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    A-Z | # A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
    ArmA: Combat Operations - game update v.1.05 – v.1.08 Int/PL
    June 12, 2007 210 views, 43 downloads, 0 comments
    FILES-SI GAMES | Patch | ArmA: Combat Operations - game update v.1.05 – v.1.08 Int/PL...
    A program directly referring to Operation Flashpoint, the famous production of Bohemia Interactive Studio from 2001. So once again we are dealing with a tactical shooter viewed from the perspective of the first person.

    File size: 564.7 mb:
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    version: v.1.05 – v.1.08 Int/PL

    WHAT'S NEW

    ==========

    CHANGELOG 1.08

    ==============

    Version 1.08 is released as free patch to all existing editions of ArmA (updated to version 1.05 or US version 1.06).

    ===Main New Features===

    * Improved clarity and reliability of Voice over net

    * Increased contrast of light for all weather conditions

    * Bullet impact is now visualised also on all objects and vehicles

    * 2D optics now support wide screen aspect ratio correctly

    * Various AI, UI, gameplay and stability improvements and tweaks

    * New texture detail "Default" that autodetects the amount of VRAM. Recommended Texture Detail setting for users of cards with more than 512 VRAM.

    * Reworked logic of teamswitch to make it more suitable for detailed manual squad command control

    * Full support for multiple airports

    * A bit faster and more fluent radio protocol

    ===Engine Change Log===

    ====Release Candidate 0====

    - Fixed: Very long MP mission name could cause crashes or freezes

    - Fixed: UI - Double click on listbox scrollbar does not launch the listbox action now

    - Fixed: Optics were deformed when using other than 4:3 screen ratio

    Fixed: Tanks were having troubles driving up the stones

    - Fixed: Functions createGroup, createUnit now fully works in MP

    - Fixed: AI now gets in vehicles on the positions where dead units are

    - Fixed: Gear dialog is closed when player dies

    - New: Weapons - optics camera can have a different direction than muzzle direction now

    - Fixed: UI - Gear display - icons for empty slots

    - Fixed: Mission loading screen - missing text given in onLoadMission

    - Fixed: When failed to join to a locked server, the correct cause is shown now.

    - New: Mission editor - year control in intel dialog

    - Fixed: UI - Missing addons error message - show the list of missing addons

    - Fixed: VoN sources management to prevent some sounds not audible in multiplayer

    - Fixed: Tow missile weapons are guided after they are fired.

    - Fixed: AI - gunners was sometimes unable to fire simultaneously

    - Fixed: Functions getVariable, setVariable can be used for more object types now

    - New: Improved support for X360 controller

    - Fixed: MP crash sometimes happened after deleteVehicle on some person

    - Fixed: Actions menu - drawing of arrows when scrolling is enabled

    - Fixed: Tanks were thrown in the air when colliding with some destructed buildings

    - Fixed: Gear action did not sometimes work in buildings (high over surface)

    - Fixed: MP - multiplication of magazines when putting them into a full crate

    - Fixed: UI - listboxes with texts of different color - color of selected text

    - Fixed: Game running in full screen had in but clickable window areas (close, minimize)

    - Fixed: Helicopters - state of hovering autopilot was not saved nor transferred in MP

    - Fixed: Touch off action available also in vehicles now

    - Fixed: Watch and GPS minimap forced not to be shown in cutscenes.

    - Fixed: In-game UI - In wide-screen aspects, the aiming disappeared outside the UI area of the screen

    - Fixed: Dedicated server - ban.txt was locked for edit during the game

    - Fixed: MP mission statistics can be written to the file given by command line argument -ranking=...

    - Fixed: In magazine when player get in vehicle during reloading and get out again.

    - Added: function clearVehicleInit

    - Fixed: Movement config - entry primaryActionMaps telling what action maps will be loaded first (and so used for initialization of movement)

    - Fixed: RCtrl is no longer reserved for combos, it can be used as a separate key as well.

    - Fixed: Keys with dik code greater than 128 (numpad, some special keys) can now serve as combos.

    - Fixed: AI no longer starts firing in Hold fire unless the enemy is really threatening it.

    - Fixed: Helicopter center of rotation is now center of mass, not rotor mast.

    - Fixed: Improved AI and autohover hovering stability.

    - Fixed: XInput handling of input devices disabled because of missing configuration options

    - Fixed: Position of Present call in the frame changed to improve Alt-Tab stability and work around possible driver errors.

