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https://youtu.be/yjht4YsS4UA
BYTES!!!
🇻🇳 S.O.G. Prairie Fire - DLC Vietnam
Moderador: C. Misiones & Noticias
- <A2>JEFE_7PC
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Re: DLC Vietnam
Tiene muy buena pinta:
Campaña cooperativa multijugador (hasta 14 jugadores)
Es el año 1968 y la Guerra de Vietnam está llegando a su punto máximo. Como equipo de reconocimiento de élite MACV-SOG “Columbia”, su misión es detener el flujo de materiales por el sendero Ho Chi Minh. Su equipo debe participar en operaciones clandestinas en Laos y Camboya, cazando y destruyendo al PAVN 559th Transportation Group y sus numerosas unidades de seguridad. Sienta la adrenalina de operar en las profundidades de un territorio hostil mientras el Ejército Popular de Vietnam intenta rastrear, localizar e invadir a su equipo.
Escrita junto con ex líderes del equipo de reconocimiento de la élite MACV-SOG de las Fuerzas Especiales de EE. UU., Esta campaña totalmente actuada por voz consta de 6 misiones cooperativas altamente reproducibles con dificultad dinámica y capacidad multijugador de entrada / salida.
5 escenarios para un jugador
Para aquellos que no estén familiarizados con la Guerra de Vietnam, 2 nuevos escenarios de Exhibición para un jugador ayudan a familiarizar a los jugadores con las armas, vehículos y equipos utilizados durante ese tiempo.
Además, hay un escenario de exhibición para un jugador completamente narrado tanto para PAVN como para MACV que presenta a los jugadores el mundo del combate en la jungla y la guerra histórica.
La misión de helicóptero adicional “Ash and Trash” también se puede disfrutar como un escenario para un solo jugador.
Campaña cooperativa multijugador (hasta 14 jugadores)
Es el año 1968 y la Guerra de Vietnam está llegando a su punto máximo. Como equipo de reconocimiento de élite MACV-SOG “Columbia”, su misión es detener el flujo de materiales por el sendero Ho Chi Minh. Su equipo debe participar en operaciones clandestinas en Laos y Camboya, cazando y destruyendo al PAVN 559th Transportation Group y sus numerosas unidades de seguridad. Sienta la adrenalina de operar en las profundidades de un territorio hostil mientras el Ejército Popular de Vietnam intenta rastrear, localizar e invadir a su equipo.
Escrita junto con ex líderes del equipo de reconocimiento de la élite MACV-SOG de las Fuerzas Especiales de EE. UU., Esta campaña totalmente actuada por voz consta de 6 misiones cooperativas altamente reproducibles con dificultad dinámica y capacidad multijugador de entrada / salida.
5 escenarios para un jugador
Para aquellos que no estén familiarizados con la Guerra de Vietnam, 2 nuevos escenarios de Exhibición para un jugador ayudan a familiarizar a los jugadores con las armas, vehículos y equipos utilizados durante ese tiempo.
Además, hay un escenario de exhibición para un jugador completamente narrado tanto para PAVN como para MACV que presenta a los jugadores el mundo del combate en la jungla y la guerra histórica.
La misión de helicóptero adicional “Ash and Trash” también se puede disfrutar como un escenario para un solo jugador.
Última edición por carlosvigas el 07 Jul 2021, 11:37, editado 1 vez en total.
- <A2>Braddock
- Soldado A2
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Re: DLC Vietnam
carlosvigas escribió: ↑17 Jun 2021, 10:09 Tiene muy buena pinta:
Campaña cooperativa multijugador (hasta 14 jugadores)
Es el año 1968 y la Guerra de Vietnam está llegando a su punto máximo. Como equipo de reconocimiento de élite MACV-SOG “Columbia”, su misión es detener el flujo de materiales por el sendero Ho Chi Minh. Su equipo debe participar en operaciones clandestinas en Laos y Camboya, cazando y destruyendo al PAVN 559th Transportation Group y sus numerosas unidades de seguridad. Sienta la adrenalina de operar en las profundidades de un territorio hostil mientras el Ejército Popular de Vietnam intenta rastrear, localizar e invadir a su equipo.
Escrita junto con ex líderes del equipo de reconocimiento de la élite MACV-SOG de las Fuerzas Especiales de EE. UU., Esta campaña totalmente actuada por voz consta de 6 misiones cooperativas altamente reproducibles con dificultad dinámica y capacidad multijugador de entrada / salida.
