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Teamspeak TS

Arma 3 Patch 0.74


  • Added: BTR-K Kamysh tracked IFV
  • Added: IFV-6c Panther tracked IFV
  • Added: BattlEye anti-cheat engine integration
  • Added: Commander position for Marshall and Kamysh
  • Corrected position for optics and coaxial machinegun moved to correct place (AMV)
  • Added clan sign support for many Beta vehicles
  • Added: Various vehicles have adjusted items in inventory
  • Fixed: Ifrit GMG now has 96 grenades instead of 64
  • Fixed: Hunter GMG now has 96 grenades instead of 64
  • Fixed: Strider GMG now has 96 grenades instead of 64
  • Fixed: Bad glass sorting on Strider
  • Fixed: Tweaked AI driving skills with Speedboat
  • Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
  • Fixed: APC turrets now have more authentic vision modes
  • Fixed: Tweaked suspension of APCs
  • Fixed: Improved crew and cargo animations of APCs
  • More believable braking performance of Marshall and Marid
  • Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
  • Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
  • Adjusted collective of xH-9 family helicopters
  • Adjusted xH-9 family maneuverability around roll-axis
  • Moved Blackfoot gunner optic view to correspond with PiP
  • Fixed: Destroyed parachute doesn't start to burn
  • Supply parachutes now have correct colors per sides
  • Fixed: Changed glass materials for CH-49 Mohawk
  • Daytime version of UH-80 is now listed as made by Bohemia Interactive
  • Copilot of the UH-80 now uses the cyclic
  • Fixed: Blurred tail rotor in cargo-view
  • Transport helicopters have means to detect incoming missiles
  • Helicopters: added bodyFrictionCoef config parameter
  • Doors should be openable by scripts for helicopters
  • Improved cockpit PiP monitors
  • Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_Farifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
  • Added specialized collimator for SMGs (classes optic_ACO_grnoptic_aco_smg, and optic_Holosight_smg)
  • Improved animations of Mk.20 rifle
  • Fixed: Iron sights now have 100 m increments (up to 600 m)
  • Even holosight should have basic zeroing of 200 m
  • Fixed: Repaired AS map of MX rifle family
  • Added some delay between throwing 'nades
  • Fixed: Hammer of ACP-C2 is correctly readied to fire
  • Better cursor for laser designator
  • Revamped sound suppressor configuration
  • Correct name sound for Scalpel missiles
  • Fixed: String error after after shooting a smoke round from MX 3GL
  • Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
  • Fixed: Showcase Infantry - Undefined variable error when engaging the spotters
  • Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
  • Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
  • Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
  • Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
  • Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
  • Fixed: Showcase Supports - Mission should end a bit sooner now
  • Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
  • Added: Sector module - creates a contested sector, handles its capturing and map visualization
  • Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
  • Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
  • Added: Additional military buildings can now be garrisoned by Sites
  • Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
  • Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
  • Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
  • Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
  • Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
  • Fixed: Disabled vehicles were not respawning
  • Fixed: Script error messages caused by Supports module (
  • Fixed undefined variable errors when using BIS_fnc_UnitPlay
  • Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
  • Fixed: Main menu script error
  • Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
  • Firing Drills: Targets would not deactivate when leaving Competitive CPs
  • Firing Drills: FM records with introduction, rules and tips added
  • Firing Drills: bonus & penalty logic between Training and Competitive made consistent
  • Firing Drills: first version of PiP feedback added for long-range accuracy targets
  • Firing Drills: There could be a doubled icon next to previous times
  • Firing Drills: Final times were not colored correctly in all cases
  • Firing Drills: The main task is now completed when ending the challenge
  • Fixed: undefined variable in CoF: Blue
  • Fixed: undefined variable in CoF: Green
  • Changed: Titan used instead of RPG-42 in Showcase SCUBA
  • Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
  • Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
  • Find more documentation on modules and other design topics here
  • Added: Vertical position of map in loading screen is now randomized, adding some variety to it
  • Fixed: Broken drawing of comboboxes in date modules
  • Fixed: Wrong column widths in the Multiplayer display with some UI size
  • Fixed: MP display error
  • Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
  • Radio Protocol: Missing words fixed for several protocols
  • Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
  • Added: Noise sounds for APCs
  • Fixed: Sounds of some vehicles have their file paths changed to correct ones
  • Better sound for smoke launchers
  • Lamps have better emissive material
  • Roadcone and Roadbarrier lights are now operational
  • Added loading screen environment trivia
  • Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
  • Fixed: Ambient light is now correctly affected by moon and stars intensity
  • Fixed: Sunken fuel station on Stratis
  • Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
  • Adjusted poses received boost to fluency
  • Improved responsiveness of stance changing
  • Added: Korean, Japanese and Cyrillic symbols to fonts
  • Fixed: AI ability to track enemy that is not visible
  • Fixed: Adjusted content of ammunition and weapon crates
  • Restructured grouping of editor objects and renamed object editor categories
  • New control presets
  • Hiding in the grass now affects AI better (configuration on Stratis surface types done)
  • Adjusted visibility and audibility of fire for AI
  • Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
  • Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)


  • The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
  • Fixed: SMAA Post-Process
  • Fixed: Small performance tweak in rotation blur Post Process
  • Fixed: Flash suppressor changed sound of underbarrel grenade launchers
  • Fixed: Some cases of sliding players
  • Removed sensitivity smoothing for aiming deadzone
  • Helicopters: main rotor collision added
  • Helicopters: startDuration config parameter added
  • Added: mainBladeCenter and mainBladeRadius for all helicopters
  • Added: liftForceCoefcyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters
  • Helicopters: autorotation tweaks, barrel roll tweaks
  • Added: added allowAgainstInfantry ammo config parameter
  • NVGs are hidden inside vehicles, and this can be configured per position
  • Added: New parameters for particles created by script
  • Fixed: Scripting command tvSetData
  • Added: Error message when trying to pass Array in Array as parameter for tree commands
  • Fixed: Tank shells now have visible tracer
  • Fixed: Freelook not turning the whole player anymore
  • Fixed: Inconsistent land shadow segments while switching landscapes
  • Fixed: Broken parallax mapping on the terrain in some places
  • GPU benchmark should not cause "driver not responding" conditions anymore
  • Instancing now takes craters into account
  • Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
  • Stance indicator fades in / out when changing stances
  • Fixed: AI ballistic calculation
  • Fixed: AI now can shoot over animals
  • Fixed: AI now consider proper muzzle direction for rocket launchers
  • AI shouldn't take unguided missiles as guided
  • AI shouldn't use rockets against infantry that much
  • AI ballistic calculation improved for unguided rockets
  • AI prefer crouch stance while engaging
  • Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
  • Lock is now independent from zoom
  • Read more about AI tweaks and fixes here

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