • Revised tire wear functions for several cars
  • Revised fuel consumption & estimates for several cars
  • Globally raised undertray friction to minimise advantages of unrealistically low setups in some cars
  • Adjusted default setups for low downforce configs in Formula cars
  • Reduced default suspension packer settings in several cars
  • Added speed limiter to MCR2000, Ultima GTR Race
  • Adjusted engine wear / reliability ranges on soem cars

CONTENT UPDATES & FIXES

  • Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones
  • Roughened up flat curbs at Taruma, Londrina
  • Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI
  • Oulton: Adjusted AI line through chicane so AI don´t clip high curb
  • Brasilia: Fixed cars going into the pits in rolling starts
  • StockV8: Corrected max opponents; Corrected & added missing talent files: fixed LCD laptime info
  • Montana: Fixed max opponents
  • F-V12: Adjusted ride height ranges, increased rake in default setup
  • Mini: Fixed auto-shifting bug; minor adjustment to external sound loops
  • Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display
  • Karts: Updated skin alphas to suit latest car shader
  • F-Vee: Adjusted AI performance
  • ARC Camaro: Fixed reflection bug in cockpit gauges
  • F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance
  • F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds
  • F-V10: Adjusted TC sound
  • F3: Reduced aero loss in draft
  • SuperV8: Fixed pit timings to realistic values

* The Custom Season Tool should be fairly intuitive to use – run the tool, select a series you wish to create a custom championship for, customize the calendar from all available track layouts, set up the scoring system (including option for separate points for multiple heat results, pole position, laps led), some basic rules and then save when you´re satisfied – your custom championship will then be listed in Championship mode for the series it was based on, and you can further customize it with the usual championship options in-game (opponent cars, opponent strength, race distance, number of heats, quali, tire / wear multipliers etc).

** Since arms are added as objects rather than 3D animation, they´re not articulated nor do they have gear shifting animations; for the same reason steering wheel rotation animation is limited to 90º in each direction when driver arms are installed; in some cars, driver arms configuration is merged with seat position and / or cockpit type; Most cars have visible driver arms from external view irrespective of whether cockpit configuration is used or not – exception being vehicles where this solution was not considered to look acceptable – specifically karts and Formula Truck do not feature driver arms.

*** In case of series with drivers featuring in multiple categories (ex Barrichello who is a driver in V10, StockV8, Kart) in order to get the series-correct team / driver performance, tire wear and start skill, user is advised to select the specific series rather than All Cars / Tracks.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.3.7 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam.


Naval Action logo

Captains.

Patch has been deployed to live servers.

  • All assets, ships, resources have been reset.
  • Player experience and Craft experience has been provided in form of redeemables. Please use them wisely.
  • 4 ships has been provided for a head start
    • Pickle
    • Surprise
    • Indefatigable
    • Trader Brig
  • Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future.
  • Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start.
  • Please do not use XP redeemables if you want to delete your character. Used redeemables are gone forever.
  • Unused redeemables will remain on the server if you delete your character, but only UNUSED redeemables. Please be careful with them.
  • Game has 3 servers
    • PVE
    • PVP EU – with restricted port battle timers
    • PVP Global – no restrictions on port battle timers
    Changes provided in the last couple of days to testbed
    • New regional refits blueprints and skill books have been added
    • Heavier guns still require coal, lighter guns require charcoal for production
    • Coal was repositioned to provide more goals in conquest
    • UI bugs were found and mostly fixed
    • Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen
    • PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks)
    • PvP server has conversion store switched off – but it might come back in the future in some form.
    • Trader ships BPs were added to admiralty stores.
    • Preliminary hostility changes
      • Nation has 3 Port battles allowed instead of 2
      • Port battle starts in 22 hours after hostility reach 100% not in 46 as before
      • War supplies can now only be delivered to the regional capitals (not every port)
    Patch changes:
    • Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
    • Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty
    • Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
    • New sounds system is implemented. Crew responds to your actions and intensity of combat.
    • All ships now have 1 durabilities with the corresponding change of required resources.
    • You can now use the hold of your fleet ships. New perks are introduced for fleet management
    • Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
      • PVP marks – for high end frigates permits and skillbooks
      • PVE marks – for certain ships, skillbooks, resources and some other items
      • Conquest marks – for port battles and permits for lineships
      • Trading Manifest – reserved for potential future use.
      • Each reward can be used for exclusive content in admiralty stores.
      • PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
      • Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
    • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
    • Perk reset cost introduced – to reset your character perks you have to pay 50 PVE marks.
    • Pirate vs Pirate – outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
    • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
    • Ship paints can now be stored in clan warehouses.
    • Chain shot damage fall off from distance implemented and added to game.
    • Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details)
    • Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
    • Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
    • Bot routes and npc fleet composition significantly improved.
    • Guns are now sold in units and can be crafted.
    • Rookie zones removed. Rookie capitals are added back to respective regions. (Details)
    • Assign crew functionality in instances updated and somewhat improved.
    • Resource transport between free towns removed
    • Ship transport between outposts removed
    • Teleport to freetown removed.
    • Outpost to outpost transport is now only available between national towns.
    • Tow to capital replaced by tow to port – which sends you to the nearest deep water port – this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
    • Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
    • Shipyard is added back and is a required building for ship crafting
    • Lineships blueprints are now available in the admiralty. Lineships require permits to construct
    • Gifted perk removed
    • Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
    • Antigriefing is now based on curve – not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
    • Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) – you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
    • Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
    • Contracts on cannons can be placed in stores.
    • Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
    • Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over.
    • Player exiting battle spawns in the open world.
    • If you alt-f4 in battle you will be sent to the OW after battle
    • If you exit the battle and do nothing – normal disconnect mechanics will apply.
    • You can now loot hold from sinking ships if you are near the sinking enemy vessel.
    • NPC Ship capture on the PVP server
      • From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
      • PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
      • PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
      • This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
    • Alliances tab disabled temporarily until alliance rework
    • Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. ( Details[forum.game-labs.net] )
      • New planking trims added to game. Redundant trims removed
      • New wood types added to game
    • Invisibility added when exiting battles under following conditions
      • Both Sides will receive 1 min invisibility on exit.
      • You cannot be attacked or attack during invisibility.
      • Invisibility persists even if you die and spawn in port (lets say Free town)
    • Cannons can now be stored in the warehouse
      Tunings:
          • Map zoom increased 2x in commander tablet
          • Port battle time increased to 105 mins
          • Accuracy and damage from land based guns increased by 15%
          • Points for kills increased by 50% in port battles instances
          • Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
          • If you sink in battle you will still be able to see the compass and wind indicator
          • Brace command is now a toggle
          • All contracts that are more than 15 days long are going to be automatically cancelled from now on.
          • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
          • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
          • Military NPCs now sometimes drop repairs as loot
          • Sugar added to many regions as resource – for rum production
          • Boarding preparation growth increased
          • Perk points are given to player faster – you will get 10 perk points 2x earlier.
          • Crew requirement lowered on 4lb,6lb and 12lb carronades
          • Tow to nearest deep water port do not check the hold weight any more
          • Redwood logs abandoned; blueprints using redwood now use lignum vitae.
          • Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
          • Fire damage is increased by 25%
          • Split function is improved
          • Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
          • Fixed Rattlesnake figurehead bonuses bugs
          • Added a tooltip to cannon crafting blueprint
          • Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
          • PVP content in the admiralty store rebalanced.
            • PVE server will have different prices and mark conversion options
          • Fleet and fort kills are properly counted to your fleet if you did the most damage
          • Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
          • When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
          • Recently killed flag is not given if you were sank by NPC
          • Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
          • Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
          • Minimal crew requirement lowered on all traders
          • Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
          • It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
          • Copper mine building removed, copper removed from all blueprints.
          • Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
          • Changed NPC production limits on certain resources
          • Port battles now properly allow PB battle points for recently killed captains (including pvp marks)
          • Wood planking splinter crew resistance now properly affects crew damage
          • Skillbooks tooltip now properly show if you know it or not
          • Fixed bugs appearing during redeeming of the Yacht
          • Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks
          • Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content.
          • Nation change item added to the game. We will provide it for mass testing this week.
          • Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter.
          • Fixed bug causing your knowledge level to work on a ship captured from you
          • Ship knowledge skills now work on your fleet ships
          • Food supplies added to certain regions allowing the construction of the Farm
          • Copper completely removed so you can now make war supplies and muskets without copper
          • Barrels blueprint updated
      Fixed bugs:
        • Fixed the bug that did not allow entering of missions as a group
        • Missions now should allow fleets of mission rank and bellow
        • Fixed bug that did not repair leaks during OW repair
        • Fixed pirate bot distribution in the pirate regions
        • Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type
        • Fixed the bug causing all items to be bought in stacks of 1
        • Fixed the bug causing permits to drop when breaking up crafted vessels
        • Ship reverse speed bugs fixed
        • Trade window bug fixed (players lost their ships they traded via trade window)
        • Cargo duplication bug fixed
        • Fixed bug that did not allow to access hold for NPC ships in missions and events
        • Fixed bug that allowed to receive marks for basic cutter
        • Fixed bug that allowed your sank vessel to magically appear in the BRS screen
        • Fixed a memory leak with open combat information window.
        • Fixed UI bugs in ship to ship transfer
        • Bug causing blueprint drop during breakup removed
        • Fixed most bugs not giving rewards for sinking surrendered ships
        • Shipyard and workshop resource requirements bug fixed.
        • Several instance crashes bugs fixed
        • Fixed bug that did not allow you to craft even if you had a free slot in the port
        • Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
        • Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
        • Fix bug that allowed ships added to fleets without the perk in outlaw battles
        • Fixed several bugs with hold informational updates
        • Fixed bug that allowed bots to repair guns indefinitely
        • Fixed bug that increased deceleration on the Cutters
        • A lot of minor bugs fixed
      Next steps
      • Better PVE content (including some ai improvements)
      • UI rework and localization
      • Hostility improvements (including raids)

 


TSW logo

Today we’ve made our fourth test build update for Train Sim World (Build #55) available for you to test. As we have for the previous test builds, please try this through the weekend, and if positive we’ll apply the patch to the main game early next week. We’d like to give a big thank you to all of you who have consistently and constructively offered your feedback and encouragement over the last few weeks.

Here are the items addressed in Build #55:

New Features
  • You are now able to change the opacity of the center ‘reticle’ dot using CTRL + 5 (0%, 50%, 100%).
Optimisation
  • This build contains a number of general optimisation improvements.
  • Optimised concurrency settings to engine audio.
  • Optimised concurrency of audio tracks being played because of running sounds.
Load/Save Issues
  • Fixed an issue where a red stop signal refuses to change on save and reload.
  • Fixed an issue where restarting a scenario after save and reload causes signal priority to fail.
  • Fixed an issue that would cause the distance walked and driven to be reset on save and reload.
  • Fixed an issue where objectives would disappear on save-reload while in Service Mode.
  • Fixed an issue where saving a game while in the turntable cabin might result in player going through the roof on reload.
  • Fixed an issue that would cause the Dispatcher Core to fail on reloading a saved game.
  • Fixed an issue that would cause the player to be moved to inappropriate areas when saving near to the rear of a train consist whilst moving forward.
  • Fixed an issue that would render the turntable unusable when saving a game.
  • Fixed an issue where saving while in the turntable cabin causes player to spawn outside when reloading.
  • Fixed an issue where the character position changes on reload using the turntable.
  • Fixed an issue when saving and reloading, the refuelling hose and other objects disappear completely.
  • Fixed an issue where reloading while refuelling causes the hose to revert back to its stand.
  • Fixed an issue where the state of the CutOut switch is not correctly reinstated when loading from a save game.
Rail Vehicles
  • Several general improvements to the braking System.
  • Fixed the chain animation on the SD40-2 so that it now animates in sync with the brake cylinder.
  • The End of Train Device now flashes correctly.
  • Fixed the issue that prevented the AC4400CW from being shut down using the emergency cut-off switch.
Gameplay
  • Adjusted speed limits on two troublesome signals at Sand Patch Summit to resolve a number of speed limit related issues in scenarios.
  • The Center dot ‘reticle’ no longer reverts when using the map.
  • Addressed the final objectives in Cumberland Charge to improve the flow of the scenario.
  • Fixed the broken consist in Ice and Snow.
  • The Voice Over should now pause when the game is paused.
Audio
  • Track joint audio has been improved with additional mixing/filtering as per customer feedback.
  • Dynamic Brake audio has been improved with additional mixing/filtering as per customer feedback.
  • Compressor Pressure Relief Valve audio added to the AC4400CW as per customer feedback.
  • Fixed the road vehicle audio that would continue consuming system resources despite being out of range.
Known Issues
  • There may still be some Save/Load Issues present. We are continuing our work in this area and would greatly appreciate additional feedback from you on this.
  • There may still be some issues present with vehicle airbrake systems.

The Train Sim World update is available for you to test on Steam. To subscribe to the Update 4 Test Build, follow these instructions:

Subscribing to Test Builds
  1. Load Steam and navigate to your Game Library.
  2. Right-click on Train Sim World: CSX Heavy Haul and select Properties.
  3. Select the Betas Tab and from the drop-down box, select u4tb from the list.
  4. Click Close and Steam will automatically begin to download the update.