5 escenarios para un jugador
Para aquellos que no estén familiarizados con la Guerra de Vietnam, 2 nuevos escenarios de Exhibición para un jugador ayudan a familiarizar a los jugadores con las armas, vehículos y equipos utilizados durante ese tiempo.
Además, hay un escenario de exhibición para un jugador completamente narrado tanto para PAVN como para MACV que presenta a los jugadores el mundo del combate en la jungla y la guerra histórica.
La misión de helicóptero adicional “Ash and Trash” también se puede disfrutar como un escenario para un solo jugador.
Hola carlosvigas antes de participar en la comunidad necesitamos que nos indiques tu edad ya que esta comunidad es +18 y te presentes en el foro pertinente
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- <A2>JEFE_7PC
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- <A2>JEFE_7PC
- Soldado A2
- Mensajes: 7031
- Registrado: 28 Abr 2011, 13:59
- <A2>JEFE_7PC
- Soldado A2
- Mensajes: 7031
- Registrado: 28 Abr 2011, 13:59
- <A2>JEFE_7PC
- Soldado A2
- Mensajes: 7031
- Registrado: 28 Abr 2011, 13:59
- <A2>The_Ericking
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Nuevo contenido S.O.G. Prairie fire
actualizacion del dlc de vietnam esto es lo que incluye
https://forums.bohemia.net/forums/topic ... nt=3445965
07-09-2021
S.O.G. Prairie Fire v1.1
New Content
Added: Khe Sanh Terrain 15x15km
Added: Vehicle M151A1 (TOW)
Added: Vehicle Car (Boheme Bonn)
Added: Vehicle Car (Boheme Rodina)
Added: Vehicle Car (Boheme Kupe)
Added: Vehicle Van (Boheme Krabice)
Added: Vehicle Van (Boheme Krabice/ DP-27)
Added: Static Weapon V-11M Twin 37mm AA gun
Added: Static Weapon Type 56 75mm Recoilless Rifle
Added: Static Weapon L/60 Mk3 40mm Autocannon
Added: Static weapon L/70 Mk2 20mm Autocannon
Added: Rifle M63A Commando
Added: Rifle M63A LMG
Added: Rifle Mk1 UDG
Added: SMG M1928 Tommy Gun
Added: SMG M1928A1 Tommy Gun
Added: SMG M1A1 Tommy Gun
Added: SMG M1A1 Tommy Gun (shorty)
Added: SMG MPU (with suppressor attachment)
Added: SMG VZ.61
Added: Handgun VZ.61 (Sidearm)
Added: Uniform SEAL 1 (ERDL)
Added: Uniform SEAL 1 (Olive Dirty)
Added: Uniform SEAL 1 (Olive)
Added: Uniform SEAL 1 (Tiger Green)
Added: Uniform SEAL 1 (Tiger)
Added: Uniform SEAL 2 (ERDL)
Added: Uniform SEAL 2 (Olive Dirty)
Added: Uniform SEAL 2 (Olive)
Added: Uniform SEAL 2 (Tiger Green)
Added: Uniform SEAL 2 (Tiger)
Added: Uniform SEAL 3 (Blue)
Added: Uniform SEAL 4 (Blue)
Added: Uniform SEAL 5 (ERDL)
Added: Uniform SEAL 5 (Olive Dirty)
Added: Uniform SEAL 5 (Olive)
Added: Uniform SEAL 5 (Tiger Green)
Added: Uniform SEAL 5 (Tiger)
Added: Uniform SEAL 6 (ERDL)
Added: Uniform SEAL 6 (Olive Dirty)
Added: Uniform SEAL 6 (Olive)
Added: Uniform SEAL 6 (Tiger Green)
Added: Uniform SEAL 6 (Tiger)
Added: Uniform UDT 1 (Blue/ Khaki)
Added: Uniform UDT 1 (Blue/ Tiger)
Added: Uniform UDT 1 (Yellow/ Khaki)
Added: Uniform UDT 1 (Yellow/ Tiger)
Added: Uniform UDT 2 (Blue/ Khaki)
Added: Uniform UDT 2 (Blue/ Tiger)
Added: Uniform UDT 2 (Yellow/ Khaki)
Added: Uniform UDT 2 (Yellow/ Tiger)
Added: Uniform UDT 3 (Beaver Wetsuit)
Added: Headgear Helmet M56
Added: Headgear Helmet SSh-40
Added: Facewear Face mask - SEAL (diver)
Added: Vest - SEAL (diver)
Added: Vest - SEAL (Grenadier)
Added: Vest - SEAL (Medic)
Added: Vest - SEAL (MG)
Added: Vest - SEAL (Rifleman)
Added: Vest - SEAL (Scout)
Added: Vest - SEAL (TL)
Added: Backpack Pack - SEAL (tanks - only used by vest)
Added: Backpack Pack - NVA (Type 56)
Added: Prop SOG 35mm camera
New Variants
Added: Headgear Pith Helmet (NVA/ net)
Added: Headgear Pith Helmet (VC/ net)
Added: Headgear Pith Helmet (VPN/ net)
Added: Headgear Helmet M1 (Net 1)
Added: Headgear Helmet M1 (Net 2)
Added: Headgear Helmet M1 (ROK/ Jungle)
Added: Headgear Helmet M1 (ROK/ Sand)
Added: Headgear Helmet M1 (Tiger/ Net 1)
Added: Headgear Helmet M1 (Tiger/ Net 2)
Added: Headgear Helmet M1 Net 1 (Camo)
Added: Headgear Helmet M1 Net 2 (Camo)
Content Changes
Changed: OH-6 Removed duplicate proxies from Shadow LOD.
