Some nice visual sense of atmosphere in these screenshots.
I hade a good chuckle at that, Lee ![]()
As usual I forgot to take any screenshots. I hope @saghen or @tempusmurphy can save the day
Our first attempt at “taking” Tyrone. ![]()
We should attempt to get this going again. Did some quick offroad testing. It’s actually quite a lot of fun just driving around the trails
That looks AWESOME
We have to get back into some reforger ![]()
I’m away from from Friday in cornwall but definitely be up for that when i get back dude
the update to the expermental branch just dropped
1.5.0.14 Changelog
Assets
- Added: RPG-22 launcher
- Added: RPG-75 launcher
- Added: TTSKO uniforms
- Added: Tiger stripe uniforms
- Added: PG-7VM and PG-7VR ammo for RPG-7 launcher
- Added: PMN-4 Anti-personnel mine
- Added: M14 Anti-personnel mine
- Added: Hand-fired flares
- Added: Light portals added to more vehicles
- Tweaked: In Full Driving Assistance mode, the engine won’t turn off when the driver gets out
- Tweaked: In Partial/None Driving Assistance modes, exiting a vehicle that’s in gear will turn it off (stall)
- Fixed: Cars didn’t stall when switching seats
- Fixed: Vehicles could be controlled even when the pilot was not physically seated yet
General
- Added: Ability to move on vehicles
- Added: Ability to assemble stationary turret weapons and mortars from parts
- Added: Ability to build small sandbag objects from sandbag items
- Added: Wrecked vehicles can be salvaged for supplies using Repair truck
- Added: Foliage now moves when character or vehicle passes through it
- Added: Support for Joysticks and Throttle devices
- Note: HOTAS can behave unpredictably with pedals for now
- Added: Proper ragdoll to animation blending
- Fixed: Weapon desync causing weapons to not fire on server
- Fixed: Switching muzzle while reloading would cause the wrong magazine to be loaded
- Fixed: Character slope movement prediction with near horizontal normal would cause character to fly into air
- Fixed: Character wouldn’t properly unequip weapon when it was deleted from their hands
- Fixed: Dropping weapon when ragdolling now properly applies the ragdoll entity speed to the weapon
- Fixed: Gadgets aren’t autohidden by prone movement if the prone is from being unconscious
- Fixed: Helicopter collective would bob up and down around zero, causing the pilot’s hands to shake
- Fixed: Inserting a magazine to weapon from vicinity
- Fixed: Second grenade being activated multiple times when automatically equipped after throwing a grenade
- Fixed: Door blocking the ladder animation
- Fixed: Third-person camera and head facing wrong direction in vehicle
- Fixed: Weapon deployment can get stuck when deployed weapon is removed
- Fixed: Camera stutter when weapon deployed
Playable Content
- Added: Singleplayer scenario: “Air Support”
- Added: HQ Commander Role, players can volunteer or vote for commander
- Added: Conflict - Establishing bases
- Added: Conflict - Group types and associated loadouts, together with ability to vote for a squad leader
- Added: Conflict - Support requests can be made by Squads through map
- Added: Military Supply Allocation by Rank in Conflict, limiting amount of supplies that single soldier can use
- Added: Conflict - Command posts in HQ tent, where Commander can control Logistics, Operations and Combat
- Added: Conflict - Recon objective type
- Added: Conflict - AI transport groups which can be sent by Commander to resupply bases, controllable through Logistics Command Post
- Added: Conflict - Storage composition
- Added: GM - Transceivers for GM to use radios
- Changed: Conflict - XP rewards, supply costs were heavily tweaked
- Changed: Conflict - New XP rewards added, including for Vehicle Repair, Medical assistance, supply unloading
- Changed: Conflict - Supplies are now generated in Harbor and Airport bases
- Changed: Conflict - Location and composition of FIA forces were heavily changed on all maps
- Changed: Nametags visualization and rules were heavily tweaked
- Removed: Transport request to deployed radio
Stability and Performance
- Changed: DestructibleEntities now remember destructible info after streaming out an area. This should improve re-streaming of destructibles
- Tweak: Several improvements to memory consumption
- Fixed: Rare crash that could rarely happen when an explosion would trigger
- Fixed: Several crashes related to Disabling of Characters
- Fixed: Several crashes related to Shellmovecomponent
- Fixed: Possible crash when interacting with a ladder
- Fixed: Possible crash when setting up destruction on a prefab and switching to playmode
- Fixed: Possible crash when switching models
- Fixed: Possible crash when cleaning up HandleDamageSystem
- Fixed: Resuming the game after scenario restart crashes the game
AI
- Fixed: AI drivers will not go out of the vehicles twice when opening a door
- Fixed: AI will limit backwards speed as they do when going forward while driving
- Fixed: AI will open gates when going backwards
Controls
- Added: Logitech Lightsync Support
- Added: Audio setting for Controller speaker
- Fixed: Controller constant rumble/vibration while driving
Audio
- Fixed: GM lightning had no sound in clients
Workshop
- Fixed: Dependencies don’t give size info
- Fixed: Download corrupted manifests when resuming addon download
- Fixed: Remove waiting addons from queue before stopping all downloads on game quit
Modding
- Changed: Task system was overhauled, allowing subtasks, assignment to groups, and other functionalities
- Added: HitZone.Save/Load for hitzones to have their own replication logic
- Changed: HitzoneContainerComponent.GetHitZoneByName moved from script to native code
- Changed: World Editor Floater Finder plugins are now grouped together under “Object Placement” category
- Fixed: Ballistic Tables - SCR API direct fire parameter not doing anything
I just checkout the hotas control … well they are a bit limited to specific joystics
the logitek pro 3d and the x56, I have not found a way of changing these yet
I will greatly miss our Arma3 antistasi mission… (which I still consider technically won, as we controlled more than 50% of the map).
The good news is that there’s a Reforger mod that presents the same gameplay!
I think that was something we tried, if it’s the same mission, you start with very little gear and have to find it or steal it
Reading the online manual- yeah it’s like that.
I mean, I don’t expect to start with a mod already… definitely must learn the ropes with the vanilla version first.
Wait till you have a crack with the mortar …. A lot different to the old arma range rings and click
Oh yeah! As a former mortar trooper in the Italian army… can’t wait!

