It’s important that you share your feedback with us, you can do this below on the Steam forums or by submitting tickets to our Support Team.

The Train Sim World Update 4 Test Build will be approximately 465 MB in size


X-Plane 11 logo xp11

X-Plane 11.01 is a bug-fix patch and minor update to X-Plane 11.00. Linux users can use this version with the DVD as their DRM. Key fixes were made to the lighting model, the FMS for plugin use, and the default aircraft. 


Release Candidate 2

Bug fixes:

  • XPD-7942 Can’t pop out GPS when paused.
  • XPD-7965 X-Plane 11.01 Cockpit Flashing Problem.
  • XPD-7985 Crash on startup with FMS prefs.

Release Candidate 1

This version various plug in crashes.

Bug fixes:

  • Fix for long device names overrunning the device selection dropdown.
  • XPD-6075 Fix for starting airplanes at helipads & sealanes.
  • XPD-7653 Fix for map being deleted when you hit the red close button.
  • XPD-7894 Added Italian, Japanese, French & German translations for missions & hint messages.
  • XPD-7901 Gideslope cross section drawn incorrectly.
  • XPD-7933 Restored the ability to configure joysticks in “quick flight mode” (before your first flight).
  • XPD-7938 Buffer overrun with call to XPLMGetNavAidInfo fixed.
  • XPD-7939 Custom lights flash when they should be steady on.
  • XPD-7945 Updated .joy files to use new “virtual” hat switches.
  • XPD-7953 Fix for weather always defaulting to broken clouds if you didn’t explicitly change it on first load.
  • XPD-7956 Added FltPlan Go to the list of supported iOS apps in the networking screen.
  • XPD-7960 Plane Maker & Airfoil Maker now ask if you want to save your work before closing in response to hitting the window’s close button.
  • XPD-7971 Fixes crash in plane-maker when gen_rotary is added.
  • XPD-7972, XPD-7975, XPD-7957 Fixing beacon, strobe, landing and taxi light bugs.

Beta 1

This version normalizes sRGB use across the entire app. A few notes:

  • sRGB is only on during plugins, the 2-d panel, and buttons background drawing (to get the alpha levels right).
  • Prop discs are now changed from wrong to right gamma blending – this is a breaking change for artists.

Bug Fixes:

  • Use the fog model to make interior views not look WAY brighter than the outside world at dusk.
  • Introduced PBR to deferred spill lights & fixed fog culling bugs on billboards.
  • Always set GNS unit into ENR or TERM navigation when the flight plan is manipulated through the XPLMNavigation API. This ensures the unit is not stuck in approach mode, possibly following a completely different flight plan that can neither be seen nor manipulated by the XPLM API.
  • Treat IAF with holdings just like IAFs with procedure turns.
  • Plane Maker provides all six e-sys buses to all instrument types.
  • Removed data refs for legacy ground plane interaction, two sided fuselage and cockpit disable.
  • Allowed array access to byte-array datarefs.
  • Fixed issues regarding absolute magnetic bearing and relative bearing to GPS targets.
  • XPD-6106 Improvements to auto-selection of airport search results.
  • XPD-6618 Added UI support for grouping sets of 4 buttons into a virtual hat switch.
  • XPD-7430 Fixed power lines not fogging and wrong fog behind control tower.
  • XPD-7799 Weather is no longer regenerated (and METARs no longer re-downloaded) unless you actually make a weather change.
  • XPD-7850 Fixed crash when selecting LGML approach.
  • XPD-7863 Fix for up-scaled UI not getting mouse cursor adjustments
  • XPD-7866 Fixes to log book saving and loading.
  • XPD-7873 Weapons load-out reverts after mid-flight change.
  • XPD-7886 You can now select a refueling mission when flying a plane with a refueling port in the latest file format.
  • XPD-7889 Replay controls should be hidden when making screenshot.
  • XPD-7890 We now give you a confirmation dialog when you ask for a runway start or final approach.
  • XPD-7898 Fix for crash duplicating instrument in Plane Maker.
  • XPD-7899 Fix for allowing the user to click the “Add AI Aircraft” button 20 times, when they can only have 19 AI planes.
  • XPD-7925 XPLMSetFMSEntryInfo crashing on some airports.
  • XSG-2758 We assume ET and ED are the same ICAO geographic region.

SOURCE


“Our big DX11 beta release later today featuring VR, hope you guys enjoy it! Now here’s a little preview to keep you going”


rf-2-logo

 

With about a week and a half left until May 1st, it’s time for our monthly update again. We’re sure everybody is looking forward to the new build, and we’re happy to announce that both the DX11 graphics engine and VR support will be released as promised.

DX11

Over the last couple of months, we’ve revealed several development screenshots of the DirectX 11 engine to share with you our enthusiasm for the possibilities it brings. The new engine is not only the basis for our VR implementation, but it also enabled a new, improved HDR tone mapper and a bunch of post effects that greatly enhance the overall atmosphere of the simulation. We tried to strike a balance between using these effects to render the real-world imperfections of cameras while retaining the “first person view” you have when racing. At the same time we kept two very important goals in mind: we needed to ensure that, with the same graphics settings, the DX11 engine is at least as fast as the DX9 engine, and that existing content is still compatible with the new engine, so all the content out there can still be fully enjoyed.

We are quite sure we succeeded in both, and we extensively tested the new graphics engine with our community of beta testers. That said, we want to make sure that everybody is able to run this new build without a hitch, which is why we are making the initial release available as an “open beta.” Starting May 1st, anybody can switch to this new build and try it out. It is fully multiplayer compatible with the DX9 build. If for some reason you run into any problems with the new build, you can easily revert to the previous engine with just one click.

We didn’t just stop at updating the graphics engine, though. While we’re at it, we also updated some of our existing content to DX11, so you can expect the first of a series of Studio 397 updates as well. And you’ll be happy to know, these updates don’t just concern the graphics: in some cases we also made changes to and upgraded the physics. The new graphics engine really lets our content shine. It provides so much improvement that we have decided to postpone releasing any new shaders. To whet your appetite, take a look at these new screenshots showing off the new engine and some of the camera post effects in action:

Virtual Reality

If you have been following us on Facebook, you’ve already enjoyed some teaser shots of our VR implementation. We have since added some features such as support for our HUD, including virtual mirrors, as well as a way to browse the UI in VR mode. Mouse control is enabled for the UI, although we are definitely considering adding other options for controlling the VR interface.

User Interface

We know you are eagerly awaiting the new user interface, and we share your impatience. However, because we want to give you the full experience of the new UI and all its capabilities, we feel it is not quite ready for prime time just yet. Although that means we will ship the first open beta release with our existing UI, it will be upgraded to the new UI once that’s ready for release.

As we announced last month, we are now able to easily push updates, and we will use this ability to quickly release updates to the open beta in the upcoming weeks. Our goal is to ensure that we have a stable release for everybody, allowing us to begin phasing out the DX9 build altogether after a few months. In the meantime, our concern is to ensure that everybody has a fully functioning and compatible version of rFactor 2 to race with.

Content

Work on the Radical continues. With most of the graphics in place, our focus has now shifted to the physics and the sounds for this car. It’s not ready to be unveiled yet, but we can tease you with one of the other new cars that we have started working on soon! Watch our social media.

Modding

The modding community just recently gained access to an early DX11 build, and we released some guidelines for artists to work with the new rendering engine. Expect to see updates of third party content coming soon. In general, the new engine requires modders to make only minor changes. One area we are still working on concerns “plugins” that render directly to the screen. These plugins will not work properly in the first open beta. We are actively looking at improving our implementation of this functionality overall.


TSW logo

Today we have made our third update (Build #52) for Train Sim World available to everyone. There is no need to subscribe to a test build as this will update the default installation. If you’re currently subscribed to a test build, you’ll be automatically deferred to the main build. We’d like to give a big thank you to all of you who have consistently and constructively offered your feedback and encouragement.

Here are the items addressed in Build #52:

Load/Save Issues

 

  • Further work has been done on identifying entities not correctly persisting and restoring state.
  • Identified and fixed the cause of some voice overs occasionally not playing on restore.
Optimisations
  • This build contains the first of our multi-threading improvements. In this build, SimuGraph® will use as many CPU cores as are available, to concurrently evaluate SimuGraph processing on all rail vehicles. This reduces the FPS impact when you sit in a locomotive, and should deliver a greater benefit if more cores are available. We are continuing work in this area.
  • Improvement to non-player train physics performance.
  • Other optimisation improvements, particularly when interacting with the AC4400CW IFDs.
  • Reviewed and corrected lighting setup on rail vehicles.
  • Changed foliage MiP handling to improve the distant view and deliver a performance improvement.

Keyboard Support

  • We have added support for a wide array of International Keyboards.

Rail Vehicles

  • General improvements to the brake pipes.
  • Corrected the Ditch light functionality on the AC4400CW and SD40-2.

Gameplay

  • Fixed an issue that would cause you to Crash to Desktop while attempting to tab a signal in Cumberland Charge. Additional guidance on this scenario is listed under Known Issues.
  • Fixed an issue that would cause you to Crash to Desktop when loading the last save point in Helping Hand.
  • Fixed an issue that would prevent you from completing the Fully Fuelled scenario.

Audio

  • Missing coupling audio added.
  • Engine audio improvements.
  • Horn audio improvements.
  • Improvements to the Cab Occlusion system .

Known Issues

  • At the end of the Cumberland Charge scenario, extra vigilance should be paid to ensure your train is following the light blue line indicated on the 2D Map, as your enter Cumberland Yard. This may require more switches than those indicated, to be changed in order to reach the correct destination.
  • There are still some instances where Saved sessions fail to initialise properly on reloading. We are working to resolve all remaining instances. We would advise you avoid using the Save/Load feature for the time-being.

The Train Sim World update will download automatically on Steam. If you are not receiving this update, please double-check that Steam has correctly unsubscribed you from test builds:

Unsubscribing from Test Builds

  1. Load Steam and navigate to your Game Library.
  2. Right-click on Train Sim World: CSX Heavy Haul and select Properties.
  3. Select the Betas Tab and from the drop-down box, select None – Opt out of all beta programs from the list.
  4. Click Close and allow Steam to update.
  5. If Steam fails to update, please select Exit from the Steam menu and then relaunch Steam. If you still do not receive the update, please submit a ticket to our Support Team[dovetailgames.kayako.com].

The Train Sim World Update 3 (Build #52) will be approximately 253 MB in size.


Elite Dangerous logo

2.3 The Commanders, Changelog

Greetings Commanders, today we’ve released the 2.3 update! Below is a short snippet of the very large list of changes.

You can view the full list of changes by going to our official forums here: https://forums.frontier.co.uk/showthread.php/341916

Thanks!


Squad logo

Hi Squaddies,
The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing.
In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks.
For more information on some of the major new additions in this version, please take a look at our Feature Preview for Version 9 put out recently.
Version 9 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Gameplay

  • Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool
  • Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool
  • Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool.
  • Added Stryker ICV to the US Army vehicle pool
  • FOB Radio Hub no longer creates a spawn point
  • Added a new FOB Deployable, the ‘HAB’, which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB.
  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles.
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Reduced the stamina regeneration rate by 33%.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set ‘possible’ friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
  • Increased head turning angle limits as passengers in vehicles
  • Added a ton of interior decoration to the HMMWVs and in the back of the Technicals

Systems

  • Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
  • Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
  • Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it’s attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Added an admin-only notification for when a developer or privileged QA member joins a server
  • Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes.
  • Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer
  • Added some physics to the vehicle as it transitions into its wrecked state after being destroyed
  • Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover.
  • Content is now packaged into PAK files. This should reduce loading time and increase the security of the game.
  • Tweaked player movement when going up and down stairs to be a little more deliberate
  • Updated the Easy Anticheat SDK.

UI

  • Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round.
  • Added new Kit Role icons, replacing the old set
  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Restyled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
  • Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater)
  • Added new icons distinguishing Tracked and Wheeled armoured vehicles
  • Added new loading Splash image
  • Updated loading QuickStart guide
  • Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets)
  • Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard
  • Optimised code for the Stamina and Jump bar, also adjusted the visual styling
  • Updated Credits

Audio

  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullethit impact sounds and flyby bullet crack sounds
  • Modified distance sounds for some explosions
  • Modified M4, AKs, SKS, KPVT fire sounds.
  • Added burning vehicle sounds
  • Added UI sounds
  • Added music tracks ‘Downtime’ and ‘Faith’ to the Main Menu music playlist

Maps

  • Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest.
  • Yehorivka has had additional towns, map detailing and points of interest added.
  • Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles.
  • Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead.
  • Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels.
  • Added Minsk Motorcycles on the Jensen’s Range Racetrack, along with additional spawn points
  • Improved behaviour of map borders on Sumari, Logar, Kohat and Chora.
  • Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through
  • Removed all static Minsk 400 bikes from maps
  • Updated Kokan lighting on PAAS V1
  • Added a number of additional compounds to Kokan
  • Fixed a lot of doubled up static geometry occurring on some maps
  • Fixed ammo crates on Sumari ITC from being in the ground.

