Altiplano, Desert Terrain

major_desync has released new terrain called Altiplano for arma3.

Background: Altiplano is situated in the Andes along the borders of several South American nations. It is a high plateau, only sparsely populated due to its aridity and extreme altitude (at least 3,700 m above sea level).

Once the almost exclusive province of mining companies, the great open-cast pits became econonomically inviable. Their closure left abandoned mining camps and other infrastructure strewn across the high desert. These bases were soon repurposed to support the construction of solar energy plants by the Agola Corporation in an attempt to revitalise the region. Later, Altiplano came to be used for other more clandestine purposes. Regional governments constructed clandestine research installations far from the prying eyes of oversight committees or the media. Drug cartels, meanwhile, also appreciated the border region’s isolation. Their smuggling camps dot the rugged mountains and dry canyons, moving constantly in an unending game of cat and mouse with national and international drug enforcement agencies.

Recently, tensions between NATO and CSAT have led to new frontlines being drawn in the plateaus of the Andes, as each bloc backed its own proxies among the nations of South America. The old mining camps and aerodromes are now occupied by international “stabilisation forces”. Ostensibly deployed to prevent long-smouldering border disputes igniting into brush fire wars, this military build-up has only added more fuel to the pyre. As NATO and CSAT face off around the world, it takes only a single spark to set Altiplano ablaze.

Features:
Terrain dimensions: 20.5 km x 20.5 km
Terrain area: 420 sq. km
Height map resolution: 5 m/pixel
Elevation range: 3727 m to 4495 m
Approx 400,000 objects – all A3 only; no map addons required.
Vast majority of buildings enterable.

High-altitude desert terrain, with salt flats, dry riverbeds, rocky canyons and mountain ridges.
1 large military base with extensive fortifications, barracks, offices, hospital and airmobile facilities.
1 large biosciences facility, with research domes, offices, fortifications, and a construction site.
1 air-base, with associated navigation and early warning radome installations.
A range of industrial facilities including 6 solar energy plants, 2 factory compounds, junk and container yards, and several isolated outlying installations.

Note: Altiplano’s high altitude affects the aerodynamic performance of helicopters and planes.
The following aircraft cannot take off in Altiplano:
NATO: AL-6 Pelican; AR-2 Darter; UH-80 Ghosthawk; AH-99 Blackfoot.
CSAT: Jinaah AL-6; Tayran AR-2; Mi-290 Taru.
Independents: AL-6 Pelican; AR-2 Darter; CH-49 Mohawk; WY-55 Hellcat.
Civilian: All drones; FH-302.

Additionally, the NATO AH-9 Pawnee and MH-9 Hummingbird and the civilian M-900 lose lift and cannot operate above 4,000 m.

Altiplano’s size, topography, ground cover, and locations make it perfect for large scale motorised, mechanised and armoured warfare scenarios. It is also well suited to hit and run raids by insurgents or special forces against well-fortified installations.

This addon is released under the Arma Public Licence Share Alike (APL-SA) licence.

Known Issues:
1: AI vehicles intermittently have difficulty pathfinding across road bridges.
2: Fog does not function properly. It cannot be set above 1,000 m in Eden and produces odd visual effects in Zeus.

Credits & Thanks:
Silola for the X-Cam mod which was used to place most of the objects in this terrain.
Mikero, whose tools underwrite most of the the Arma modding community.
BIS for producing the Arma series.

This terrain is dedicated to the memory of Paul “Bushlurker” Pelosi (1960-2017).

Download steam workshop

Source bis forum

ArmA 3 v1.68 Update with 64bit Executable

ArmA 3 v1.68 Update with 64bit Executable is here finally!

Engine update highlights:
– 64bit executable
– Terrains in the main Editor Menu are now sorted alphabetically
– A new crosshair difficulty option (to disable the crosshair and crew aim indicator in vehicles; CCIP is visible only in optics)
– Missiles now support sub-munitions. Previously, such feature was reserved only for CfgAmmo classes with simulation “shotSubmunitions”. Now “shotMissile” works with it as well.
– It is now possible to transport non-vehicle objects in vehicles (via scripting only)
– The disassemble action is now available for vehicles with dead crew (e.g. static weapons)
– AI drivers of tracked vehicles should now drive more reliably in specific cases (less zig-zagging in high speeds, low-speed turning around)
– AI following a path should now be more precise
– The total amount of groups was increased by a factor of 2
– PhysX objects movement and collision precision were improved
– The speed of vehicles commanded to move should now be smoother
– Difficulty preset changes: waypoints and commands are now hidden on veteran difficulty
– Waypoints are now permanently visible on Regular difficulty once again
– Dead crew of static weapons is now ejected
– Switching from combat pace to a sprint is now more fluent
– Field of View in aircraft is no longer scaled according to their speed
– Fixed: It was not possible to connect to a Linux server once it loaded too many addons
– Fixed: Armored vehicles would not attack targets properly on Dedicated Servers
– Fixed: Planes controlled by AI were unable to lock a target
– Fixed: Framerate drop when opening a map in several mods
– Fixed: Gunship / UAV gunner optics were shaking when the pilot maneuvered an aircraft in multiplayer
– Fixed: Vehicles would start braking too late and could miss their waypoints

Source dev.arma3.com

ArmA 3 Steam Tools and Samples Update!

