ARMA 3 BETA WITH UPDATE2 ALI213

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Added on July 29, 2013 by Solamin Games > PC
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ARMA 3 BETA WITH UPDATE2 ALI213 (Size: 5.33 GB)
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar500 MB
 ARMA.3.BETA.WITH.UP2.ALI213.rar456 MB
 .3.01 KB

Description

This is Arma 3 Beta with Update-2 V0.74 .. it's simple and easy ..

just unzip the files and play the game ..

Enjoy !!

CHANGELOG

DATA
■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_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
■Added specialized collimator for SMGs (classes optic_ACO_grn, optic_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 (http://feedback.arma3.com/view.php?id=11326)
■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 :-)

ENGINE
■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: liftForceCoef, cyclicAsideForceCoef 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

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ARMA 3 BETA WITH UPDATE2 ALI213

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