Bug Fixes & Optimizations

  • Fixed super dark shading on the Militia faction soldier models
  • Fixed odd player camera rotations while as a passenger in a vehicle
  • Fixed a bug where the logistics driver wasn’t getting points for dropping supplies off
  • Merged a lot of deployable statics together, improving performance
  • Heavily optimised the Weapon Cache mesh
  • Fixed engine sounds playing the incorrect sounds on low settings
  • Increased shovel detection zone size on repair stations.
  • Fixed attachment of burning and destruction effects on vehicles
  • Tweaked rocket trails and backblast effects
  • Optimized footstep dirt effect
  • Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles
  • Adjusted and optimised a number of vehicle wrecks
  • Fixed chain-link fences, razor wire and regular wire fences to be penetrable
  • Fixed collisions on a number of stone-wall statics
  • Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable
  • Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players
  • Fixed giving radial menu access depending on your deploy role instead of your current role
  • Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where ‘Use Inventory Switch Timer’ config setting didn’t persist across game restarts
  • Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete.
  • Audited physmats to ensure penetration was enabled on all appropriate material types.

Modding

  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<usqvehicleseatcomponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren’t being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed “Wound” and “Die” to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!

SOURCE


DCS World logo

Introduced new F-5E ACM campaign by Maple Flag.

DCS World

  • MP. Repairing client no longer causes crash. Fixed an occasional crash that could occur when restarting mission. Other stability improvements.
  • AIM-7M. DLZ of AIs corrected.
  • Fix of lift ground effect under objects.
  • AI fighters will attack helicopters with the close range AA missiles.
  • Fixed an older issue where AI vehicles are unable to find a road if the first on road waypoint isn’t placed on a road.
  • Invalid number of chaff/flares in rearming menu fixed.
  • BetAB-500ShP. Corrected a rocket motor flame position.
  • S-24 rocket. Corrected a rocket motor flame volume.
  • ME. Advanced actions – perform command – transmit message locale bug is fixed.
  • Encyclopedia. Some updates and bugfixes.
  • The midair crashes (feel like invisible obstacles) of aircraft near Nellis fixed.

DCS C-101 by AvioDev

  • Fixed auto startup sequence. No more BLOC.CAB announcement after autostart.
  • Fixed main wheels coordinates, wheel smoke will be shown correctly now.
  • Fixed helmet visor texture (removed banding).

DCS M-2000C by RAZBAM

  • POL mode bug fixed. Now all weapons safetied when in POL mode.
  • D2M keybinds fixed.
  • Minor changes to FM.

DCS Flaming Cliffs

  • Bomb-fall line on russian aircraft HUD will not be flashing.
  • Su-27. Corrected wheel brakes. Added new command for brakes – LShift+W.

DCS Combined Arms

  • Tunguska (SA-19). The auto-sighting when stabilization is on corrected.

DCS Mi-8MTV2

  • Camera shake cockpit feature was added
  • 6 basic checklists were added in the voice-over mode of the AI crew and with the waiting of the user’s actions (RU locale only a while).
  • R-828 sound commutation fixed in according with SPU rotary switch.
  • SPU – max volume at hot start.
  • DC rotary switch in BATT BUS position by default at hot start.

Sadly, some critical issues still not fixed because we can’t reproduce them and find a reason. However, we still working on it and hope to resolve these issues ASAP.
Known issues:

  • M-2000C: Significant performance drop with enabled mirrors when canopy is opened or jettisoned.
  • MiG-21bis: Significant performance drop when other aircraft placed nearby.
  • L-39 engine stops right after entering the mission.
  • L-39 starts perpendicular to RWY.
  • A-10C Crash when battery switch is used from cold start.
  • F-15C control axis don’t work.
  • Bf-109, Spitfire – some gauges don’t work.
  • F-5 Freezes DCS completely, CTD, regardless if in the air or ground.
  • DCS сrashes when Shilka hits a FC3 plane

RU


logo-arma-3-review

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.68 (64-bit Executables, Ambient Occlusion Overhaul, Maintenance)
SIZE: ~10.4 GB / ~1.3 GB (depends on Apex ownership)

