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#41
Lista över servrar. Lägg till (eller skicka ett PM) om du känner till andra eller har mer/bättre info så uppdaterar jag första inlägget.

Co-op

Server: [HUD] Arma3 DK
Spelare: 21
Addons: Inga
BattlEye: Ja
Övrigt: Dansk server med utmärkt hårdvara och bra ping!

PvP -  TDM



Server: TacBF - Tactical Battlefield
Spelare: 74
Addons: TacBF mod (http://www.armaholic.com/page.php?id=23751)
BattlEye: Ja
Övrigt: Typ BF2 PR fast i A3. Filtrera på "tacbf" i listan, fn säkrast att hitta servrar kvällar/helger. Gillar ni TacBF så hjälp till att sprida länkarna i andra forum, Facebook, Twitter etc....

Övrigt

SWEC's Server lista (tack zyklone)!

http://arma3.swec.se/server/list

/KC
#43
Väl värd att lyssna på och lol @ reklampauserna...

Quote
First Hour ââ,¬â€œ Matt Wagner from Eagle Dynamics (Producers of DCS Flight Simulators) joins us to discuss the latest developments in their cutting edge Games.
Second Hour ââ,¬â€œ William White Crow, Adrian (onefinaleffort) and Ben discuss Army based Computer games and how certain games are being used to attract new Recruits.
Links to several of the Videos referred to in Hour 2 can be found at www.beyond2012radio.com

  http://truthfrequencyradio.com/beyond-w-tony-kudos-17182/

/KC
#44
DCS / Flaming cliffs / DCS World presentation
January 17, 2013, 12:03:19
Lysande presentation av DCS World! Utmärkt hjälpmedel för att rekrytera nya piloter och Su-25T är dessutom gratis att flyga och fungerar numera både i SP och MP (smart drag ED!)...

DCS World - An Overview

Notera vad som sägs, bland annat nämns nya kartor och att följande plan/hkp's är under utveckling....

Quote
F/A-18C
SU-27SM
F-15C
FW-190
MIG-21
F-86F
L-29
UH-1H
MI-8MTV2
AH-1G
Mi-24
OH-58

Personligen snyftar jag dock lite att inte AH-64A är med på listan men Cobran och Hinden är inte fy skam och med Kiowan listad så är Apachen förhoppningsvis inte helt avskriven!?

Givetvis återstår det att se hur lång tid denna vision tar i fråga om tid och vilka av modulerna som kommer att vara i DCS standard. Hoppas nu bara saker och ting inte tar ytterligare 10 år!!!

För de som vill prova att spaka Su-25T a.k.a Frogfoot gratis så hittar ni senaste DCS World på länken nedan (rekommenderar BitTorrent länken som ni hittar längst ner)...

Hämta senaste DCS World här...

/KC
#47


Quote
Aloha from the CWRÃ,² Team!

If you asked where the August DLC was, now here's your answer.
We worked hard in the past weeks and we're happy to present you the fourth (and definitely last) Cold War RearmedÃ,² Demo. (Yeah I know, we said that last time too)
Besides the many units, weapons, and vehicles from the past Demo and a lot of big and small fixes this one also contains:

* All 5 original Terrains from OFP, all with updated terrain textures and little enhancements
* Assistant MG, AT and LAW/RPG units added
* Squad leaders added to West and East factions
* M151 and Willy's Jeeps added (thanks vilas)
* Ladas added
* Gaz-24 added
* Round parachutes added (thanks ACE2 Mod)
* Upgraded 6G30 and MM1 launchers (thanks hcpookie)
* Some more editor objects from the OFP days are back, e.g. tables with maps
* Old ugly field hospital replaced with one from ArmA2
* All previous 'DLC' added (Scud, Cessna and Kamov)
And a lot more I can't remember now.