Changed: OH-6 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; new class HitPoints, removing redundant inherited classes; greatly increased ability to withstand ground impact (on skids); fixed alignment of hStabilizerR1 hit points.
Changed: OH-6 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Changed: OH-6 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed.
Changed: UH34 Removed proxies from Shadow LOD
Changed: UH34 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Increased ability to withstand ground impact (on wheels); Hitpoints altered (engine, transmission, fuel).
Changed: UH34 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Changed: UH34 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed.
Changed: UH-1 Updated UH1 rotor blur proxy mesh to be more authentic.
Changed: UH-1 Added 'shadow' to pilots artificial horizon ball
Changed: UH-1 Updated lods to appear less blocky and remove vanishing windows.
Changed: UH-1 Removed proxies from Shadow LOD.
Changed: UH-1 Replaced Fire Geometry penetration material 20mm armour plating with metal, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids).
Changed: UH-1 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds; Fixed non-damaging window glass.
Changed: UH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed.
Changed: UH-1 updated rotor blur
Changed: F-4 Replaced interior glass material to reduce/remove glare.
Changed: F-4 Updated lods to appear less blocky ingame and remove vanishing windows.
Changed: F-4 Changes made bring it in line with vanilla jet configuration:Reversed the tailhook animationSource so that 1 is up; Added condition to prevent tail hook being deployed while not in the air; Changed eventhandlers for AI landing to same format as Black Wasp.
Changed: F-4 Removed proxies from Shadow LOD.
Changed: F-4 Added chaff dispensers F-4B (Navy), 60 pieces dispensed in x2 (30 shots) or x10 (6 shots); F-4C (USAF), 10 pieces dispensed in 1 shot.
Changed: F-4 Added ACRE / TFAR support.
Changed: F-4 removed wing fold animation option in Virtual Garage from USAF variants
Changed: AH-1 removed proxies from Shadow LOD.
Changed: AH-1 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids).
Changed: AH-1 Added an anti-tail strike skid to Geometry and Geo Phys LOD; Updated damage rvmat to use the same _as texture and specular values as the undamaged; Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Changed: AH-1 Removed PilotCamera.
Changed: AH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed
Changed: Mi-2 removed proxies from Shadow LOD.
Changed: Mi-2 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed
Changed: BTR40 glass armor increased
Changed: BTR40 removed NVG and thermal modes from gunner optics view
Changed: BTR40 removed turretInfoType, discreteDistance & discreteDistanceIndex from class ViewOptics
Changed: BTR40 Shadow updated
Changed: Nasty removed CCIP from L/60 40mm, replaced with manual zeroing
Changed: Nasty significantly increased indirectHitRange on L/60 40mm HE ammo
Changed: set default loaded magazine to HEAT, rather than HE, so that AI are effective against Armour
Changed: Characters reduced ammo supply max for packs to 1% of former value
Changed: Characters Optimised vest ballistic protection
Changed: Characters Small shape adjustment for jungle boots
Changed: Characters small adjustment to k2b 02 uniform/ fix for feet
Changed: Characters Fixed Nomex gloves weighting on fingers
Changed: Characters Refined weighting for some vests to reduce clipping with uniforms
Changed: Characters Fixed weighting for RTO ciso pack's wire deformation in some poses
Changed: Characters Update M1 helmet normal map
Changed: all static weapons removed proxies from Shadow LOD.