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 (1.66). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy166
  • 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 © 2002-2017 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: New Ambient Occlusion settings in Video Options
  • Added: Sounds for vehicles colliding with water (cars driving through water and planes falling into water)
  • Added: Sound for Turn In / Out actions for armored vehicles
  • Added: Titles of Advanced Hints are now structured text and can be multi-line
  • Added: The scene behind the Debriefing screen is now blurred
  • Added: A new Fuel hit point for tracked armored vehicles (so they can lose fuel)
  • Added A new Hull hit point for wheeled vehicles (so they can be destroyed on a single critical hit)
  • Added: When multiple Main Menu spotlight options are available, they are cycled automatically. Users can browse them manually using arrows.
  • Added: Showcase NATO now has an updated voice-over (with a speakerphone effect)
  • Added: After calling an artillery support, a marker with ETA is shown in the map for the caller
  • Added: Ability to set a default number of rounds for artillery. Copy this code to the init field of the artillery vehicle:
    • this setVariable [“BIS_SUPP_useDefaultBurst”,3]; //3 is the number of rounds
    • Also, if you don’t want to think about a specific number of rounds, use the default value (usually 3 rounds):
      • this setVariable [“BIS_SUPP_useDefaultBurst”,true]; //True to enable an automatic default burst
  • Added: Multi-line version UI classes RscTextMulti and RscEditMulti for use with scripted controls
  • Added: IR grenades now have a proper sound for impact with the ground
  • Added: Field Manual preview models for explosives
  • Added: Sounds when getting in and out of helicopters (incl. 3D processing type)
  • Added: Rain sounds on car surfaces while inside of the vehicle
  • Added: TypeRecognitionDistance to the sensor templates
  • Tweaked: Performance of high-caliber ammunition:
    • Armor Piercing shells are now more likely to deflect from hard surfaces
    • High Explosive shells detonate on contact
    • HEAT shells now have average deflection behavior
  • Added: Pressing the Esc key in Splendid Camera now opens the Pause Menu. To exit the camera, click on the “CLOSE” button there.
  • Added: New samples for cabine opening and closing animations on the Caesar BTT airplanes
  • Added: Configured additional existing liveries for the CH-49
  • Added: 2 scripted variants of weapon holders: GroundWeaponHolder_Scripted and WeaponHolderSimulated_Scripted (https://feedback.bistudio.com/T79535)
  • Added: Locked door keypads on Tanoa are now indicated by a red light where appropriate
  • Added: Locked door keypads on Altis and Stratis are now indicated by a red light where appropriate
  • Added: Reverse camera display for the SUV
  • Added: Flag proxies for various vehicles
  • Added: A new RscTreeSearch class for scripted creation of the RscTree with search capability
  • Added: An option to prevent spawning on dead characters in the BIS_fnc_moveToSpawnPos function
  • Tweaked: Ambient Occlusion and light maps of structures were overhauled
  • Tweaked: Some Apex data has been decrypted (Weapons, Props, Vehicles, Missions, Dubbing, Sounds, and Music)
  • Tweaked: Helpers (arrows, pointers) in the faction Showcases are not visible anymore
  • Tweaked: Collision geometries on various Tanoa structures
  • Tweaked: Decreased the range and volume of underwater mine explosions
  • Tweaked: The compositions in Showcase NATO and Showcase CSAT were updated (added objects, added an ambient Wipeout and many objects were converted to Simple Objects)
  • Tweaked: Accessing the Supports menu (0-8) now makes the menu active, which also displays a special cursor
  • Tweaked: Swimming sound assets were updated
  • Tweaked: Parachute sounds now use the SoundSet and SoundShader implementation
  • Tweaked: Footstep sound volumes are now more balanced
  • Tweaked: The black and white Orcas were changed to the ones with regular liveries in Support Katalaki
  • Tweaked: Color presets in the Game Options menu are now sorted alphabetically
  • Tweaked: The showScoretable command resets when a new Debriefing screen is created
  • Tweaked: Helicopters should now produce sounds when falling into water
  • Tweaked: The gear retraction sounds of the AH-99 Blackfoot were improved
  • Tweaked: Smaller buildings are now overall less durable than the large ones, especially against high caliber shells
  • Tweaked: Particular building hit points are now easier to destroy
  • Tweaked: All buildings now receive 25% more explosive damage
  • Tweaked: The volume for landing sounds of the AH-99 Blackfoot was increased
  • Tweaked: Appearance of the Field Manual – a tree structure is now used for topic and hint selection, and it’s possible to search in it
  • Tweaked: Advanced hints are now formatted using the unified function BIS_fnc_advHintFormat
  • Tweaked: Main Menu spotlights are now configured in CfgMainMenuSpotlight instead of RscDisplayMain >> Spotlight. The old path will still be accepted, but is considered obsolete.
  • Tweaked: Steering, internal engine, and thread sounds were updated for the FV-720 Mora, ZSU-39 Tigris, and BTR-K Kamysh
  • Tweaked: The collision sound settings of the T-100 Varsuk were improved
  • Tweaked: Config data for Simple Objects was regenerated, updated and rounded
  • Tweaked: When calling an artillery support, an option to pick the number of rounds is no longer offered when only the last round is left
  • Tweaked: Increased the volume of crash sounds for the Kajman gunship
  • Tweaked: The BIS_fnc_configPath function now has an optional strict mode
  • Tweaked: The audio configuration for quad bikes was improved
  • Tweaked: Get-in memory points on the Tempest Medical truck were adjusted
  • Tweaked: The list of planes after placing the CAS module by Zeus is now sorted alphabetically
  • Tweaked: Laser and NV Targets (strobes) are now detectable beyond view distance
  • Tweaked: The close shot sounds of the MX rifles were equalized
  • Tweaked: Compass, map, watch & radio inventory items now use more visually appealing models when placed on the ground
  • Tweaked: Functions BIS_fnc_enemyDetected and BIS_fnc_enemyTargets were refactored for better performance
  • Tweaked: Decorative ammo boxes in Showcase NATO are now invincible
  • Tweaked: Server parameter “Time acceleration” is now localized
  • Tweaked: Static Taru pods are now showing damage textures correctly
  • Tweaked: Exiting of Showcases CSAT, NATO and AAF was adjusted
  • Tweaked: Hid antennas on various vehicles while they are being transported inside other vehicles
  • Tweaked: The BIS_fnc_selectRandomWeighted function now supports a single array of items and weights ([item, weight, item, weight…])
  • Tweaked: The BIS_fnc_setHitPointDamage function now sets HitPoint damage with dependencies
  • Tweaked: Commands (move, get in, target) no longer fade out on Regular difficulty
  • Tweaked: VR entities do not bleed anymore
  • Tweaked: The BIS_fnc_moveToRespawnPosition function was improved (even in scheduled environments)
  • Tweaked: The BIS_fnc_playVideo function was improved
  • Tweaked: The config definition of ‘AirDestructionEffects’ was simplified. There is now 1 less smoke and fire effect. The remaining smoke and fire was sped up, which results in overall better visual quality.
  • Tweaked: Functions called on helicopters and airplanes on their destruction were optimized for better performance and reliability
  • Tweaked: Hit point positions in wheeled and tracked APCs and the position of hit points on the Kuma tank tracks were adjusted
  • Tweaked: Durability of armored vehicles to remove some damage inconsistencies introduced along with the addition of fuel hit points
  • Tweaked: Some of the missing UI_F sounds were added to CfgSounds
  • Tweaked: Added built-in GPS and radio into all tanks, APCs, MRAPs and boats (except rubber boats)
  • Tweaked: Turning main turrets of armored vehicles no longer starts their engines
  • Tweaked: Surface sounds of the HEMMT trucks were improved
  • Tweaked: The FuelStation_01_Pump can now be destroyed more easily
  • Tweaked: The door angle of Warehouse_03 was improved to prevent incorrect collisions with characters
  • Tweaked: Nikos (Formal) now has a weapon visible in first person view
  • Tweaked: Various improvements to the BIS_fnc_unpackStaticWeapon and BIS_fnc_packStaticWeapon functions
  • Tweaked: Collision sounds for Hunter, Ifrit, Quad bike & Offroad were increased (range)
  • Tweaked: Randomized the sounds of collisions into trees
  • Tweaked: The RPG-7 now has zeroing and a correct projectile drop (https://feedback.bistudio.com/T120528)
  • Tweaked: Sound configuration of the HEMTT trucks was improved
  • Tweaked: Boats, armored vehicles and drones now have different sound effects for rain in first-person view
  • Tweaked: The Taru Cargo pod now has an inventory for consistency
  • Tweaked: The BIS_fnc_inTrigger, BIS_fnc_findSafePos, BIS_fnc_moveIn, BIS_fnc_nearestPosition, BIS_fnc_textureMarker and BIS_fnc_textureVehicleIcon functions were optimized
  • Tweaked: The BIS_fnc_position function now returns the correct AGL position of an object
  • Tweaked: The BIS_fnc_inTrigger function now returns the distance to the 3D border when requested and its trigger height is used
  • Tweaked: The BIS_fnc_taskState function now returns “” instead of “CREATED” for undefined tasks
  • Tweaked: The BIS_fnc_taskCompleted function no longer shows an error when used on an undefined task (so the function can be used in conditions which are running before a task is created)
  • Tweaked: The starting position of the Splendid Camera now exactly matches the previous view
  • Tweaked: Cargo containers that are part of a terrain cannot be destroyed anymore
  • Tweaked: Duration configurations of several music and ambient radio files were updated
  • Tweaked: The 5.8x42mm 100Rnd Drum magazine now has only the last four rounds as tracers
  • Tweaked: The Ammo and Fuel variants of Zamak trucks now explode instead bursting into flames
  • Tweaked: Samples and audio configuration of the Wipeout plane were updated
  • Tweaked: Terrains in the main Editor Menu are now sorted alphabetically
  • Tweaked: Get in sound for the Caesar BTT plane
  • Tweaked: The getInRadius range for planes was reduced
  • Tweaked: Transitions from and to prone are now more flexible to be interrupted in unarmed stance
  • Tweaked: The Panther and Marid APCs now have Night Vision mode available for gunners and commanders
  • Tweaked: Difficulty preset changes: waypoints and commands are now hidden on veteran difficulty
  • Tweaked: Water Scooter handling and durability were improved (PiP mirrors were also added)
  • Tweaked: It is now possible to retexture the interior of the Zamak truck
  • Tweaked: Crew of the static GMG now holds the weapon properly
  • Tweaked: Dead crew of static weapons is now ejected
  • Tweaked: The shot and closure samples of MX rifles were improved
  • Tweaked: Suspension of the Caesar BTT plane is now supported by PhysX
  • Tweaked: Pause Menu and Scoreboard keys are no longer hard-coded in the Respawn Screen
  • Tweaked: Difficulty Settings now contain more options about displaying units on the map
  • Tweaked: The crew of the Blackfish VTOL can now see their crewmates’ aiming directions
  • Tweaked: Switching from combat pace to a sprint is now more fluent
  • Tweaked: The “popup” and “popdelay” variables can now be set directly on each pop-up target individually and will override global settings
  • Tweaked: The maximum fording depth of many vehicles
  • Tweaked: Dates in some scenarios were adjusted
  • Tweaked: A GPS item will only be added to Time Trial competitors if the slot isn’t already full
  • Tweaked: It is now possible to change liveries on the Orca Black & White variants through the Virtual Garage
  • Tweaked: The initial position detection in Time Trials was improved
  • Tweaked: Field of View in aircraft is no longer scaled according to their speed
  • Tweaked: The deflection of 30 mm MP shell used by the main gun of the Kamysh was slightly decreased
  • Tweaked: Waypoints are now permanently visible on Regular difficulty once again (https://forums.bistudio.com/topic/188661-difficulty-overhaul/?page=9#comment-3150342)
  • Tweaked: Speed coefficient for mud surfaces
  • Tweaked: The function parameters for all faction showcases were adjusted
  • Tweaked: Compositions in the Sea area in Showcase NATO were improved
  • Tweaked: Rabbits, snakes and fish are no longer bleeding
  • Fixed: Zeus could not see newly created respawn vehicles correctly in some cases
  • Fixed: Swimming would make no sound
  • Fixed: Vaulting would not make any sound in some cases
  • Fixed: ‘Alpha’ and ‘Beta’ menu color presets had incorrect values
  • Fixed: Some footstep sounds could be heard behind the player (https://forums.bistudio.com/topic/199866-166-audio-issue-with-footsteps/)
  • Fixed: The whiteboard in Showcase CSAT was displaying incorrect Intel about the caliber of the T-100 Varsuk
  • Fixed: The Apex Protocol Main Menu spotlight was shown every time, even when Apex was not installed
  • Fixed: A-143 Buzzard and a few other vehicles were missing collision sounds
  • Fixed: Y-32 Xi’an was missing collision sounds
  • Fixed: PAPI lights
  • Fixed: RscDisplayMultiplayer had two default buttons
  • Fixed: Overlapping of mute buttons with a scrollbar in the map
  • Fixed: Many buildings and objects were not available for placing in Zeus Game Master scenarios (https://feedback.bistudio.com/T120145)
  • Fixed: The vertical placement of props was improved
  • Fixed: Incorrect position of the character hands after loading a loadout which didn’t have a weapon in the Virtual Arsenal
  • Fixed: Brake sounds were missing on several surfaces for the HEMMT trucks
  • Fixed: Pacific CSAT characters were sometimes using an English voice-set
  • Fixed: In dynamic groups, there was a chance the wrong parameters would be sent to BIS_fnc_removeScriptedEventHandler
  • Fixed: Changes set by the Weather module were not applied instantly
  • Fixed: A video was still playing after clicking on one of the main menu spotlights and returning back
  • Fixed: The Campaign menu title bar was darker than other menus
  • Fixed: There was “Attempt to override final function” message spam in the RPT file
  • Fixed: The animation freeze at the start of Firing Drills and End Game scenarios was not reliable on sloped surfaces
  • Fixed: Switching from / to unarmed animations caused characters to slide
  • Fixed: Crouching and standing up from crouch sometimes wouldn’t work after pressing the crouch button
  • Fixed: Going prone with a launcher equipped during combat pace movement was immediate and seemingly missing an animation (https://feedback.bistudio.com/T116732)
  • Fixed: Sling-load assistant was not functioning properly
  • Fixed: The sound of falling shells was removed from the starter pistol
  • Fixed: Burst fire from Slammer LMGs sounded like just one shot instead of a burst
  • Fixed: Pacific variants of NATO Autorifleman and AT Soldier had incorrect vests in their loadouts
  • Fixed: Offroad_02_F had an incorrectly aligned rear mirror (https://feedback.bistudio.com/T119225)
  • Fixed: Some parts of the AFV-4 Gorgon were not included in its hiddenSelection (https://feedback.bistudio.com/T119594)
  • Fixed: Pacific variants of static weapons could not be assembled (https://feedback.bistudio.com/T119296)
  • Fixed: UGL sights of the SPAR16 GL rifle were unfolded when on a character’s back
  • Fixed: The BIS_fnc_unpackStaticWeapon function was not working properly
  • Fixed: The kbTell command would not work properly if the BIS_fnc_kbTellLocal function was called with the parameter denying the direct channel (channel = true)
  • Fixed: Quadbikes would behave as submarines when driving through water
  • Fixed: The velocity of static GMG ammo was incorrect (http://feedback.arma3.com/view.php?id=27469)
  • Fixed: Some weapons were missing sounds of cases falling on the ground
  • Fixed: The Prowler would behave as a submarine when driving through water
  • Fixed: The MH-9 had inconsistent FFV view limits
  • Fixed: Missing SFX samples for vehicle UI actions (refuel, rearm, repair)
  • Fixed: JIP players could be killed when respawning far from their FOB, due to an incorrect area limit in the End Game scenarios
  • Fixed: Entering the Splendid Camera would reset the fog settings
  • Fixed: Entering a sub-display (e.g. the Configure screen) from the Respawn Screen could cause the display to get stuck until a respawn was performed
  • Fixed: Blackfoot gunners didn’t have a crosshair when using DAGR missiles
  • Fixed: Tempest trucks now have correct UV mapping for mirrors
  • Fixed: The AK12 had a bullet in its magazine after the last round was fired
  • Fixed: The Options could not be closed using the Esc key from the Respawn Screen
  • Fixed: Closing a sub-display (e.g. Video Options) from the Respawn Screen could cause all other displays to be closed as well
  • Fixed: The Strider MRAP now has smoother Picture-In-Picture feeds for its Gunner and Commander
  • Fixed: The Group Management title background would use an obsolete color
  • Fixed: The CAR-95-1 weapon had an incorrectly configured bipod (https://feedback.bistudio.com/T122239)
  • Fixed: The Intel icon could be misplaced in End Game scenarios if placed above or under the water surface (e.g. sheds on the shores)
  • Fixed: The Phase indicator was not visible in the Respawn Screen in End Game scenarios
  • Fixed: Seize scenarios would end seconds after starting with not respawn limit set
  • Fixed: Wrecks of the Wipeout and Buzzard airplanes were levitating
  • Fixed: Pop up error when a teammate is incapacitated while having the Group Manager open
  • Fixed: Returning to the Main Menu from the Scenarios or Multiplayer menus would lead to an FPS drop while playing the Main Menu video tiles
  • Fixed: The weapon UGL crosshair was not visible when crouching in combat pace
  • Fixed: Showcase Gunships would not fail if the player survived a crash landing (both on ground and in water)
  • Fixed: Showcase Gunships scenario flow would break if the helicopter touched the water and then immediately ascended again
  • Fixed: Export of parent classes from GUI editor didn’t work because of a missing “GUI_styles.hpp” file (https://www.reddit.com/r/armadev/comments/5pwvwr/missing_eden_files/)
  • Fixed: Helicopters would have trouble landing if their occupants were killed meanwhile in Showcase Firing From Vehicles
  • Fixed: Hitting the button to close the Splendid Camera in the Pause Menu would also prompt about leaving the game in the multiplayer environment (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=867#comment-3144508)
  • Fixed: Transport variants of the HEMTT truck now have fixed mirrors; characters no longer appear in them when they are getting into the vehicle
  • Fixed: The Caesar BTT plane would refuse to take damage when crashed
  • Fixed: The RPM indicator in the Caesar BTT plane was not working properly
  • Fixed: AI would refuse to shoot at air targets with some types of ammunition (9x21mm, .45ACP, .50BW, 5.56×45, 5.45×39, 7.62×39, 5.8×42)
  • Fixed: Players could end up back inside the helicopter after being inserted in Showcase Firing from Vehicles
  • Fixed: 35mm shells would not explode on hitting the Hummingbird in some cases
  • Fixed: Going prone from sprinting with a launcher had an unnecessary stand up transition (related to https://feedback.bistudio.com/T116732)
  • Fixed: Going prone from kneeling with a launcher caused an unnecessary stand up transition
  • Fixed: Going into the inventory with a binoculars would cause a transition to rifles (related to https://feedback.bistudio.com/T120382)
  • Fixed: Some weapons were missing the “baseWeapon” config attribute (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3141143)
  • Fixed: The optics view on the static HMG could clip with the tripod (https://feedback.bistudio.com/T120662)
  • Fixed: The Bobcat’s spare wheels would heat in thermal vision when the vehicle was moving around
  • Fixed: It was not possible to open the Pause Menu while in the Respawn Screen using the Pause key in some cases
  • Fixed: The Mk17 was heating in thermal vision when firing a primary weapon
  • Fixed: The cockpit glass of the Buzzard plane was too fragile
  • Fixed: Weapon switching from launcher to rifle was not working properly while sprinting / combat pacing
  • Fixed: Weapon switching from launcher to sidearm was not working properly while sprinting / combat pacing
  • Fixed: The commander and gunner of the FV-720 were clipping through the turret ring (https://feedback.bistudio.com/T74854, https://feedback.bistudio.com/T76233, https://feedback.bistudio.com/T81983)
  • Fixed: There was an infinite animation loop caused by closing the inventory while removing a sidearm as the only weapon
  • Fixed: The Firing Drills freezing mechanic did not behave well under some circumstances
  • Fixed: JIP players did not see groups if coming from a scenario using Dynamic Groups and joining another one
  • Fixed: The NVS had an incorrect inventory icon
  • Fixed: Apex owners could get their vehicles stuck in sand (https://feedback.bistudio.com/T120992, https://feedback.bistudio.com/T120992)
  • Fixed: Flag proxies on several models (more Intel)
  • Fixed: The Respawn Timer was not visible after saving and loading a scenario in multiplayer
  • Fixed: The rail covers of the Rahim are now hidden when an appropriate slot (side or bottom) is filled with an attachment (https://feedback.bistudio.com/T84605)
  • Fixed: The BIS_fnc_unitPlay function was not serialized and would break when a scenario was loaded (if it was saved during a unit play scene)
  • Fixed: The BIS_fnc_unitPlay function was not compatible with Dedicated Servers
  • Fixed: Occlusion and alpha sorting of the Airport_01_terminal_F building (https://feedback.bistudio.com/T123379)
  • Fixed: Hiding the interface in Arsenal did not hide the background of said icons
  • Fixed: NV Targets (strobes) were detectable by sensors other than Night Vision
  • Fixed: It was possible to get auto-zeroing against air targets with the APFSDS ammo
  • Fixed: The Xi’an VTOL was not able to take off vertically with minor damage
  • Fixed: Rotating in prone while moving caused kneeling in some cases (https://feedback.bistudio.com/T123369)
  • Fixed: Cars could get stuck on wooden bridges on Tanoa (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3153369)
  • Fixed: UAVs at the airport were moved to a different position to prevent crashing with the plane piloted by autopilot in Showcase CSAT
  • Fixed: Passengers of the Support variants of Zamak trucks would clip through their seats
  • Fixed: The SVD periscope camera was overly sensitive when moving vertically
  • Fixed: Taru pods were missing icons in the Virtual Garage
  • Fixed: The Respawn Screen did not support scenario-specific respawn messages
  • Fixed: Disconnected players would still count towards the loadout limit in the Respawn Screen
  • Fixed: Players could respawn onto the [0,0,0] coordinates when respawning on a position that was being removed
  • Fixed: Hands of Offroad gunners were stretching unnaturally while aiming to the sky
  • Fixed: The Syndikat MB 4WD had visual customization working incorrectly
  • Fixed: Trying to adjust stance while being unarmed had unexpected results (mainly because there are no adjusted stances when being unarmed)
  • Fixed: Players could not respawn into a specific type of vehicle when one of its kind was destroyed