As a 'little bonus' we also included:
* Saint Adam Terrain by Jakerod
* Dutch Marines units and weapons by Sander
* British Armed Forces units, weapons and vehicles by Col Stagler

This release is dedicated to James 'Planck' McNicoll.
You will be missed and we're sure you would be happy with what we achieved in the past years.

  http://forums.bistudio.com/showthread.php?139742-Cold-War-RearmedÃ,²-Demo-4


Nice att kunna återbesöka de gamla ställena Malden, Everon, Nogova etc. Det är 3.5+ GB så enklast att suga hem den med BitTorrent.

/KC

#48
Quote
Colleagues detained in Greece

Since last Sunday, when two Bohemia Interactive, a.s. employees, were arrested on the Greek island of Lemnos, much speculation about what happened has circulated online. Itââ,¬â,,¢s been rumoured that they entered restricted military areas or gathered photographic references of military bases in order to improve the visual fidelity of Arma 3, a PC game currently under development by our company. Far in advance of any formal charges - only hours after they were detained by the local police - many media outlets immediately suggested spying and, only one day later, specifically referenced Arma 3.

Having travelled there, and after meeting personally with them both, as well as their lawyer who is fully acquainted with the Greek authorityââ,¬â,,¢s investigation file in detail, we can assure you that these insinuations are completely false and without substance. These employees - our friends, Ivan Buchta and Martin Pezlar - visited the island as tourists. Their holiday was a product of their interest in the island, triggered by their work on Arma 3 over the past two years of development.

They took photographs and videos in public areas, as countless tourists arriving to enjoy the beauty and hospitality of Greece may well do. These included a short video as they drove through the main road passing around the international airport, where in one short part of the video off in the distance some hangars and other buildings of the complex can be seen. It's very likely that many tourists may have pictures similar to those taken by Ivan and Martin in their own family albums, without being aware that they put themselves or their families at risk.

We sincerely hope that the whole situation is no more than an unfortunate and deep misunderstanding. The in-game Limnos is close to completion, and itââ,¬â,,¢s far from an identical replication of the real place. It was heavily modified to fit the gameââ,¬â,,¢s backstory, a purely fictional 2035 setting. It was rescaled to only 75% of the real island, and it does not attempt to display any real world military installations situated on the island of Lemnos.

To summarize the situation:

ââ,¬Â¢They visited Lemnos on their holiday as tourists.
ââ,¬Â¢They did not enter any military area.
ââ,¬Â¢They did not take any pictures of any military objects to be used in Arma 3.

Martin and Ivan, currently being detained in Mytilene, relayed this message to their friends and family:

"The conditions are tough, but the people we meet treat us fairly and correctly. It is all a completely absurd misunderstanding that will certainly be quickly explained. We mainly think of you, our families; you have to stay calm and not to worry about us. We hope we will meet soon."

We apologize for any possible delay or lack of communication regarding this important matter. At present, all and every possible effort goes towards supporting Ivan and Martin, their families, and to getting the guys safely back home. Any form of support for our imprisoned colleagues and friends will be more than welcome.

Källor: http://forums.bistudio.com/showthread.php?139922-Colleagues-detained-in-Greece
http://www.bistudio.com/english/home/news/company/330-update-lemnos-arrests


/KC

#49
För ~300 USD kan man beställa ett developers kit. Verkar lovande men undrar om det kommer att slå igenom denna gång? De ha ju nått sitt mål på 250K USD med råge och om tillräckligt många nya spel/simmar stöder det finns det ju en chans...

http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game

Crowdfunding i sitt esse :)

/KC
#50
Quote
VERSION 1.62 HIGHLIGHTS
-----------------------

* Multiplayer optimizations, security and server improvements
* Overall stability was improved with numerous tweaks and fixes
* Added new video options (Post-Process Anti-Aliasing, Alpha To Coverage)
* Additional AI improvements and numerous bug fixes
* Resolved issues with several training missions
* Added a lot of new script commands for content makers

* Documentation to accompany these changes is available on our community wiki BIKI: http://community.bistudio.com/ and our BIForum http://forums.bistudio.com/

Uppdaterar även A2, BAF och PMC till senaste versioner...

http://www.arma2.com/index.php?option=com_rokdownloads&view=file&Itemid=20&id=803%3Aarma-2-combined-operations--operation-arrowhead--reinforcements-patch-1&lang=en

/KC

#51
Allmänt / Windows 8 - Flip eller Flopp?
June 09, 2012, 20:37:29
Vad jag sett och läst såhär långt så för Desktop användning säger jag flopp!