Terrain Builder:
– Fixed: Some connection issues with buldozer

Samples, Scenario Design:
– Added: Sample of a Combat Patrol scenario

Source dev.arma3.com

CBA_A3 v3.2.0.1702224

This version implements the MRT Accessory Functions into CBA and updates Joint Rails to be compatible with the latest weapons and attachments of the base game. It also contains various optimizations to ensure smooth gameplay and some miscellaneous bug fixes.

CHANGE LOG SUMMARY:

ADDED: Custom chat commands (#507) commy2
ADDED: MRT Accessory Functions (#513, #555) robalo
ADDED: Function for tracking projectiles (#534) bux
ADDED: CBA_fnc_insert (#542) 654wak654
ADDED: Japanese translation (#544) classicarma
ADDED: Updated Joint Rails for 1.66 weapons and attachments (#552) robalo
ADDED: Optional timeout parameter for CBA_fnc_waitUntilAndExecute (#560) 654wak654
ADDED: XEH support for new 1.66 eventhandlers (#575) commy2
ADDED: “CBA_attachmentSwitched” event (#582) PabstMirror
ADDED: CBA_fnc_hashKeys (#590, #591) dedmen commy2
OPTIMIZED: CBA settings use hidden Eden category (#540) BaerMitUmlaut
OPTIMIZED: Use new entities syntax for XEH (#548) dedmen
OPTIMIZED: An if statement in state machine (#550) jameslkingsley
OPTIMIZED: CBA_fnc_formatNumber using new toFixed command (#562) PabstMirror
OPTIMIZED: CBA player eventhandlers using new engine events (#574, #595) commy2 PabstMirror
OPTIMIZED: Substitude functions to reduce eventhandler recompile times (#588, #593) commy2
OPTIMIZED: CBA_fnc_reject (#589) dedmen
FIXED: CBA_fnc_nearPlayer doesn’t ignore headless client logics (#545) Cuel
FIXED: AI lowering and raising weapon repeatedly (#551, #570) SilentSpike
FIXED: Keybinding tooltip position wrong (#556) PabstMirror
FIXED: Script error on headless clients (#557, #558) shukari, commy2
FIXED: XEH preInit doesn’t run when switching terrain in Eden (#563) PabstMirror
FIXED: RETNIL and RETDEF in scheduled env. (#566, #576, #577) Dorbedo commy2 PabstMirror
FIXED: XEH initPost running twice (#567, #578) SilentSpike PabstMirror
FIXED: Problems with CBA task modules (#571) SilentSpike
FIXED: Patrol pattern of CBA_fnc_taskPatrol (#572) SilentSpike
FIXED: CBA_fnc_getArea broken with area arrays (#579) PabstMirror
FIXED: Keybindings using Shift, Ctrl, or Alt (#583) PabstMirror
FIXED: CBA_fnc_getPos doesn’t copy position array (#584, #586) highhead commy2
FIXED: CBA_fnc_randPos working not as expected (#587) commy2
FIXED: seatSwitchedMan event will not be overridden correctly (#592) commy2
FIXED: A function header (#594) commy2

Change log for CBA v3.2

KNOWN ISSUES:

Some CBA keybinds might not appear in the controls menu. The easiest currently known workaround is to create a new user profile.

Source github

Community Upgrade Project Terrains v1.3

Community Upgrade Project (CUP) Terrains v1.3 was released today (well 01-30-17).

To recap what the packages encompass:
CUP Terrains Core – A1 & A2 buildings and objects – no required addons
CUP Terrains Maps – A1 & A2 maps – requires CUP Terrains Core
CUP Terrains CWA – CWR² buildings, objects and maps – requires CUP Terrains Core and CUP Terrains Maps
CUP Terrains Complete – contains the previous mentioned packages (Core, Maps, and CWA) all in one download

Get it from CUP Download page.

Source bis forum topic

X-Cam-Taunus v1.0

Silola has released X-Cam-Taunus v1.0 terrain.

We are pleased to announce that we have completed the first version of the X-Cam-Taunus map. This version is around 95% completed and we want to release the final version later this year.

We would like to thank everyone who helped us with more or less work and knowledge and we hope that the Arma community will enjoy the beautiful places we’ve created. We also want to thank Bohemia Interactive for providing such a great game with the possibilities to built a map like Taunus, even that we have placed 99,99% of all objects with X-Cam 😉

X-Cam-Taunus facts
Object count is 5.658.123
Map size is 20480×20480 m
Grid size is 4096 cells
Cell size is 5 m
Sat/Mask size is 10240 m
Citys and Villages 34
Airports 2

Known issues
– No dust on all surfaces
– Some flickering textures
– Some missplaced objects
– Some unfinished areas
– Some zones with wrong sat and mask settings

Required addons: CUP Terrains

Source bis forum topic