    - Fixed: Reduced texture memory requirements for little varied parts of the terrain.

    - Fixed: M1A1 was never turning out in safe or careless mode.

    - Added: function nearTargets

    - Fixed: MP - Helicopter could appear as destroyed when in fact it was unharmed.

    - Fixed: MP - more reliable transfer of damage status of vehicles to other clients.

    - Fixed: Better VRAM allocation estimations for nVidia 8800 card, resulting in less frequent missing textures.

    - New: Cheat Shift+Minus FLUSH to allow to manually flushing all VRAM allocations to restore performance if needed.

    - Fixed: AI no longer uses RPG/LAW for looking at unknown enemies.

    - Fixed: AI target position accuracy sometimes was fluctuating a little bit for distant targets.

    - Fixed: AI Commander no longer commands individual targets when using weapons which gunner can operate autonomously, like machine guns.

    - Fixed: AI could be stuck on Seek and Destroyed waypoint when group consisted of one vehicle with multiple crew positions.

    - Fixed: Some Joystick buttons have fixed function in UI and game.

    - Fixed: Improved radio protocol fluency by binding words together.

    - New: VoN 2D voice volume is now controlled by radio volume.

    - New: Console output of dedicated servers can be logged to file specified in the server config entry logFile.

    - Fixed: Reduced occurrences where AI characters walked through each other.

    - New: MP Statistics table now indicate who is speaking over VoN by flashing given players name.

    - Optimized: Text rendering optimized, should make situations where a lot of UI text is rendered faster.

    - Added: functions isKindOf, sizeOf

    - Optimized: Terrain rendering uses less CPU.

    - Fixed: Improved VRAM managment for ATI cards with Catalyst 7.3 or newer.

    - New: Support for larger texture cache with new Texture Detail level "Default", useful for cards with over 512 MB VRAM.

    - Fixed: Flare disappearing is now smooth near screen edges.

    - Fixed: Wall and other obstacles now provide better shielding against explosions

    - Fixed: Voice over net was not working when DS and client was running on a single PC

    - Fixed: VoN connection established by retranslation through server Game socket when NAT negotiation fails

    - Fixed: Memory manager sometimes flushed caches too deeply, causing short intensive disk activity.

    - Fixed: VoN peer to peer connections are kept alive by sending special packets

    - Fixed: Voice over IP direct speak is made louder now.

    - Fixed: Improved Voice codec quality, bandwidth for voice increased from 6 kbps to 8 kbps

    - New: Speex1.2 beta 2 used as VoN codec

    - Fixed: VoN voice clipping is reduced now.

    - Fixed: Dedicated server crashes when retranslating VoN packets through Game Socket.

    - Fixed: Increased rudder authority for airplanes, improved AI using rudder while engaging.

    - Fixed: Briefing was sometimes cut on the right edge.

    - Fixed: MP: Crash when ammo created via createVehicle killed the player.

    - Fixed: Overall quality indication in the options changed for large view distances.

    - Fixed: Laser target acquire distance for AI was limited by rendering distance.

    - Fixed: Removed delay between target creation and its line of sight being tested. Should help laser targets and dynamically created vehicles.

    - New: Config entry vonCodecQuality to set VoN codec quality on dedicated servers (default value is 3, can be value from 1..10).

    - Fixed: AI subordinates now follow leader orders even when was stopped before by the Team switch

    - Fixed: Team switch shortcuts (previous / next unit) accessible also when map is shown

    - Fixed: Flap actions no longer present in the action menu for plane with no flaps.

    - New: Event handlers LandedTouchDown and LandedStopped

    - Added: functions id setAirportSide side, airportSide id, plane landAt id, plane assignToAirport id

    - Fixed: Group leader left by team switch no longer orders some commands

    - Optimized: Reduced amount of data transferred when JIP into a complex and long running mission.

    - Fixed: Bugs in VoN OpenAL source management.

    - New: Animation controllers gmeterx, gmetery, gmeterz

    - Fixed: Connection to GameSpy during dedicated server reporting was sometimes lost (Windows 2000 SP2 or newer are required now)

    - Fixed: ing function soldier moveInCargo [vehicle,position] was not implemented.

    - Fixed: Tanks now slow down when destroying a tree or other big objects.

    - Fixed: ing function person moveInTurret [vehicle,[x,y,z]] crashed when [x,y,z] was invalid.

    - Fixed: External camera was sometimes forced close to the person when some tree or bush was behind it.