Vad tror ni andra om detta nya "pekboks OS"?



;)

/KC
#52
DCS / Flaming cliffs / Mer DCS på gång!
June 02, 2012, 15:38:34
Verkar som det börjar lossna nu för DCS serien även om det lär dröja ett tag till innan vi ser dessa i DCS World... Har ingen erfarenhet av IRIS men de gör plan till MS Flightsim.

Quote
2012-2015 Product Listing

Okay, we've had the green light from TFC to let you all know the products we have planned from the IRIS team over the next 3 year development cycle. (I hope they won't take that long to make! lol)

Contracts have been signed for the following products;

IRIS F-15E Strike Eagle for DCS World
IRIS F-22 Raptor for DCS World
IRIS F-14D Tomcat for DCS World

  http://forums.eagle.ru/showpost.php?p=1472303&postcount=1

Mer...

  http://forums.eagle.ru/showthread.php?t=89403

Ser fram emot en tvåsitsig F-15E Strike Eagle och håller tummarna för att fler tredjeparts utvecklare hoppar på så vi får se en DCS: Apache med mera!

Time will tell!

/KC

#53
Iron Front: Liberation 1944

Detta är ingen addon utan ett helt fristående spel på ArmA II motorn.

  http://ironfront.deepsilver.com/en/

Ni som lirar World of Tanks lär nog gilla det nya skadesystemet för tanks... beskrivs lite i denna video...

Iron Front: Liberation 1944 | Exclusive Tank Armor Preview

Köpes här...

  https://store.bistudio.com/iron-front

/KC
#54
Quote
J.S.R.S. - Jarhead's Sounds Redeployment Systems

This version of the JSRS project is to provide the player with the feeling of auditory perception and an experience of tonal varietyââ,¬â€both of which are unique and yet was non-existent. This provides a much richer and immersive experience in-game.

The J.S.R.S. Sound modification project desires to provide a major aspect of the sound experience within ArmA that has been severely lacking. Boasting over 1800 samples, all of which were originally adapted, rejected, and have been completely redesigned into a reproduction of powerful sounds which elevates both the game and its players to a higher level of the virtual combat reality experience.

A milestone of J.S.R.S. - version 1.4 uses a wonderful system which replicates for its users changes in sounds based on various distancesââ,¬â€both near and far alike as well as both a spatial location and arrangement of the delay, describing the sound. A unique and exciting new feature of J.S.R.S., it captures you, touches the senses and sends you on a sonic journey.
...

  http://www.armaholic.com/page.php?id=11549

En av de bästa jag testat, kräver dock en del av burken... 1.5+ GB data.... men är modulär så den är enkel  att slimma ner.

/KC

#55
Allmänt / Kinect till PC
February 02, 2012, 19:08:08
En av anledningarna till varför jag hängt kvar vid min historiska TrackIR 2:a. Kinect'en är iofs ganska mycket dyrare men klarar så mycket mer (i.e tracka hela kroppen, tracka flera personer etc.). Undras vilken som blir första sim som stöder Kinect?

  http://www.pcworld.com/article/249128/kinect_for_windows_available_now_for_250.html

/KC
#56
Operation Flashpoint / ARMA / PSO-1 scope tutorial
February 02, 2012, 17:15:25
Om ni har problem att få "one shot, one kill" med Druganoven se denna lilla tutorial...