Eden Editor

  • Added: An ability to access the Field Manual from the Eden workspace (Tools > Field Manual)
  • Added: In the Advanced Hints system, it’s now possible to access default variables (i.e. %1 to %10) in custom arguments
  • Added: All task modules now have a “Show Notification” attribute, allowing them to add / update a task without on-screen notifications
  • Added: A “Parent Task ID” attribute was added to the “Create Task” module
  • Added: A new group attribute controlling whether the group should be automatically deleted when empty
  • Added: When no player is present for an Eden Editor preview, Splendid Camera is opened by default
  • Added: The mod filter in the Asset Browser now shows mod icons
  • Tweaked: The default size of structured text (ctrlStructuredText) now matches the size of plain text (ctrlStatic)
  • Tweaked: Behavior of the ‘Center on Selected’ function in the Eden Editor (the F key by default). It now works with layers (the position of the first entity found in the layer is used) and the camera is no longer moved when only an empty layer is selected.
  • Tweaked: Terrains in the ‘Select Terrain’ dialog are now sorted alphabetically
  • Tweaked: The current terrain is now auto-selected in the Eden Editor dialog
  • Tweaked: Current terrain is now auto-selected in the ‘Select Terrain’ dialog in Eden Editor
  • Fixed: Moving the camera to a comment (i.e. pressing ‘F’ when a comment is selected) didn’t work
  • Fixed: Pacific variants of NATO AT Rifleman and Autorifleman had incorrect Eden Editor preview images
  • Fixed: Offroad (Repair) had an incorrect Eden Editor preview image
  • Fixed: The BIS_fnc_inTrigger function did not work properly when applied on an ellipse with B size larger than A size
  • Fixed: Eden Editor attributes which were using combo interfaces (e.g. a drop down menu) didn’t have the current value selected by default in some cases
  • Fixed: Drop down menus with a sound preview in the Eden Editor (e.g. trigger music) did not react to mouse input in some cases
  • Fixed: Editing the loadout of characters with pre-filled backpacks (e.g. medic or AT specialist) would always restore the contents of the backpack

Apex Protocol (potential spoilers)

  • Fixed: The subtitles for conversations playing over the radio in Apex Protocol would display even if the players dropped their radio and couldn’t hear them
  • Fixed: In the Apex Protocol lobby, players would end up with the leader’s squad XML info instead of theirs
  • Fixed: The “Investigate the Drone” task could break in some cases in the Apex Protocol scenario
  • Fixed: Script error in the Apex Protocol campaign lobby when changing the respawn options
  • Fixed: Players were unable to use the ladder on the water tower at the Toronto objective in the Keystone scenario
  • Fixed: There were some incorrect names for new respawn positions in the End Game scenario
  • Fixed: Container doors were visibly open to the host but closed to clients in the Firestarter scenario
  • Fixed: Players couldn’t climb the water tower at one of the variants of point New York in the Keystone scenario
  • Fixed: A quad bike getting damaged by an object composition in the Warm Welcome scenario
  • Fixed: There was a missing string when only one respawn ticket was available in the Keystone scenario

The East Wind (potential spoilers)

  • Tweaked: MacKinnon’s crashed Hunter is no longer being held up by its left rear-view mirror in the Drawdown 2035 scenario
  • Fixed: The progress of the Signal Lost scenario could get stuck
  • Fixed: Script error upon rendezvousing with the surviving NATO units in the Situation Normal scenario
  • Fixed: AI would have trouble driving the extraction Zamak out of the town in the Wet Work scenario
  • Fixed: Players could engage the enemies in the town without them engaging him in the Wet Work scenario
  • Fixed: Players could get damaged by McKinnon’s Hunter
  • Fixed: The player could use the Save & Exit option during the opening cutscene of the Air Superiority scenario
  • Fixed: Vehicles would move incorrectly in the Moral Fiber scenario
  • Fixed: There was no 3D task indicator for getting in a vehicle in the Moral Fiber scenario

Prologue (potential spoilers)

  • Fixed: The Kajman helicopter would sometimes catch fire during the final cutscene of the Damage Control scenario
  • Fixed: Standing enemies would sometimes crouch when killed in the Reality Check scenario

ENGINE

  • Added: 64-bit Executables
  • Added: Dynamic Simulation
  • Added: New TurnIn and TurnOut Event Handlers (firing when hatches are opened / closed; parameters: [vehicle, person, turret path])
  • Added: Tactical Pings are now shown on the 2D map as well
  • Added: Tactical Ping markers can now be placed through the map interface
  • Added: A new IsRemoteExecutedJIP script command
  • Added: New vehicle sound parameter for opening / closing the hatches: “soundTurnIn”, “soundTurnOut”,”soundTurnInInternal”, “soundTurnOutInternal”
  • Added: New “engineTemp”, “wheelsTemp” and “turretGunTemp” vehicle animation sources
  • Added: A new crosshair difficulty option (to disable the crosshair and crew aim indicator in vehicles; CCIP is visible only in optics)
  • Added: A new terrainIntersectAt script command
  • Added: A new enableWeaponDisassembly script command
  • Added: New setFlagAnimationPhase and getFlagAnimationPhase script commands
  • Added: A new isSimpleObject script command
  • Added: Support for randomly generated values based on a seed (random command)
  • Added: A new “BuildingChanged” mission Event Handler
  • Added: Missiles now support sub-munitions. Previously, such feature was reserved only for CfgAmmo classes with simulation “shotSubmunitions”. Now “shotMissile” works with it as well. See https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit for more details.
  • Added: Support for destroying objects without effects (e.g. explosion, fire, etc.)
  • Added: Script variables are now available for Simple Objects
  • Added: A new “cameradir” MFD source
  • Added: Support for huge pages via the “-hugePages” command-line parameter
  • Added: Support for an EnableHugePages function for DLL interfaces
  • Added: Support of huge pages for the TBB4 memory allocator
  • Added: Sub-munition ammo type randomization (https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit)
  • Added: It is now possible to transport non-vehicle objects in vehicles (via scripting only)
  • Added: A new “featureType” config parameter replacing “featureSize
  • Added: A new setFeatureType script command (parameters: 0 – disable, 1 – object is always visible to object view distance, 2 – object is visible to terrain view distance, the limit is 500 for terrain / static objects and 200 for dynamic objects including config features and auto features (flying helicopters, airplanes))
  • Added: A new Deleted Event Handler
  • Added: A new typeRecognitionDistance sensor parameter
  • Added: New PAPI lights configuration (new parameters: VasiLight >> light >> cone, slope, angleLimitH, angleLimitV; check the class “CfgVehicles >> Land_Runway_PAPI >> VasiLight” from the config viewer for more Intel)
  • Added: New MFD options:
    • For text: “sourceLength”, “sourcePrecision”
    • For scale: “NeverEatSeaWeed”: 1 – will show “N,E,S,W”, 2 – will show “N,NE,E,SE,S,SW,W,NW” in the heading scale
  • Added: Support for (helicopter) drones to output a ‘fake’ RPM value (for SFX e.g.)
  • Added: Support for the abs command in simple expressions
  • Added: A new “Activate Mine” action
  • Added: A new parseSimpleArray command to parse a string output of an extension into an array
  • Added: An alternative syntax for the callExtension command
  • Added: A new “nightRangeCoef” parameter to enable the influence of day and night on visual sensors
  • Added: Heading for camera feeds
  • Added: A new “hasUnderbarrel” weapon animation source
  • Tweaked: The disassemble action is now available for vehicles with dead crew (e.g. static weapons)
  • Tweaked: The impact origin of ragdolls being triggered is now more precise
  • Tweaked: AI drivers of tracked vehicles should now drive more reliably in specific cases (less zig-zagging in high speeds, low-speed turning around)
  • Tweaked: The submunition trigger distance is now also affected by the target distance
  • Tweaked: The BuildingChanged mission Event Handler is now triggered even when a building is repaired
  • Tweaked: setRank and setUnitRank now work for all clients
  • Tweaked: AI following a path should now be more precise
  • Tweaked: The InventoryOpened EH did not provide info on what containers were opened for dead bodies (https://feedback.bistudio.com/T81559)
  • Tweaked: The setDriveOnPath command now removes duplicate points (improves finishing the path for AI drivers)
  • Tweaked: Divers should now properly change weapon ammo when leaving water
  • Tweaked: The total amount of groups was increased by a factor of 2
  • Tweaked: Vehicles without waypoints should no longer start their engines at the beginning of scenarios
  • Tweaked: In one of the older presets, players were able to change weapon via the context menu to a weapon which they were already holding
  • Tweaked: Collisions with attached objects have been disabled
  • Tweaked: The MFD “numberEach” in source “scale” can be zero to disable text
  • Tweaked: CfgDisabledCommands entries no longer need to be listed in lowercase in order to work properly
  • Tweaked: A target assigned by a UAV’s turret was visible on the Sensor Overview
  • Tweaked: PhysX objects movement and collision precision were improved
  • Tweaked: The “maxFordingDepth” parameter can now be negative on cars and tanks (cars are measured from the center of the BBbox, helicopters need a positive value as they’re measured from the land contacts)
  • Tweaked: The minimally required speed for airplane taxiing has been lowered
  • Tweaked: Enemy detection by plain sight is now limited by the object view distance
  • Tweaked: The Killed, MPKilled and EntityKilled Event Handlers were extended with a damage effect value
  • Tweaked: Location getVariable and Task getVariable now support a default value
  • Tweaked: Script commands setHit, setHitIndex and setHitpointDamage now accept an optional parameter that allows partial object destruction without destruction effects
  • Tweaked: Dashed lock icons are now used whenever a target is not in a sensor’s line-of-sight
  • Tweaked: When a variable space is null, getVariable will return a default value (instead of null)
  • Tweaked: The enableEnvironment script command was extended to allow separate control over ambient life and ambient sound (https://feedback.bistudio.com/T117789)
  • Tweaked: The speed of vehicles commanded to move should now be smoother
  • Tweaked: The default probability of sub-munition ammo is now 1
  • Tweaked: The Dammaged Event Handler is now extended with the hitPart index and hitPoint name parameters
  • Tweaked: The HandleDamage Event Handler is now extended with the hitPoint name parameter
  • Tweaked: The enableEnvironment command was improved (https://feedback.bistudio.com/T79082, https://feedback.bistudio.com/T117789, https://feedback.bistudio.com/T116778, https://feedback.bistudio.com/T84272, etc.)
  • Tweaked: The getEnableEnvironment command was renamed to environmentEnabled
  • Tweaked: The lineIntersectsSurfaces command was rounding passed values incorrectly
  • Tweaked: The lineIntersectsSurfaces command was extended with an optional parameter (allowing to return the same object intersections)
  • Fixed: Parachutes would not collide with objects attached to roadways
  • Fixed: There was a typo in the objectDistaceLimitCoef and viewDistaceLimitCoef parameters
  • Fixed: The isRemoteExecuted and isRemoteExecutedJIP commands were not working properly in some cases
  • Fixed: Reading of the “enableParallax” parameter in MFD HUD was not correct
  • Fixed: Aiming down the iron sights with a lowered weapon would behave inconsistently
  • Fixed: UAVs would switch weapons despite the player having manual control over them in some cases
  • Fixed: Sorting of text parts of MFDs was incorrect
  • Fixed: A potential memory leak when using the detach script command in multiplayer
  • Fixed: Setting a Control or Display variable to nil would not properly undefine the variable
  • Fixed: It was not possible to unhide an object hidden via an attribute or init script in some cases
  • Fixed: The server browser overflowed with data could discard some of it in some cases (making mod signature checking delayed or canceled)
  • Fixed: Crash (to desktop) connected to AI driving
  • Fixed: fadeRadio would affect playMusic
  • Fixed: The “animate” parameter of the animateSource script command was not correctly passed to remote clients
  • Fixed: It was not possible to connect to a Linux server once it loaded too many addons (https://feedback.bistudio.com/T117183)
  • Fixed: Potential fix for a Crash To Desktop (https://feedback.bistudio.com/T123029, https://feedback.bistudio.com/T120839)
  • Fixed: disableTI/NVGEquipment would not change the game state immediately
  • Fixed: The createSimpleObject command would create an object out of any string
  • Fixed: Inventory weight of loaded magazines was doubled (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=862#comment-3147196)
  • Fixed: Free Content Licensed DLC scenarios could not be started (e.g. TT1)
  • Fixed: Initial exposure of PiP scenes (first frame)
  • Fixed: Fleeing of vehicles unable to hit their targets was incorrect
  • Fixed: ListBox and ListNBox controls allowed to select only the first 7 items
  • Fixed: Server crash cases
  • Fixed: ComboBoxes would appear empty when expanded after all their items were removed
  • Fixed: AI infantry would flee when unable to engage
  • Fixed: Mortars controlled by the AI could not shoot more than one round at a time
  • Fixed: Crash when triggering a Tactical Ping
  • Fixed: Incorrect turret elevation text in the HUD
  • Fixed: Weapon switching actions between a rifle and a launcher were not working correctly (https://feedback.bistudio.com/T123301)
  • Fixed: Using the setUnitPos command with Careless behavior would force units to look through their iron sights
  • Fixed: The Titan AA/AT lock was randomly broken (https://feedback.bistudio.com/T123086)
  • Fixed: The lineIntersectsSurfaces command behaved incorrectly when using the primary LOD on its own
  • Fixed: Weapon attachments could still work when switching from a FFV position to non-FFV one
  • Fixed: The forceSpeed command value was not saved along with scenarios
  • Fixed: AI orders to repair a vehicle would loop infinitely (https://feedback.bistudio.com/T120612)
  • Fixed: Crash when changing unit grouping in the Zeus interface
  • Fixed: Crash connected to broken animations
  • Fixed: AI drivers would move to the corner of the VR terrain on their own
  • Fixed: Potential crash when deleting characters
  • Fixed: Crash connected to weapon resting (https://feedback.bistudio.com/T123657)
  • Fixed: Armored vehicles would not attack targets properly on Dedicated Servers
  • Fixed: Planes controlled by AI were unable to lock a target
  • Fixed: Framerate drop when opening a map in several mods (https://forums.bistudio.com/topic/160288-arma-3-stable-server-166-performance-binary-feedback/?do=findComment&comment=3161290)
  • Fixed: Custom face wear of AI soldiers would reset after loading a scenario
  • Fixed: Using the setObjectViewDistance command would also modify Video Options settings
  • Fixed: The camera was facing in the opposite direction in the “Loadmaster” position in Tarus when remotely controlling an entity
  • Fixed: The isRemoteExecuted command would not work as expected in some cases
  • Fixed: Gunship / UAV gunner optics were shaking when the pilot maneuvered an aircraft in multiplayer
  • Fixed: Players could not deny playing the Prologue when there was another instance of the game running (e.g. a Dedicated Server)
  • Fixed: AI vehicle gunners would continue shooting at a target even when it hid behind an obstacle
  • Fixed: Players could be trapped in a vehicle with disabled simulation in some cases
  • Fixed: UAV gunner optics were shaking when the FPS was low
  • Fixed: Weapon Info and Stance Indicator could not be switched in the difficulty settings
  • Fixed: The Score table tab did not show the Disconnect message box properly in the Debriefing Screen
  • Fixed: A rare crash when switching from the main menu to a campaign selection and back
  • Fixed: It was not possible to open the drop-down menu of the UAV terminal and Artillery Computer in some cases
  • Fixed: Several issues with the Dynamic Simulation on Dedicated Servers
  • Fixed: The Car “Hull” indicator behaved incorrectly
  • Fixed: the TurnIn/TurnOut Event Handlers would return [] for the driver turret (instead of [-1])
  • Fixed: Vehicles would start braking too late and could miss their waypoints
  • Fixed: Potential crash when the game is closed with a score table open
  • Fixed: The Respawn Menu would not work correctly after saving and loading a scenario in multiplayer
  • Fixed: The image type of a squad.xml logo was not checked in all cases
  • Fixed: AV pilots / drivers could open their inventory
  • Fixed: Potential crash when moving out of a vehicle in multiplayer
  • Fixed: The shotInstigator command would return an incorrect value if the vehicle commander used Manual Fire
  • Fixed: Tasks were not visible in the debriefing when a player died and had Team Switched before
  • Fixed: AI would ignore orders when the player was giving them from within a vehicle
  • Fixed: The minimap would not show UAVs
  • Fixed: Crash when accessing a not-yet-created UI
  • Fixed: Incorrect parsing of mission and map name from the Steam server response
  • Fixed: Airplanes controlled by AI had trouble taking off from most airfields on Altis
  • Fixed: The -enableHT parameter was not handled properly in some cases
  • Fixed: The “Showcasing” Steam Achievement could be unlocked without completing Showcase End Game