    - Fixed: Changing audio options while playing MP could cause VoN not working or crash the game.

    - Fixed: MP: setPos and setDir effects are now transferred across the network.

    - Fixed: In some situations, Rearm / Repair / Refuel did not fill all

    ===Data Change Log===

    ==Version 1.07==

    ===A10.pbo===

    * config.cpp

    **fixed Maverick rocket indirect hit range (to match other rockets)

    **set damageResistance

    **only one Maverick per target is used now.

    ===Air.pbo===

    * Ah1Z fire geometry fix

    * 2D optics models enlarged for 16:9 aspect

    *config.cpp

    **set damageResistance

    **balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire

    * Tweeked texture of 2D optics

    ===Air3.pbo===

    *config.cpp

    **set armor and damageResistance

    ===Anims.pbo===

    *Fixed wrong "stand" links in several action maps

    *introduced primaryActionMaps

    *Ladder moves reworked (rifle moves introduced)

    *Transition erc rfl low to pne added

    *Interpolation for AI movement erc stp ras rfl to erc spr low rfl added

    ===Animals.pbo===

    *fixed shadow problems with small insects

    ===Buildigs.pbo===

    * fixed maping in 1st LOD of castle\helfenburg.p3d

    * fixed "empty or no skeleton" errors for hotel and kostel_mexico

    * fixed Z-fight flickering on misc\zidka03

    * fixed shadow volume at brana02nodoor.p3d

    * fixed top roof ladder in Tovarna2

    * misc\runway_papi* increased shining flare

    ===Ca.pbo===

    *Getting rid of hardcoded strings

    *Fixing turret errors on some of the library objects

    *Bouys are not reported by AI anymore

    ===Desert.pbo===

    *Map repacked to lower VRAM usage

    *Updated ilsTaxiIn for Rahmadi strip,

    *Added drawTaxiway value

    ===Characters.pbo===

    * Fixed clan for all civilian

    * deleted faulty last lod of np_soldier_pilot

    ===Misc.pbo===

    *config.cpp

    ** increased armor of sanbags fence to 800 (equal to fortress)

    ** decreased arnmor of barrels and pallettes to 20 (equal to civil car)

    ** empty skeleton error on armored target fixed

    * paletaA, paletyC, paletyD fixed fire geometry

    * Bilboard_Revolucion_bez_noh.p3d changed damage settings

    * drevena_bedna.p3d changed damage settings

    ===Sara.pbo===

    Map repacked to lower texture usage

    *sara.wrp

    **Bush moved from gate.

    **Terrain adjusted, pavement accessible.

    **Rock moved, scaled, rotated.

    **Terrain of Pita runwaz flattened.

    *config.cpp

    **Added class SecondaryAirfields, 3 more ILS definitions in it.

    **Updated ilsTaxiIn for Rahmadi strip

    **Added drawTaxiway value.

    ===Sounds.pbo===

    *Church bell sounds had wrong paths

    ===Tracked.pbo===

    *2D optics models enlarged for 16:9 aspect

    *T72, M1A1 changed comander_out view + improved hitpoints

    *T72, ZSU, M1A1 fixed fire geometry

    *config.cpp

    **set damageResistance

    **HUD reworked for M113 variants

    **HUD removed for ambulances

    **set real T72 and M1A1 main turret elevation

    *Tank commanders have new 2D square optics, some optics models cleaned

    *tweaked 2D optics of brdm

    ===Ui.pbo===

    *Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class

    *Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud

    ===Water.pbo===

    *config.cpp

    **zoom for ironsights on turrets set equal to other weapons

    ===Wheeled.pbo===

    *Enabled landrover police version

    *Increased magazine loads on ammo trucks

    *HUDs for armed vehicles changed to work with compass

    ===Weapons.pbo===

    *2D optics models enlarged for 16:9 aspect

    ** G36 fixed after 1.07 beta

    *cfgAmmo.hpp

    **redesigned indirect hit and ranges for HE ammo and explosive hit

    **small arms amo now has tracers only in arcade, reduced fire too

    **changed ammo audible/ settings

    **defined Vickers mgun tracers

    **all SD ammo defined as subsonic

    **reduced GBU12 bomb indirect hit to not harm that much distant tanks

    *cfgMagazines.hpp

    **M24 uses traceless ammo

    *AmmoBoxes.hpp + cfgVehicles.hpp

    **ammocrates destruction

    *VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for all MGuns

    *MP5 magazines have names now.