  http://arma.armedzone.com/arma-2-videos/arma-2-pso-1-sniping-tutorial-w-svd-and-ksvk/

/KC

#57
Operation Flashpoint / ARMA / Spot the difference
January 28, 2012, 11:39:02
ArmA II är inte 100% fotorealistsikt ännu men vi har kommit en bra bit på väg...

  http://www.bbc.co.uk/news/in-pictures-16745015

/KC
#58
Köpes och säljes / HOTAS Cougar PCB köpes
January 18, 2012, 18:42:13
Försöker få igång en trasig Cougar och letar efter kretskortet som sitter i joystick delen (kan fixa bild om det behövs). Någon som har en "reservdels" Cougar liggandes och skräpar?

/KC
#59
IL-2 / CoD / BoS / Patch 4.11 släppt!
January 13, 2012, 00:37:42
 :)

http://forum.1cpublishing.eu/showthread.php?t=29039

Kudos till Team Daidalos!

På väg ner, för sent för test ikväll men ser fram mot att testa den nya AI'n...

Quote
...
Clouds & land mass blocks AI's ability to see other planes behind them. For example it is  possible to evade attacking AI plane by hiding in clouds. AI planes will also try to hide in clouds
in certain conditions.

AI's own plane will block their line of sight. This is calculated from the plane's collision model. For example basically all planes cannot see directly below them, unless the plane has ventral/bottom gunner that can cover the underside. For example plane like Blenheim has blind spot rear & behind since it has no tail/bottom gunner. Plane like B-17 with bottom/rear
gunners cannot be surprised from rear & behind like Blenheim (during daylight).

Occasionally fighters will execute roll maneuvers to get a look directly below them. When fighter is pulling positive G's to get a lead shot and target goes invisible under nose, AI will not see the target. Instead of aiming at the actual target, AI is shooting at estimated target which position is extrapolated based on the last real observations. Much like human brain would do.

AI pilot's ground collision detection is improved and now they will detect ground obstacles in front of them better. Previously AI always crashed into certain kind of hill/mountain which has too steep slope.

Environment factors such as darkness affects how well planes can be seen. AI is blind against attack from sun and planes show up better as silhouette against moon. Planes are spotted more easier if they emit smoke, fire, condensation trail or have lights on or are illuminated by
searchlight.

Also ships & ground AAA and aircraft gunners have the same clouds/ground/environment restrictions as AI pilots.
...

/KC

#60


Efter 8 månaders arbete och ett 50+ Betas samt 6 stycken Release Candidates är 1.60 äntligen här med major improvements - speciellt gällande MP och AI men mycket mer! En sak är säker ingen annan game/sim kommer i närheten av BIS support!

Quote
VERSION 1.60 HIGHLIGHTS
-----------------------

* New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
* Multiplayer is much smoother, no more warping, includes number of fixes, optimizations and improvements
* Netcode, VON and dedicated server fixes plus configuration additions in place
* Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
* AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
* Aircraft & Helicopters simulation received slight improvements
* ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most from really annoying bugs
* official expansions & product combinations unified in way to allow easier operation of all distributions (separated installs/Steam/Desura) for build-in expansions manager
* Documentation to accompany these changes is available on our community wiki BIKI: http://community.bistudio.com/ and our BIForum http://forums.bistudio.com/
* ARMA 2: BAF and ARMA 2: PMC got their share of fixes too
   