Changed: ZPU4 Improved textures.
Changed: m1919a4 low Adjusted elevation max to remove arm stretch and geometry collision with ground
Changed: SA-2 Guidance improvement and damage reduction
Changed: Static TOW Added Reticle; Reduced max. elev. to remove clipping issues.
Changed: Minor adjustments to camo wraps to remove clipping
Changed: M16 Adjusted eyepoint for CQB.
Changed: vn_suppressor_9_base / vn_suppressor_45_base: use audibleFire values closer to vanilla, to make the 9mm/.45 suppressors quieter to AI/ balanced with other suppressors.
Changed: melee Added config entries to melee weapons for updated changes to the melee weapon checking system.
Changed: all scopes Set magnification levels and disabled zoom for SKS / M38 / M4956 scopes; Minor adjustments to some sniper scope reticles
Changed: XM177 XM148 Added new foregrip for use with the xm148
Changed: Cam Lao Nam Underwater details around strategic objectives and throughout rivers
Changed: Cam Lao Nam richer seabottom surface clutter
Changed: Credits
Changed: Vehicle jukebox system reworked, selecting an option in the list will automatically start playing. Selecting a different song will stop the first song and start the new song automatically. The play/stop button has been replaced with a dedicated "STOP" button.
Changed: Hardcoded classes in the melee system have been changed to config classes to allow access to modders.
Changed: Add switchableTurrets framework; Lock switchableTurrets in 3DEN
Changed: Added empty option for tunnel module garrison size.
Changed: Mike Force logistics config is now the default Creator DLC logistics config.
Changed: Increased the volume of the music used in the vehicle jukebox system
Changed: Firegeo + shadow clean up on vn_us_pallet_stack_01
Changed: ammo crates added refined maximumLoad values
Changed: ammo crates added all new accessories, mags and weapons to ammo crates
Changed: Fire geo clean up of inconsistencies: vn_house_big_03_f; vn_multistorybuilding_03_f;vn_cathedral_02_f; vn_slum_04_f; vn_shop_city_03_f + 04 + 05 + 06.
Changed: Reduced engine noise in CH34 cutscene in main menu
Changed: Numerous editor classname improvements
Changed: Numerous editor classname improvements
Changed: Reduced number of possible dates for easter egg events.
Changed: Aligned the "hold to skip" text in the campaign debriefing menu
Changed: Increased overall UI font size
Changed: added mass180 to all weapon packs
Changed: Updated credits with name change
Changed: Radio support module reduced the number of napalm and flechette rockets fired.
Changed: Powerpoles killed eventhandler script to cut down powerlines fixed to use all ATL height script commands. The previous version had mixed ASL ATL heights in use.
Changed: Set powerlines armor to 10 to make them properly destructible
Content Fixes
Fixed: OH-6 Corrected movement direction of anti-torque pedals in AFM.
Fixed: OH-6 Increased length of rear fin in Geometry and Geo Phys LOD's to prevent tail-strikes.
Fixed: OH-6 Fixed incorrect spawning of a crew member into the cargo FFV seat
Fixed: UH34 Removed unused muzzle flash proxies from Gunner/Pilot/Cargo LOD; Removed unused pylon proxy from Shadow LOD
Fixed: UH34 Added external right side slice of LOD 0 to Gunner LOD 0, so that gunner in optics view sees the exterior when leaning out; M1919 re-enabled Cargo LOD 7 for crew chief optics view, removing clipping; Moved M1919 gunnerview memory point closer to the sights to prevent clipping.
Fixed: UH34 AI now unable to fly with folded rotors.
Fixed: UH34 right M1919 door gunner animation; Straightened spine to move head backwards and eliminate weapon clipping.
Fixed: UH-1 Fixed broken rotor bend display in last res LOD.
Fixed: UH-1 Reduced yaw sensitivity on UH-1D
Fixed: F-4 Fixed Navy Phantom wing folding.
Fixed: F-4 adjusted AA missiles to not use LOAL
Fixed: F-4 Disabled bomb computer when manual fire on; Fix for grayscale bug. IR Sensor added.
Fixed: F-4 Fixed two bug issues with the Phantom tail hook: AI wouldn't auto deploy it for landing / After landing useraction didn't reset.
Fixed: F-4 Fixed pilot attitude indicator and standby attitude indicator to animate in the correct direction.