    *M16 GL, AK GL and M4 ACOG+GL have new grenadelauncher ironsights

    add in readme: Grenadelauncher ironsights can be now used for aiming on 150m distance, in case M4 it is 200m

    * GP-25 set to correct 40mm ammo

    ** tweeked textures of 2D optics of acog, ags and soflam

    ===Weapons3.pbo===

    *2D optics models enlarged for 16:9 aspect

    *M16A4 GL and M16A4 ACOG+GL have added ironsights for grenade launcher and new view axis

    *Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4 versions. |

    *config.cpp

    **changed ammo audible/ settings

    *ammo B_25mm_HE indirectHitValue fixed

    ===Wheeled.pbo===

    *2D optics models enlarged for 16:9 aspect

    *config.cpp

    **set damageResistance

    **zoom for ironsights on turrets set equal to other weapons

    *Tweeking 2D sights

    *Humers and Landrover with turret no more injures gunner while getting out.

    CHANGELOG 1.06

    ==============

    ===Summary===

    Version 1.06 is released in the US as ArmA: Combat Operations.

    ===Main New Features===

    * The Armory

    * A10

    * Various AI, UI, gameplay and stability improvements and tweaks

    ===Engine Change Log===

    - Fixed: Increased thrust when hovering stable in VTOL mode.

    - New: Player can use Eject to disembark the vehicle while leaving engine on.

    - Fixed: AI Strykers were not firing when player was not using iron sights / optics.

    - Fixed: Haze was too strong with large viewdistance.

    - Fixed: Reduced shadowing caused by the terrain.

    - Fixed: setTerrainGrid was not reset when a new mission was started.

    - Fixed: Dedicated server - after #reassign two players could control a single avatar

    - Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding)

    - Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode)

    - Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position

    - Fixed: AI Ships now can reach shallow water (but very carefully)

    - Fixed: Ships - searching a place where to go for get in / get out improved

    - Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects)

    - Fixed: head movement not on players in vehicle

    - Fixed: Freelook still forced when changing from cargo to secondary turret

    - Fixed: AI sometimes did not take off NVG after skipTime was used.

    - Changed: Less strict color coding for ping values.

    - Fixed: Explosions no longer cause any objects flying high.

    - Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge.

    - Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle)

    - Fixed: Different selection of points where to get in / get out the ship

    - Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container

    - Fixed: Measures implemented to avoid textures being placed in AGP, which often caused degraded performance after prolonged playing.

    - Optimized: Grass depth of field is now performed only with Postprocess set to Very high.

    - Fixed: Muzzle flash texture is preloaded now

    - Fixed: Wounded player is stuck in the water.

    - Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position

    - Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring)

    - Fixed: Ships - faster movement in shallow water

    - Fixed: Separate get in point can be defined for each cargo position

    - Fixed: function "selectWeapon" now switches character pose when launcher is selected

    - Fixed: function setMousePosition is working correctly again (broken when HW s was introduced)

    - Fixed: Releasing Alt in a vehicle should center view vertically

    - Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view

    - Fixed: Vehicles did not rearm when no ammo was remaining

    - Fixed: Mission editor - objects which cannot float are placed underwater now

    - Fixed: All input ignored after MP session left while chat window still open.

    - Fixed: UI - selector active row highlighting was clipped to controls group

    - Fixed: UI - wrong focus switching from expanded combo box (through click on the other control)

    - Fixed: Improved AI path following when moving slow.

    - Fixed: Improved AI car path planning in combat mode near roads.

    - Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy

    - Fixed: Exhaust particle original position and speed improved

    - Fixed: VoN issues with server behind firewall fixed

    - Fixed: AI - heavy wheeled vehicles now can drive through bushes

    - Fixed: AI cars avoided water even when canFloat = true was given in the config

    - Added: function createMissionDisplay

    - Added: function joinSilent

    - Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes

    - Fixed: External camera of the soldier was placed inside objects sometimes

    - Fixed: Tracks were drawn under the bridge

    - Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed)

    - Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes

    - Fixed: UI - Gear dialog - weapon overview improved

    - Fixed: functions commandGetOut, doGetOut - units returns to formation when finished

    - Improved: Moving of external camera of the soldier is much smoother now

    - Fixed: AI - path planning improved (more smooth transition between plans)

    - Fixed: Improved helicopters engaging targets.