Version 1.59-1.60 Changelog
---------------------------

   * Improved: Expansions manager, registry controlled expansions
    * Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719)
    * Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200)
    * New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
    * Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754)
    * Fixed: Failed to load TextureHeaderManager from file on Linux servers
    * Changed: AI airplane always using lights during landing, taxiing and takeoff.
    * Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
    * Improved: Airborne airplanes now rendered in larger distances.
    * Changed: AI airplane always using lights during landing, taxiing and takeoff.
    * Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
    * New: Ground effect computed for airplanes (0-10% depending on height)
    * New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
    * Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478)
    * New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
    * New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
    * Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
    * Added: HitPart event now contains Ammo type name
    * Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
    * New: Player name validation when editing a profile name.
    * New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591)
    * Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
    * New: Editor: Visual indication of the selected target for CYCLE waypoint.
    * Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668)
    * Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702)
    * New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg
    * Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)
    * Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)
    * MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)
    * Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)
    * Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)
    * Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)
    * Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)
    * Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)
    * Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
    * Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)
    * Changed: AI gunner is no longer firing at friendly units when ordered to target them.
    * Fixed: Locked MP role slots after BattlEye kick.
    * Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)
    * Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
    * Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)
    * Improved thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)
    * Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)
    * Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)
    * Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)
    * Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)
    * New: A command line argument -par=filename can be specified to provide a parameter file (http://dev-heaven.net/issues/26103)
    * New: Window title includes player name when running windowed to make testing with multiple instances easier.
    * Fixed: Tanks were not damaged under water when fps was very high (http://dev-heaven.net/issues/25835)
    * Improved: Improved AI/autopilot landing abilities (http://dev-heaven.net/issues/25419)
    * Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768)
    * Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12)
    * New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)
    * Fixed: Shadows were not cast on on-surface objects, like helipads.
    * Changed: attachTo with the same object no longer resets attached object orientation (http://dev-heaven.net/issues/25272)
    * Fixed: There was no debriefing after MP game ends after saving the game.
    * Fixed: MP: Bullet tracers of remote vehicles not reliable (http://dev-heaven.net/issues/25601).
    * Fixed: SaveVar did not work in MP Campaign.
    * New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
    * Fixed: Crash or game corruption when loading a game with clients already connected (http://dev-heaven.net/issues/24676)
    * New: Server admin can check build numbers of clients using #userlist.
    * Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
    * Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
    * Fixed: Reassign allowed clients to use a role reserved for a host.
    * Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
    * Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225)
    * Changed: Init handlers executed immediately, not queued for later execution like other events.
    * Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75)
    * Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (http://dev-heaven.net/issues/25266#note-8)
    * Fixed: Bullets damage reduced too much over distance (http://dev-heaven.net/issues/11479)
    * Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (http://dev-heaven.net/issues/16261)
    * New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
    * Fixed: in config parameter initTurn in turrets work again
    * Improved: Direct damage is no longer artificaly reduced for lying soldiers (http://dev-heaven.net/issues/20441)
    * Optimized: Unknown targets no longer saved, significantly reducing savegame size.
    * Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
    * Fixed: Group names were not reused after deleteGroup (http://dev-heaven.net/issues/11483)
    * Improved: AI smarter in using binoculars.
    * Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (http://dev-heaven.net/issues/25230)
    * Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (http://dev-heaven.net/issues/14766)
    * Fixed: script command FOR (BASIC) can use capital characters in variable
    * Optimized: MP: Improved server performance in complex missions.