Eden Editor

  • Added: Engine support for sub-categories in the attribute system
  • Added: A new dashed line marking the probability of presence when dragging entities
  • Added: A new activation type for triggers (detected any player)
  • Added: A new “AttributesChanged3DEN” Event Handler (called when moving / rotating objects)
  • Added: A new “Dragged3DEN” Event Handler for entities (fires when an object is dragged in the Eden Editor either by widget or by mouse)
  • Fixed: The rotation arrow would point in the incorrect direction when rotating a group after rotating its group leader
  • Fixed: The drop down menu of a combo box could overflow a parent’s control group
  • Fixed: Selecting an item in the Asset List would cause its icon to flash at the [0,0,0] coordinates
  • Fixed: A change in a Logic’s area shape would revert after coming back from previewing / restarting the scenario
  • Fixed: Object rotation via the area scale widget did not fire the “attributesChanged3DEN” event
  • Fixed: Placing a group in a vehicle above the group limit could result in placing an empty vehicle with group outside of it (https://feedback.bistudio.com/T120533)
  • Fixed: Forcing a group into a formation would not work if some units were deleted from the group before
  • Fixed: Characters could be moved to the corner of the terrain after a scenario preview
  • Fixed: Searching by mod in Groups mode did not work correctly
  • Fixed: Objects were sometimes moved out of their layer when their type was changed
  • Fixed: The multiplayer lobby in the Eden Editor scenario preview would not display position names of vehicle crewmen
  • Fixed: Ambient animals were missing in Scenario Previews

LAUNCHER

  • Added: An ability to select the game platform (32-bit or 64-bit). On 64-bit systems Launcher will start 64-bit version of the game by default.
  • Added: Checks for compatibility of mods (or precisely its game extensions) with the selected platform
  • Added: When subscribing to a mod in the server browser, users are informed if the mod is platform-specific
  • Added: Hiding 32-bit/64-bit specific options based on the selected platform
  • Added: Support for the -hugePages startup parameter
  • Added: The “Patrol” game type was added to the server browser
  • Added: A message in the server details informing the user when some information about mods or signatures can be transmitted from the server
  • Added: Command line parameters -win32 and -win64 that will force a game platform when started with the -noLauncher parameter
  • Tweaked: Performance was improved for users with a large amount of mods
  • Tweaked: Replaced the mechanism for the retrieval of the Workshop mods list to an alternative API to work around the issues with incomplete lists
  • Tweaked: The memory limit for 32-bit executables on 64-bit Operating Systems is increased from 2047 MB to 3071 MB
  • Tweaked: Added mouse hover effect and tooltip for notification bar buttons
  • Tweaked: BattlEye messages are now properly wrapped on the BattlEye page
  • Fixed: Some elements in the News list could display excessive white space around them
  • Fixed: Potential crash of the server browser after receiving invalid data
  • Fixed: Mods from the ‘Unsupported by the server’ list ignored the ‘Keep loaded’ option and were omitted when starting the game
  • Fixed: Incorrect label text in a dialog subscribing mods while importing a preset
  • Fixed: Crash when repairing mods while Steam is offline

SERVER

  • Updated: Stand-alone Windows Dedicated Server (1.68)
  • Updated: Stand-alone Linux Dedicated Server (1.68)
    • 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;dlcbundle to your arma3server.exe shortcut

SOURCE


multicrew-original

2.3 The Commanders Beta – Changelog

Hi everyone,

The beta for Commanders 2.3 should be going live at approximately 4PM GMT (28/02) See the changelog below, and refer to the other stickied posts in this forum for where to leave your feedback.

Enjoy Commanders!

—————————————————-

PLEASE KEEP IN MIND THE MULTI-CREW FEATURES WILL BE ARRIVING IN A FUTURE SEPARATE UPDATE TO THE BETA

New Content & Features (Horizons)

Commander Creator

  • Commander creator UI added
  • Player avatars used in ship cockpits
  • Commander creator exists within the player’s cockpit
  • Added holographic effect for commander avatars (when they are not physically present)
  • Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
  • We don’t have a default avatar use one of the presets randomly instead
  • Added Holo-Me option to cockpit Status Panel
  • Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.
  • Added 50 male and female preset commanders
  • Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
  • Added zoom in with altered FOV for close ups in commander creator when playing without VR
  • Added custom mode for commander creator close ups in VR
  • Added randomise options to most feature categories in Commander Creator
  • Added Undo/Redo to Commander Creator
  • Group flight suits into collections to avoid top level list getting huge
  • Updated cockpit chairs to allow for more elbow movement
  • Fix avatar specular baking behaviour (it wasn’t saving the output so it would simply replace its contents)
  • Added beards!
  • Added 14 new hairstyles
  • Expanded number of skin tones to 8 for each head type
  • Added “rough” female base head type
  • Refreshed all hair assets to get them ready for commander creator
  • Additional avatar morph options for nose bridge, profile, tip and tip angle
  • Added avatar morph options for eye angle, width and upper eye fold
  • Added morph option for upper lip profile
  • Added jaw angle and depth options
  • Added chin width and prominence options
  • Hair shader improvements
  • Avatar eyes now use correct environment map
  • Fixed some incorrect skinning on the female pilot suit
  • Added chin cleft options
  • Added transparent and opaque versions of the helmet
  • Added rank shoulder patches, unlocked with rank
  • Added faction and pirate shoulder patches
  • Added freckles, moles and pock marks to skin details
  • Added Milky eye type
  • Added fresnel shader to helmet glass to give the transparent version more definition
  • Added a selection of eyeliner, blusher and lipstick options.

Multicrew – ARRIVING IN A SEPARATE BETA UPDATE DATE TBC

  • Roles
  • Gunner role added
    • External turret control view added
    • Firegroup control added
    • Quick fire slots added
    • Scanner control added
    • Updated UI for role
    • Allow scanner view
    • Allow schematic view
    • Weapon mount highlights added
    • Limpet control added
    • Turreted weapons can be controlled
    • Missiles can be fired
  • Fighter Con role added
    • Helm can kick other players from ship
    • Allow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)
  • Helm role added
  • Ships
    • Added multicrew cameras to supported ships
    • Upgraded cockpits for multicrew
      • Adder (upgraded second chair for multicrew)
      • Anaconda (upgraded second and third chair for multicrew)
      • Asp (added second chair for multicrew)
      • Asp Scout (added second chair for multicrew)
      • Beluga (upgraded second and third chair for multicrew)
      • Cobra MkIII (upgraded second chair for multicrew)
      • Cobra MkIV (upgraded second chair for multicrew)
      • Empire Trader (upgraded second chair for multicrew)
      • Corvette (upgraded second and third chair for multicrew)
      • Fed Dropship (upgraded second chair for multicrew)
      • Fed Assault (upgraded second chair for multicrew)
      • Fed Gunship (upgraded second chair for multicrew)
      • Fer de Lance (upgraded second chair for multicrew)
      • Orca (upgraded second chair for multicrew)
      • Cutter (upgraded second and third chair for multicrew)
      • Type 9 (upgraded second and third chair for multicrew)
      • Python (upgraded second chair for multicrew)
      • Vulture (upgraded second chair for multicrew)
  • Chat interface updated
  • Matchmaking for different session types added
    • Bounty Hunting
    • Mentor
    • Piracy
    • Mining
    • Exploration
    • Smuggling
    • Session summary screens added
    • Allow friends invitations to multicrew
  • Power Distributor
    • Non helm MultiCrew players now provide an additional single power distribution pip
    • Players can distribute their pip where they want, as long as there is space for it
    • FireCon defaults to weapons, FighterCon defaults to systems
  • Added idle animations for other commanders in cockpit
  • Multicrew usage is based on the number of physical seats on your ship
  • Crimes system updated to support multicrew
  • Multicrew related stats added

General

  • New mysterious things added
  • New organics added to surfaces
  • Dolphin playable ship added
  • Dolphin NPC ships added

New Content & Features (Non-Horizons)

Ship Naming

  • Added ship name plates to ships
  • Added ID plates to ships
  • Ships can be named from within station services
  • Added ship names to various cockpit UI
  • Added hangar cameras for ship name slots
  • Request ship name when in the start new commander flow
  • Name and ID plates can be added via Outfitting
  • Ship names are server moderated if deemed inappropriate then will be masked off to other players
  • If it’s not our ship and they have no name plates, then we don’t know the ship’s name
  • If you report a player in-game, we’ll now fill in their ship name and ship ID for you

Camera Suite

  • Added vanity cameras to the ships
  • Added free camera to ships
  • Added Zoom and rotations controls for internal vanity cameras
  • Added f-stop and focus Distance to vanity and free camera
  • Enabled vanity and free camera to work in vr
  • Updated ship cockpit interiors to account for new viewing angles