Fixed: F-4 Fixed copilot compass animations to rotate in the correct direction
Fixed: F-4 Centreline gunpods on the Phantom do not fire if a wing gunpod is also fitted
Fixed: F-4 death upon ejection
Fixed: F-4 updated Shadow LOD 0, adding canopy frame, front gear struts, tail hook, engine shields, pitot tube
Fixed: Mi-2 Split engine hitpoints into 2; Corrected door_main in Hitpoints LOD.
Fixed: Mi-2 Added rear anti-tail strike to Geometry and Geometry Physx LOD; Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Greatly increased ability to withstand ground impact (on skids); Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Fixed: Bicycle Fixed exploding wrecks / disabled killed EventHandler
Fixed: M151 Removed duplicate component from Fire Geometry; Fixed windscreen invulnerability
Fixed: BTR40 added discreteDistance & discreteDistanceIndex to ZPU ranging
Fixed: BTR40 moved aperture in armoured hatches downwards for improved visibility
Fixed: BTR40 armoured hatch textures adjusted for mesh change / added to View Geometry
Fixed: BTR40 glass can now be damaged (visual + sound) and destroyed; glass in armoured hatches added to Fire Geometry; glass selections removed from periscopes, set-up as child bones in skeleton; glass2 hitpoint class given correct hitpoint and visual selection names; glass added to damage rvmat swapping; glass hitpoints correctly animated
Fixed: Z-157 added Ammo Truck to Virtual Garage
Fixed: Z-157 added option to manually hide the front canopy to Virtual Garage
Fixed: Nasty Misplaced engine destruction smoke effect;
Fixed: Nasty added SimpleObject class
Fixed: Nasty L/70 20mm weapon classes in CfgWeapons added, allowing correction of mg effects
Fixed: Shantou MP Zeus spawning not showing textures
Fixed: Shantou Added SimpleObject class
Fixed: Sampans MP zeus spawning not showing any textures
Fixed: Added SimpleObject class
Fixed: Motorboats Added SimpleObject class
Fixed: Characters NVA/VC sappers not being able to repair vehicles
Fixed: Howitzer / Anti-Tank Guns Increased magazine reload to 6s
Fixed: 105mm Howitzer flares burn out before reaching their intended location.
Fixed: 105mm Howitzer M60 Smoke Shells for artillery that caused damage
Fixed: Static DP28 Removed faulty LOD 6.
Fixed: Static DP28 AI being underground under their knees
Fixed: Fan Song Moved memory point further away from vehicle so that player doesn't get stuck on exit
Fixed: Fan Song updated Shadow LOD 0
Fixed: M101 Adjusted UV on m101 prop shell; Corrected shell proxy position in lod 2
Fixed: M101 Moved ARVN M101 Anti-tank Gun from Artillery to Turrets category.
Fixed: Static TOW Added reload animations; Added hide spare magazines as they are fired; Update static TOW mags anim on assembly; Fixed AI gunners not firing at targets.
Fixed: all pistols Sight precision improved
Fixed: rifles Sight precision improved - K50m / M16/ PK/ PPS
Fixed: M1891 Mem points re-aligned
Fixed: MP40 Mem points re-aligned
Fixed: PPS Mem points re-aligned
Fixed: M38 mem points re-aligned
Fixed: Mat 49 mem points re-aligned & adjusted suppressor
Fixed: M1 Carbine mem points re-aligned
Fixed: M4956 mem points re-aligned
Fixed: some submachine guns Added missing maxzeroing values; Arsenal range values improved.
Fixed: melee incorrect animations being used for melee weapons.
Fixed: buckshot and flechette ammo number of pellets and spread angle.
Fixed: M14 Toe Popper direct and indirect damage more harmful/ effective against AI.
Fixed: M72 LAW Used model tube spawning too high if player was not at terrain level.
Fixed: Mk22 Pistol Corrected entry for Mk22 pistol description to 9mm.
Fixed: HD Pistol texture adjustment.
Fixed: M40 Rifle Adjusted memory points to align better
Fixed: M14 Rifle Adjusted M14 reticle
Fixed: MC10 Adjusted length of MC10 suppressor.
Fixed: US Compass Fixed Azimuth at zero in mils.
Fixed: CamLaoNam Several missing and misaligned objects
Fixed: CamLaoNam Remade number of cliff formations where too large object scale allowed clipping into object geometry
Fixed: CamLaoNam Missing AI pathing over dykes and craters
Fixed: CamLaoNam Dyke surface speed coef
Fixed: error popup when `bis_fnc_arsenal_center` is not defined in `vn_fnc_onArsenalOpened` function.