    - New: Helicopter animation controllers cyclicForward and cyclicAside added.

    - New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.

    - Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped. This should help AI predicting solider movement in transitions like when seeing someone going prone.

    - Fixed: Improved target scanning for fast moving units.

    - Fixed: In-game UI - vehicle position icons in the status bar and commanding menu

    - Fixed: Map info (commands, friendly and enemy units) is now saving into game save

    - Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed to allow game continuing.

    - Fixed: ing function "magazines" ignore empty (virtual) magazines

    - Fixed: Buldozer crash - non-streaming landscapes not supported.

    - Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM.

    - Fixed: Eye adaption was reset when getting in/out of the vehicle (most with NVG)

    - Fixed: AI boat movement precision and path finding improved.

    - Fixed: AI vehicle braking now smoother.

    - Fixed: Slightly improved AI pathfinding in a non-uniform environment.

    - Fixed: Tides are now considered for AI path finding.

    - Fixed: Possible server crash during NAT negotiation

    - Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles

    - Fixed: Better movement of convoys on roads

    - Fixed: NV goggles eye accommodation was reset, when returning to a paused game

    - Fixed: Gear screen in briefing - magazines was multiplied sometimes

    - Fixed: Clipping of some briefings on the right edge

    - Fixed: Distant grass layer follows roads more closely.

    - New: New config value soundBurst to allow playing sound for each bullet in a burst

    - Fixed: Brightness limits were too benevolent - cheating was possible

    - Fixed: UI - during low frame rate, double click on some item in listbox was sometimes handled as double click on different item

    - Fixed: UI - when two controls are drawn over, mouse events are now received by the one in the front

    - Fixed: When running windowed, on some systems the image was slightly blurred.

    - Fixed: Improved text output kerning.

    - Fixed: HW acceleration used only when sound card offers at least 60 simultaneous sources. This fixes missing sounds while playing MP.

    - Fixed: Airplanes were firing rockets even when not aimed properly.

    - Fixed: UI - double clicks detected better during low frame rate

    - New: UI - control event handler Butt now can return true to avoid default reaction

    - Fixed: AI planes not engaging targets.

    - Fixed: Airplane gears now fixed when aircraft is repaired.

    - Fixed: New animation controller noseWheelTurn.

    - Added: functions lbSort, lbSortByValue

    - Improved: UI - Chat log text border

    - Fixed: Improved target Tab locking prioritization for aircraft.

    - Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown (yellow).

    - Fixed: The ingame progress bar showed up for a little while when the game was loading and was supposed to use the splash screens instead

    - Fixed: Progress bar was too bright at the end of the loading for a little while

    - Fixed: UI - text in edit control was on wrong position

    - Fixed: AI planes unable to land on Sahrani airport.

    - Fixed: AI - car drivers sometimes ignored commands from player in cargo

    - New: function isServer to check if given machine is the server.

    - Fixed: Tanks were not jumping over the concrete ramp

    - Fixed: Get In waypoint - group leader sometimes did not get in when assigned to gunner position

    - Fixed: Improved laser target detection and engaging by AI.

    - Fixed: Improved AI plane reaching waypoints.

    - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them

    - Fixed: Crash when trying to use HW without possibility to use shadow buffer technique (observed on Intel on board graphics card)

    - Fixed: Debriefing - in campaign, objectives was not properly marked

    - Added: Heading source to HUD's

    ===Air.pbo===

    * Defined camel pilot for camels config.cpp (5.3.2007)

    * Added clan signs and logos to Harriers and Littlebirds

    * fixed pilot position in Harrier bomber , deleted unnecessary properties

    * changed blink lights to still lights on harrier airplanes

    * repositioned landing light on Cobra

    * model.cfg

    ** fixed compass rotation for Mi17

    *config.cpp

    **Changed values of harrier flight envelope

    **HIT values and armor changed for all models

    *Harrier bomber has now 6 bombs

    *Removed erroneous rotor tilting from helicopter config.

    *Cobra glass textures changed, also material for night instruments

    *UH60 with machinegun second turret definition fixed.