General

  • Added asteroid base type station (including air traffic controllers)
  • Added 32 asteroid bases in various deep space locations
  • Added some new challenge scenarios
    • 4 new Incursion scenarios
    • Speed docking
    • Driver challenge
    • Ship launched fighter challenge
  • Added custom engine trails support
  • Added Megaships
    • Tanker
    • Cargo
    • Asteroid Miner
    • Flight Operations
    • Prison Ship
    • Science Vessel
    • Passenger
    • ???
    • ???
  • Added 100 new tourist beacons
  • Added Bucky Ball Beer Mats rare good

Stability Fixes

  • Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
  • Fix crash in the inertial camera simulation when in CQC
  • Fix an error that can happen in outfitting if you replace the power distributor too fast
  • Fix occasional directional lights assert when loading the system map
  • Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.
  • Fix crash when entering CQC caused by the system map trying create the system map object store which doesn’t work in CQC
  • Prevent crash while trying to generate ambient heat on ships inside stations
  • Avoid crash in physics if data for a wheel is not valid
  • Don’t parse an empty string within the Commander Interaction History as it causes the JSON parser to assert
  • Fix deadlock if the galaxy map is repeatedly opened and closed
  • Fix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replication

General Fixes & Tweaks

  • Prevent ships spawning inside each other on interdiction drop out
  • The cursor was offset n some Front-end UI’s circumstances when using ‘In-Game Panel Based Cursor’ mouse mode
  • Fix cases of relaunching game after killing the SRV and appearing in orbit
  • If we get a rank progress update that doesn’t contain a value for combat rank, let’s assume that that means that our combat rank hasn’t changed and not that we’re now harmless
  • Fixed trespass zone radar elements being visible in the debug/classified camera modes
  • Change order of string to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
  • Torval Powerplay Decal changes to Patreus Powerplay Decal
  • String ID appears on info panel as the jump destination fixed
  • Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
  • Updated some of the broken wireframe codes from the Unknown Artefact
  • Improved performance of the ‘triangle image load’ animation (used on the mission board). Also added support for scaling the size of the effect
  • Fix for Docking Computer crashing into back of station when approaching from rear
  • Fix for Docking Computer crashing into Qwent Research tower when coming in to land
  • When starting the game, don’t bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup
  • In the cockpit friends list, show the distance to each friend (if they’re in the same mode as you), and sort friends by the closest first
  • Info in status panel now only shows scrollbar when focused
  • Xbox One: File loading optimisations
  • Modified the “modules/trade/list” so that it filters modules where possible that are only related to the players current ship
  • Various mission template fixes
  • When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
  • Fixed missing info text for data link scanner
  • Fixed some shadowing artefacts in the terrain rendering
  • Fixed station interior changing when the station in under influence of a UA
  • Fixed crash when looking at left-hand panel while in a fighter
  • Make sure kill chances spawn on CollectPalin Mission template
  • Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.
  • Displaying station name rather than the schematics name in the target details panel (external panel) fixed
  • Remove the missions market ignore case for Jaques station
  • Various optimisations for Galaxy map
  • fixed: Can’t exit side panel with B Button after using fighter
  • Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
  • Fixed Intermittent drop in frame rate in Challenge Scenario
  • Fixed low-resolution cockpit on loading into CQC matches
  • Various text fixes
  • Various localisation fixes

Passengers

  • Passenger’s demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type
  • Added prisoner cells as alternatives to passenger cabins
  • Custom passenger text on cargo display does not match Passenger Type in Customise Passengers
  • Ensure that NPC cruise ships have passengers when scanned
  • Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
  • Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die
  • Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates
  • Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile
  • Reduced exploration rank boost from passengers as it was way too high
  • Occupied passenger cabin modules can no longer be stored using the store multiple menu
  • Fixed NPC passengers not showing up properly after a manifest scan
  • Fixed UI inconsistency, where the ‘Pick Cabin’ button was located differently to ‘Accept Mission’ even though both these UI essentially share the exact same user flow

Missions

  • Make sure that the mission filter doesn’t show illegal salvage when set to legal
  • Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don’t take you to a planetary station as the main destination. If you don’t have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination
  • Multi-stage mission support added (different to wrinkles)
  • Highlight a mission that is a direct consequence of completing a previous mission
  • Fixed mission messages being duplicated during transitions
  • Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
  • Add support for equipment requirements for missions
  • Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional
  • Smuggle missions maximum range has been reduced to 100ly away
  • Smuggle long minimum range has been increased to 100 ly away
  • Fixed issue with showing credit rewards when there are no other rewards
  • Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
  • Added contract elements on all transaction panels to display the mission giver
  • Added factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working against
  • Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing
  • Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
  • When missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim Reward
  • Welcome missions should not contribute towards influence or ranks
  • Prevent exploit where selling cargo from abandonment didn’t create a downward rep spiral
  • Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
  • Improve the chance of rank up and engineer missions being available
  • Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
  • The ancient codex now resets approximately 30 seconds after being scanned
  • Decouple normal missions and passenger missions selection, so a full allocation is available to each type
  • Added a check for illegal goods to system search to stop returning a system that doesn’t contain the markets needed
  • Prevent delivery scoop missions from appearing in systems without a landable planet
  • Stop player getting spammed with an inbox message from in space planetary hitmen missions
  • Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
  • Added a variable generator to find a faction and station in the same system as a given station
  • Fixed superpower filtering in faction station generators

NPCs

  • Fix NPCs not having the long FSD cooldown after interdictions
  • Added the Independent Fighter to alliance and independent faction navies
  • Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
  • NPC docking improvements
  • Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
  • Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
  • Don’t report that the player is clean when being scanned when they are not
  • Balance pass for AI interdiction ability, to make it slightly easier
  • Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
  • Allowed auto-adding of cargo racks to consider slots which don’t accept shield modules but do accept cargo racks
  • Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
  • Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
  • Changes to extend AI terrain avoidance on higher gravity worlds
  • Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
  • Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
  • In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
  • For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
  • Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
  • Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn’t have any/enough cargo
  • Threaten time changed to 15s (from 18s) now that it’s displayed in chatter
  • Added jump after all ships scanned, which we didn’t used to need for these pirates as they always attacked
  • Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
  • Pirates should now make it clear what cargo can be dropped to apease them
  • Stop NPCs in ships that can’t jump (like fighters) from trying to do so
  • When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
  • Fix for pirate hunter hostiles not always being wanted
  • Increased the combat bonds and bounty multiplier for the “big 3” (Anaconda, Corvette & Cutter), upping their values by ~10%
  • Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
  • Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working

Stations/Ports

  • When targeting a station’s location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
  • Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning
  • Stations can now be placed within rings
  • Stations can now be placed within asteroid clusters
  • Fix for inner docks not using their own module list and instead always the default modules
  • Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians
  • Adjusted several garages in this location as planet terrain was poking through the floors
  • Fixed ugly circle caused by fog being incorrectly clipped in stations
  • Decreased the lens flare scale on the landing pad floor spots so that they don’t obscure the GUI panels and generally look more sensible
  • Remove self destruct option from the right panel when we’re docked (we can’t self destruct here anyway so the button just doesn’t do anything)
  • Adjusted the heat ring texture to get back some of the glow which had been lost
  • Fixed LODs on the “Rich” road sections
  • CPU optimisations around stations and capital ships

Station Services

  • Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
  • Small tweaks for repairing ship paintwork and integrity when they’re only very slightly damaged. Don’t display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
  • Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
  • Fixed module transfer timer wrapping around when the arrival time is in the past
  • Don’t show the Livery button if outfitting isn’t available at that location
  • Fix fuel level cap when exchanging modules
  • Refuel and repair SRVs and Fighters when restocking
  • Remove clip size modifiers on shield cell banks

Engineers

  • New blueprints added
    • Manifest/Killwarrant/Wake scanner:
      • Long Range
      • Wide Angle
      • Fast Scan
    • Ship primary sensor:
      • Light weight
      • Long Range
      • Wide angle
    • Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
      • Long Range
      • Wide Angle
      • Fast Scan
  • New blueprints added to:
    • Bill Turner:
      • DSS to grade 1, and sensor/scanner to grade 5
    • Juri Ishmaak:
      • Sensor/scanner to grade 4, and DSS to grade 2
    • Lei Chung:
      • Sensor/scanner to grade 2, and DSS to grade 2
    • Lori Jameson:
      • Sensor/scanner to grade 5, and DSS to grade 5
    • Tiana Fortune:
      • DSS to grade 5, and sensor/scanner – 5
  • Added extra gun turrets to various engineer bases
  • Fixed floating rock at Elvira Martuuk’s base
  • Added new longer range missile defences to various engineer bases
  • Mic Turner Base had a population of 0, so added bakeout data for system “California Sector BA-A E6” so that it will pick up the correct details from server
  • Add Engineer & Outfitting module groups for Life Support and Sensors so they don’t all appear in the ‘Other’ category in the Engineer Workshop
  • Remove button missing under Adjust Experimental effect screen fixed

Fighters/Crew

  • Crew rank does not update on the contacts or ship GUI after ranking up fixed
  • Optimisations for load times on fighters and SRVs
  • Perform extra crew resync after crew lounge role reassignment
  • Fighters no longer ‘red out’
  • Crew being set to ‘flying fighter’ when switching into the fighter
  • Prevent transaction error when entering supercruise while a fighter is docking
  • Make fighter orders control group not conflict with non-ship (egSRV driving) controls
  • Fix for crew cut of commodity trades being calculated on the client incorrectly

Weapons

  • Strengthening drone vfx as they were very difficult to see at long range
  • Updated laser impact effects so that they are compatible with weapon colouring
  • Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
  • Seeker Missile target hologram fixed
  • Added two turreted mining lasers
  • Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)
  • Fix for Shield Cell bank displaying incorrect ammo amounts

Controls

  • Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
  • Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
  • Removed gamepad bindings from all schemes that don’t rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
  • Allowed the alternate control bindings to have inverted axis

POIs/USSs

  • Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
  • Added additional installation scenarios
    • Medical installation added
    • Added Space Bar installation
    • Added Space Farm installation
    • Added Government installation
    • Added new Security Station installation
    • Colour variations for installations added
  • Enable replication of scannable space wreckage so that they are visible to all players
  • Changes to stop Unknown Probes jumping about and rolling up hill on planets:
  • The slow spinning animation did not work at all with things on the floor, it’s been removed
  • Align to planet and align to system no longer apply when the object they’re aligning is near a planet
  • Skimmers currently don’t report hostiles to their owning settlement fixed
  • Allow planet surface landed ships to take-off and attack if there’s a near-by faction hostile
  • Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed
  • Added new Passenger USS scenarios
  • Fixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 health
  • Fixed hitcheck on fumarole collectibles
  • Improved loading of POIs
  • Proximity effects support added
  • Added more wreckage types
  • Space scenarios can now have localised fog
  • Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface

Ships

  • Fix collision warnings on ship authority dummy objects hitting terrain wen landed
  • Prevent repeated malfunctions when they shouldn’t occur
  • Added a new Data Link scanner for ships
  • Changed Vulture’s planetary approach suite size to 1 as intended
  • Some optimisations for large multi-ship scenes
  • Prevent Eagle utility modules being swappable, because there is only one utility module slot and they’re already in it.
  • Lowered Orca weight to increase jump range and effectiveness
  • Ship balance tweaks as described here by Sandro Sammarco

Ship Art

  • All ship explosive effects improved
  • Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
  • Beluga Liner now has similar strength headlights to the Anaconda
  • Orca tactical paintjobs fixed
  • Left Decals on the F63 Condor fixed
  • Fixed Bobblehead cams and orientations on the Fer-de-Lance
  • Fixed smoothing groups and some decal positions on the Imperial Cutter
  • Updated Asp cockpit geometry to allow for the new camera views
  • Anaconda death explosion sorting fixed. Timings are nicer too
  • Disable GUI lights if the player is dying
  • Tweaks to the Sidewinder’s exterior hull
  • Art fixes/improvements for the Cobra cockpits
  • Fix misaligned lights on the Diamondback
  • Fixed ship kit tail cameras for the Eagle and Fer-de-Lance
  • Imperial Cutter hologram clipping when launching from docked is now
  • Fix wear and tear on Python ship kit
  • Added spotlights to the Beluga’s tiny hardpoints to highlight them more in outfitting
  • Added missing spoiler camera to the Viper
  • Removed blinking light from Cutter cockpit
  • Fixed bobblehead positioning in the Vulture
  • Fixed Anaconda bobblehead camera 10
  • Adjusted decal front outfitting camera for the Imperial Eagle
  • Re-aligned the the F63 cockpit so thrusters align correctly
  • Added tail kit hanger camera to the Asp
  • Fixed blue emissive ‘Lakon Systems’ panel in T6 cockpit
  • Fixed missing textures on Type 7 utility slots
  • Fixed LOD popping with lime green gradient predator paintjob on cobra mk4
  • Fixed fighter bay hitcheck on Federation_Dropship
  • Fixed Z fighting issue on Federation_Corvette hardpoints
  • Smoothed LOD transitions on Eagle
  • Fixed clipping issues when deploying SRV from Viper
  • Fix for Federal Dropship paintjobs covering the vehicle bay
  • Fix for stretched textures on Viper MkIII ship kit
  • UV fixes for Federal Fighter’s drive
  • Fixed wonky utility mounts on the Imperial Cutter
  • Patched a small hole in the Corvette
  • Fix a decal camera on the Vulture
  • Fix a missing texture on the Corvette’s nose
  • Fixed bobblehead cameras in the Diamondback XL
  • Fixed landing gear volumes and hitcheck on the Sidewinder
  • Moved the Asp’s front decal so as not to interfere with the ship kit
  • Imperial Clipper now has an icon on the livery page of outfitting