    * Optimized: MP: Reduced number of messages send during JIP to complex missions.
    * Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
    * Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
    * Fixed: MP game crashed after loading a save from a complex mission (http://dev-heaven.net/issues/24676)
    * Fixed: AI was often not watching unidentified targets (causing http://dev-heaven.net/issues/24631)
    * Fixed: turret tug after crew turn-in
    * Improved: loading of binarized bikb files now supported.
    * Improved: MP: Remote units should move a lot smoother.
    * Fixed: DisableSerialization breaks spawn script variables after Load.
    * New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
    * Optimized: MP: Reduced bandwidth used by standing AI soldiers.
    * Fixed: MP: Remote units jumping back when stopping (http://dev-heaven.net/issues/24034)
    * Fixed: MP: Reduced bandwith usage in missions with many soldiers.
    * Improved: Better error message shown when memory allocation fails because of too small page file.
    * Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
    * Fixed: Weapons on pylons changed positions after fireAtTarget (http://dev-heaven.net/issues/24046)
    * Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
    * Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
    * Fixed: Possible crash after calling joinSilent and deleteVehicle.
    * Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
    * Fixed: AI not engagign through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438).
    * Fixed: Lipsync for radio not working.
    * Fixed: AI no longer seeing through dense grass (http://dev-heaven.net/issues/5785)
    * Fixed: Attached objects no longer causing slow car movement.
    * Improved: AI skill settings in difficulty options easier to use.
    * Improved: Soldier movement more natural when doing "scan horizon".
    * Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (http://dev-heaven.net/issues/23160)
    * Fixed: AI units often not engaging close enemies (http://dev-heaven.net/issues/18951, http://dev-heaven.net/issues/22935)
    * New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
    * Fixed: Most units had maximum skill, ignoring values set in the mission (http://dev-heaven.net/issues/4483)
    * Fixed: More space for GameSpy QR2 signature key answer.
    * Fixed: low game fps causing innacurate AI weapon aiming (see also http://dev-heaven.net/issues/22974)
    * Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
    * Fixed: tugging tracks on tanks
    * Fixed: AI units no longer firing at empty enemy vehicles (http://dev-heaven.net/issues/5183)
    * Fixed: Walking no longer causes prone-style recoil to be used. (http://dev-heaven.net/issues/22828)
    * Fixed: AI no longer considering a car horn as a threat.
    * Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (http://dev-heaven.net/issues/7578)
    * Fixed: Enemy fire no longer reported by units which cannot be aware of it.
    * Fixed: Units equipped with NVG no longer turn on the flashlights on their own (http://dev-heaven.net/issues/13041)
    * Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (http://dev-heaven.net/issues/6638)
    * Improved: AI considering threats uphill from it a bit more when planning a path.
    * Fixed: Object variable space was not cleared reset between missions (http://dev-heaven.net/issues/13620)
    * Fixed: Sky sometimes changing abruptly (http://dev-heaven.net/issues/8072)
    * Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
    * Fixed: AI vehicles could spot previously known targets even out of their visual cone (http://dev-heaven.net/issues/18846)
    * Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
    * Fixed: Signature checking of BAF/PMC addons.
    * New: Command line option -nosound to run the game without accessing audio devices.
    * Optimized: Some background file operations are faster, esp. with low fps (should fix http://dev-heaven.net/issues/22227)
    * Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future)
    * Fixed: Weapons no leaving hands while turning when prone
    * Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
    * Improved: AI helicopter attempt to land when hit during an attach run.
    * Fixed: Crash opportunity when camera object was deleted.
    * Improved: AI landing more reliable with broken back rotor.
    * New: AI FSMs can be disabled using unit disableAI "FSM".
    * Fixed: AI road vehicle avoidance improved.
    * Fixed: PMC videos flashing (since 80298).
    * Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
    * Fixed: No longer display names of buildings hidden by accuracy (http://dev-heaven.net/issues/20503)
    * Fixed: Occasional fps drop when AI was getting in a vehicle.
    * Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
    * Fixed: AI planes were climing/diving wildly during formation flying.
    * Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
    * Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (http://dev-heaven.net/issues/2314)
    * Optimized: Reduced frame rate drops caused by texture loading (http://dev-heaven.net/issues/14397)
    * New: Mods can be configured using Windows Registry.
    * Fixed: AI warping at distance in singleplayer (http://dev-heaven.net/issues/1915)
    * New: parameter "angle" for reflectors
    * Fixed: Possible freeze after alt-tab in window mode.
    * New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
    * Fixed: Airplane sometimes crashed after landing autopilot was activated.
    * Fixed: Crash when assembling GMG, L2A1 crew served weapons.
    * New: AI able to STOL on runways shorter than 500 m.
    * Impoved: Aircraft can be placed on carrier deck in the editor.

Uppdaterar även A2, BAF och PMC till senaste versioner...

http://www.arma2.com/index.php?Itemid=20&option=com_rokdownloads&view=folder&lang=en

/KC