    *KA-50 missile and rocket firing points inversed

    *Mi-17 rocket firing points inversed

    *soundInsideCoef reduced to 0.2 for AV-8B

    *UH60mg fire geometry and memory fix

    ===Air3.pbo===

    *modeled landing lights to SU34

    *config.cpp

    **Changed values of SU flight envelope

    **Added landing lights to Su34

    **Changed Armor setting

    ===Anims.pbo===

    * Fixed Reload collision capsules

    * Player can sit with pistol

    * Fixed interpolations to dead in all transition animations

    * Increased death bounding spheres to 1.5

    ===Buildings.pbo===

    * materials update

    * config.cpp

    ** placement=vertical; added for RADAR station

    ** tweaked markerLights values

    * dum_zboreny.p3d

    ** Collision geometry & Roadway modifications

    * Tent_east.p3d - changed geometry

    * Added new marker lights to runway navilight, edgelight and trafic stoplights

    * fixed LOD bug in podesta_1_stairs3.p3d

    * fixed collision Plot_Ohrada_zlomena

    ===Ca.pbo===

    * added markerlight to small road barrier

    * fixed buoys floating

    ===characters.pbo===

    * Defined camel pilot config.cpp, model.cfg (5.3.2007)

    * Added model of camel pilot, textures and materials (5.3.2007)

    * Added clan for civilians and soldiers

    * Added new Helmets for us_sodier_sabass.p3d, us_sodier_sabot.p3d, us_sodier_sabmark.p3d (8.3.2007)

    * Pilots and Crewman now have smokeshells and one more magazine to avoid "ammo low" messages.

    * Zombies do not use dangerFSM anymore.

    ===Misc.pbo===

    *pytle_palety.p3d fixed collision

    *drevtank added supply point

    *BVP1T fixed alphasorting

    *fixed Ladder Half roadway

    ===Plants.pbo===

    *str_fikovnik fixed n

    ===Roads.pbo===

    *Material change on bridges to fit visually to roads

    ===Sara.pbo===

    sara.wrp

    * moved some rocks, poles, bus stop sign and shelter around Tlaloc

    * adjusted terrain at El Gordo and Ic79

    * several objects moved from road at Gj19

    ===Tracked.pbo===

    ** m113.p3d

    ** selections in model

    ** config.cpp and model.cfg modifications

    * T72 and Abrams turret elevation and depression modified to match realistic values

    * Shilka,BMP2 recieved a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.

    * soundInsideCoef lowered to 0.2 for M1A1

    ===Water.pbo===

    * deleted unnecessary properties from both RHIB models

    ** RHIB.p3d, RHIB_gunboat.p3d

    ** still lights properly positioned

    ** selections in model

    * config.cpp and model.cfg modifications

    ** changed ship class precision when following path

    ** RHIB2Turret rear turret definition updated

    ===Weapons.pbo===

    * M249 - texture modification

    * DShKM - texture modification

    * Increased indirectHitRange for all rockets from 0.2 to 2 meters

    * Increased costs for RPG and M136 to avoid AI shooting at soldiers

    * VehicleWeapons magazines maxLeadSpeed fixed

    * Increased artillery ammo strength

    * Increased AV-8 GBU loadout to 6 bombs

    * Javelin model hotfix. Model modified to fire horizontal. Number of mags limited.

    * NVG 2D optics improved

    * 3 round burst ammo introduced for M134

    * Burst mode introduced for MP5s

    * Firing sound of the 57mm launcher changed

    * Rebalancing of all bullet ammotypes

    * adjusted firing rate of M134

    * static weapons can zoom now

    * TOW rocket center of gravity fixed, stabilising the flight

    * Weapons used on aircrafts are always lockable

    ===Weapons3.pbo===

    * m16 ViewPilot update -

    * weapons used on aircraft are now always lockable

    ===Wheeled.pbo===

    * config.cpp

    **fixed amount of Pick-up cargo

    **changed max speed settings for civil cars

    **Fixed 5t truck co-driver settings

    **Gunner of UAZ with machinegun casts shadow now.

    **HIT values and armor changed for all models

    * model.cfg

    **fixed gauges to show proper speed values

    * hilux*, datsun*, tractor - fixed exhaust points

    * fixed steering wheel rotation in all hilux* models

    * Humer, 5T truck, LandRover, Stryker, Tractor and Uaz - deleted unnecessary properties n

    * Humer config - viewGunnerInExternal to prevent sound muffling for gunner

    * Humer has now penetrable glass

    * fix Stryker TOW kolize

    * fix model center on Strykers for AI pathfinding

    * fix damageHide selection on all UAZ*.p3d

    * Strykers, BRDM - 2 received a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.

    ===Wheeled3.pbo===

    * added clan signs on the TT650 and M1030, deleted unnecessary properties

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