SRV

  • Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
  • Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
  • If ship gets stuck in “ship approaching” when recalled on extreme uneven ground, it can now be dismissed.
  • Improved headlights on SRV for higher quality levels
  • Fix issue where srv could still be driven even though it was
  • Fix issue where the buggy was taking forever to cool down after taking heat damage
  • Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
  • Optimisations to buggy headlight lens flares

CQC

  • Rebalanced capacitor and charge rates to be the same across the different ships
  • Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
  • Fix an error when accepting an invite from someone who has already joined a game
  • Fix an issue with the CQC default player starting params getting modified
  • Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

Render

  • Fix for hard edge on pfx smoke texture loop textures
  • Fixed temporal reprojection not taking a correct average of the 3×3 pixel neighbourhood
  • Added descriptions to various graphics setting options
  • HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent
  • Improved PFX lodding
  • Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
  • Fixed the lens flare’s having a 1 pixel line down the right hand side
  • Fixed black line at the centre of insanely high res screenshots
  • Fix the “Off” shadow preset being incorrectly flagged as “High” internally by default. This caused shadows to not update correctly when switching between Off and High settings

Galaxy Map

  • System map initialisation optimisations
  • Galaxy map memory and performance optimisations
  • Disable HBAO when using the galaxy map as it is not used
  • Fix System Map not updating when scanning planets while open
  • Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the “plot route” button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship’s actual jump distance) didn’t take into account the cargo mass slider that’s used by the route plotter
  • Small route plotter optimisation: don’t replot the route when toggling a map filter which has all systems enabled
  • Systems that don’t have meta-data now display as having pristine reserves in the system map

Powerplay

  • Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power
  • Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system’s power, and the attacker has cargo scanned the target and knows this, then the attack is legal
  • Set powerplay help scrollbar to external, to prevent text from truncating

Controls

  • Can no longer use mouse 2 as back in station services menu fixed
  • When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
  • Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button

Commander Stats

  • Fix number of fines increasing whenever a mission has failed without a fine being levied
  • Fix “Highest single reward” from assassination missions not displaying correct information

Community Goals

  • Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

Factions

  • Fix a rare opportunity for a conflict to start immediately after ending early
  • Fixed faction influence change from smuggling weapons
  • Faction influence change reduced from murder, interdiction and assault crimes
  • Faction influence change increased from redeeming bounty vouchers
  • Balanced faction effects from selling commodities with a zero purchase price
  • Removed faction reputation gains from smuggling cargo at a black market
  • Improved local news articles when faction conflicts end

Exploration

  • Rebalance the amount of exploration career rank awarded when completing Passenger missions
  • Stop awarding First Discovery bonuses of zero credits
  • Fix transaction server error when purchasing exploration data for certain systems
  • Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

StellarForge

  • Starports can now be injected via server updates
  • Fix drop out distances for certain star types
  • Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
  • Renamed a duplicate BD+56 521 system to ‘Between’
  • Renamed duplicate Kamba system to Mbooni
  • Iorant JN-S c17-0 renamed to VonRictofen’s Rescue
  • Iorant PD-K d8-4 renamed to Macedonica’s Leap
  • Cuffey Plant in Acihaut renamed to Habermann Sanctuary
  • System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
  • Exoplanet in 61 Virginis renamed to ‘Rubin’s Discovery’
  • Added a dockable megaship called ‘Fisher’s Rest’ to the Aldebaran system
  • Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben’s Beacon
  • Col 285 Sector MZ-U b17-6 renamed to Sulis
  • Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
  • Renamed a planet in 74 Aquarii to Ethan Raza Khan
  • Hyades Sector Zu-Y D117 renamed to Fullerene C60
  • Added starport “Rebuy Prospect” to Fullerene C60
  • Added starport ‘McArthur’s Reach’ to LHS 5287
  • Added starport ‘Bob Paffett’ to Runo
  • Added starport ‘Jaitinder Singh’ to Namba
  • Added starport ‘Mike Tapa Astronautics Ltd’ to Sigma Hydri
  • Added starport ‘Contestabile’ to Baltah’Sine
  • Eol Prou IW-W e1-2400 renamed to Meretrida
  • Eol Prou YI-W b17-19 renamed to Kopernik
  • Eol Prou PX-T d3-347 renamed to Pergamon
  • Eol Prou IW-W e1-3246 renamed to Magellan
  • Eol Prou NH-K c9-40 renamed to Pyrrha
  • Eol Prou LW-L c8-227 renamed to Signalis
  • Eol Prou KW-L c8-164 renamed to Garuda
  • Eol Prou IW-W e1-3167 renamed to Canonnia
  • Eol Prou PX-T d3-336 renamed to Union
  • Eol Prou IW-W e1-1601 renamed to Phoenix
  • Eol Prou LW-L C8-10 renamed to Dubbuennel
  • Eol Prou LW-L C8-6 renamed to Kioti 368
  • Eol Prou LW-L C8-54 renamed to Mobia
  • Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
  • Eol Prou SS-T D3-241 renamed to Tas
  • Added a dockable megaship called ‘The Harmony’ to Yum Kamcabi system

Celestial

  • Fix texture distortion in ultra due to morphing not scaling correctly
  • Improved quad efficiency for distant horizon planets
  • Ice terrain surface improvements
  • Reduce dark patches occurring when regenerating shadows
  • Don’t allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone
  • Surface rock system optimisations
  • Make star lens flares check the actual depth instead of comparing against a constant value
  • Red Spider Nebula is now red
  • Split up terrain noise generation into chunks to avoid using too much memory at once
  • Fix some nebula not appearing in the sky dome generation
  • Fix a stellar jet render artefact on AMD cards
  • Fix background brightness popping in multistar systems
  • Performance improvements for terrain on 4/500 series nVidia cards
  • Updated schematics for white dwarfs and neutron stars
  • Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
  • Remove the planet material texture lod drop on consoles

Hyperspace/Supercruise

  • Physics optimisations for supercruise
  • Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled

Network

  • Experimental IPV6 support added
  • Network options and information page added to the options menu
  • If you’re already in a voice chat session with another player (eg if in a wing) and you block them, mute any further audio received from them during that talksession.
  • Make sure that a player is removed from a wing if they delete their save game
  • Added an option on Network Settings dialog to allow the port number used on IPv6 to be
  • Streamline session join protocol (may fix cases of extended supercruise or jump transition times)
  • When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4

VR

  • Made the schematics render in stereo
  • Added dithering support to tackle banding in VR
  • Fixes to some of the cockpit VR cameras
  • Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160×1200 to 1280×768
  • Added Python ship kit VR hangar cameras

Player Journal

  • Added journal events for multicrew
  • Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch
  • Change several gameplay modules to use new ‘Composite’ Journal logging, for more consistent journal entries
  • When a ship/slf takes damage, the journal entry now includes whether it’s the ship or fighter, and whether the player is the pilot
  • Added a journal entry when gaining Federation or Empire rank
  • Added “Target” property in player journal when recording a kill
  • Fix for getting the correct faction when docking at a station (to write into the journal)
  • Include surface location (latitude/longitude) in the player Journal’s “Location” event, if starting game in SRV
  • Add a “StartJump” PlayerJournal event, at the start of the jump Countdown
  • Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
  • At the start of a jump, include the target star’s spectral type in the journal
  • When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
  • Include Faction info in RedeemVoucher event in Player Journal
  • When DSS-scanning a ringed planet, the journal entry now includes the ‘ReserveLevel’
  • Record journal entry when in SRV and the pilot’s ship takes off or lands
  • Added journal entry for setting a ship name
  • Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you’re still scooping
  • Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
  • Include target faction and count in Player Journal when accepting a mission
  • Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
  • Add a player journal event when scanned (on scan complete)
  • Change the code for writing the ‘Bounty’ event into the player journal, so it gets written for every player in the wing that was involved in the fight
  • Include the name of the destination starsystem in the “StartJump” player journal
  • When buying or swapping ships in the Shipyard, write the ship’s loadout to the player journal (similar to on startup)
  • When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
  • The “Loadout” data now includes health and value for each module

Audio Change Log

  • Audio Additions
    • Added audio for the FSD supercharge including voice alerts
    • Added ambient audio details to the starport inner-dock variants
    • 3 New flight controllers – Empire, Anarchy, Independent
    • Many audio optimisations and mix improvements
    • Additional Wavescanner sounds
    • Secret stuff. Shhh.
  • Technical Audio Changes
    • New Audio Emitter system! Imaginatively named “emitter2”, a major re-work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio-lods, leading to improved efficiency and sonic detail when needed.
    • Refactored Pooled audio object system. It’s more than twice as fast now!
    • Enabled audio Obstruction/Occlusion in main game. Previously it was only enabled in Arena.
    • Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues.
    • New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines.
    • Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game’s overall frame rate.
  • Audio Bug Fixes
    • Fixed broken sounds in galaxy and system maps
    • Fixed NPC voice volume slider not working
    • Fixed issues with tourist beacon ambiences
    • Fixed tutorial voice text getting truncated
    • Fixed various flight controller issues

Outfitting

– Fix fuel level cap when exchanging modules

– Refuel and repair SRVs and Fighters when restocking

– Remove clip size modifiers on shield cell banks

Commander Stats

– Fix number of fines increasing whenever a mission has failed without a fine being levied

– Fix “Highest single reward” from assassination missions not displaying correct information

Community Goals

– Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

Factions

– Fix a rare opportunity for a conflict to start immediately after ending early

– Fixed faction influence change from smuggling weapons

– Faction influence change reduced from murder, interdiction and assault crimes

– Faction influence change increased from redeeming bounty vouchers

– Balanced faction effects from selling commodities with a zero purchase price

– Removed faction reputation gains from smuggling cargo at a black market (NF)

Exploration

– Rebalance the amount of exploration career rank awarded when completing Passenger missions

– Stop awarding First Discovery bonuses of zero credits

– Fix transaction server error when purchasing exploration data for certain systems

– Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

Misc

All players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.


AMS logo

Automobilista v1.30 is released, along with a new DLC: Adelaide is also available now!

If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).

Pricings for Automobilista & Season Pass have been adjusted – Automobilista base has dropped to US$ 29.99 (or respective currency conversion) while the Season Pass price has risen to US$ 39.99 or your respective currency conversion. Individual DLC packages remain priced the same way, including Adelaide which now sells for the standard US$ 5.99.

For a limited amount of time you may still get the Membership upgrade which includes the Season Pass with the old pricing of US$ 29.99 from our forum store[forum.reizastudios.com], and that will also grant you Reiza 51 access.

Below is the Changelog for v1.3.0:

Content

Cars

  • Added ARC Camaro Series

Tracks

  • Added Adelaide street circuit (historic 1988, modern & Supertruck layouts) (AVAILABLE ONLY FOR ADELAIDE OR SEASON PASS OWNERS)

 

Features & Fixes

 

  • Added option to customize number of AI opponents per class in race weekend
  • Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
  • Added new sound effect filters & altered doppler effect
  • Expanded audio options & reprofiled volume sliders
  • Added diesel exhaust smoke emission to Formula Trucks
  • Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
  • Race menu tweaks & other minor UI adjustments
  • DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
  • Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
  • Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
  • Added (AI) label to AI cars in multiplayer
  • Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
  • updated engine wear / reliability values in various cars
  • Adjusted yellow flag / parc ferme / start procedure rules for several series
  • Raised AI speed behind safety car
  • Fixed bug with track state not resetting correctly when race or weekend is restarted
  • Added new engine wear / blow-up functions **
  • Adjusted marbles spacing offline to reduce FFB rattling
  • Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
  • Interlagos: Eased off cut detection at T11 exit and inside S/F straight
  • Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
  • Slightly increased downshift protection in cars with semi-automatic boxes
  • Adjusted AI brake power / grip usage for all cars
  • Removed incorrectly enabled launch control from engines in several series
  • Fixed overdone dynamic tire wear texture
  • Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
  • Boxer Cup: Completely revised physics with addition of helper springs
  • SuperV8: fixed uv mapping issue on carbody
  • F-Trainer: Minor tire model adjustments
  • F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
  • F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
  • F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
  • F-V12: Minor tire model adjustments; Softened front suspension range & default settings
  • F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
  • Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
  • SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
  • Karts: Further AI performance tuning

* The mid-race full course yellow is a rule from F-Truck – it triggers a 2-lap safety car period after the leader completes half race distance (provided the total distance is equal or more than 10 laps / 15 minutes).

** The new engine reliability functions will demand extra care during gear shifts, specially for older engines. Upshifting without lifting in cars without powershift and bouncing off the rev limiter will accelerate engine wear and may eventually lead to failures if practiced over a longer race distance; a very aggressive downshift may lead to an instant blow-up.

If you have an online race tonight, you may stick to or revert to the previous v1.1.1 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).


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