Fixed: melee would not correctly work in some situations
Fixed: handgun melee not working
Fixed: Radio backpack actions were removing the action from both the body and player unit when respawning. The actions being removed will now be checked to make sure the condition of the action being removed is the same as the intended action.
Fixed: Duplicate rank in vehicle rank check for whitelisted arsenal system.
Fixed: incorrect tunnel object being saved to the tunnel module object’s namespace.
Fixed: 'does not return array' issue in the configuration of the SAM restriction module.
Fixed: players could not restrict units from making death sounds.
Fixed: players wouldn’t be able to move if they attempted to drag a unit with sprint toggled on.
Fixed: vn_revive_incapacitated_mobile variable not being reset when a unit respawned.
Fixed: Removed the possibility for a trap to spawn if the search option has been disabled by the mission creator.
Fixed: incorrect index being used when calling for artillery support when an option was hidden due to a condition.
Fixed: owner of the radio support not being defined. Kills from radio support calls will now correctly mention the player who called in the support in the killfeed if a friendly fire incident occurs.
Fixed: The tunnel module will now kill AI who escape the tunnel and land on the terrain outside of the tunnel complex.
Fixed: Updated Voice Hints for COOP01 and COOP05 for "Xin loi" instead of "Xin hua"
Fixed: tagging in music files
Fixed: music track durations in configs to improve radio playback
Fixed: Replaced demo version of "Fire in the Sky" with final track
Fixed: Missing track in Zeus Music player
Fixed: indestructible ammoboxes no longer indestructible
Fixed: hut river series path lod updated
Fixed: Added "class house" to dykes to help with AI pathing
Fixed: Craters changed to house type to get the AI paths work.
Fixed: all relevant buildings: destructionfx and ruin spawn
Fixed: VN_fnc_sniper_tree_init: Remove systemChat
Fixed: Spider Holes: corrected editor category for VC spider holes; replaced NVA with VC in VC spider holes; no longer invulnerable.
Fixed: shop city 1: Ladder 1 trigger area
Fixed: vn_radar_01_antenna_body_f: View Geo blocking ai view
Fixed: Fixes vn_bagbunker_large_f/ and vn_bagbunker_small_f
Fixed: path lods for vn_hut series updated with additional in points for easier AI access
Fixed: Several displayname/ description strings using plain text
Fixed: Weird angle for melee weapon butt animation intersect checking, increased length from 1m to 2m.
Fixed: Radio support will only set shot parents if the script is run in multiplayer. Should avoid creating issues in single player missions.
Fixed: unknown animation sources Land_vn_u_barracks_v2_f
Fixed: Unaccessible ladder points for AI on vn_fence_bamboo_02_gate
Fixed: RPT errors vn_lampshabby_f_02
Gameplay changes
Changes
Changed: Warlords Removed static weapon backpacks from the arsenal.
Changed: Zeus Added VN revive module and QOL module to all VN Zeus missions.
Changed: Bright Light More visible codebook / radio
Changed: Eldest Son Added memorial slides before ending
Changed: Campaign Enable saving in coop missions in "multiplayer solo mode"
Fixes
Fixed: Endgame Hanoi floating sandbag wall
Fixed: Endgame Saigon floating dirt
Fixed: Endgame Saigon issue where objective buildings could be destroyed by explosives.
Fixed: Endgame Saigon issue where respawn point was spawning people in rock objects.
Fixed: Endgame Saigon issue where a destroyed building would cause a vehicle respawn point to continually spawn and explode.
Fixed: Eldest Son/ Ma Bell Updated "Xin Hua" to "Xin Loi" in voice / subtitles.
Fixed: Temporary Duty / The Village Enable user saving
Hay vietnam para rato xD
https://forums.bohemia.net/forums/topic ... nt=3445965
07-09-2021
S.O.G. Prairie Fire v1.1
New Content
Added: Khe Sanh Terrain 15x15km
Added: Vehicle M151A1 (TOW)
Added: Vehicle Car (Boheme Bonn)
Added: Vehicle Car (Boheme Rodina)
Added: Vehicle Car (Boheme Kupe)
Added: Vehicle Van (Boheme Krabice)
Added: Vehicle Van (Boheme Krabice/ DP-27)
Added: Static Weapon V-11M Twin 37mm AA gun
Added: Static Weapon Type 56 75mm Recoilless Rifle
Added: Static Weapon L/60 Mk3 40mm Autocannon
Added: Static weapon L/70 Mk2 20mm Autocannon
Added: Rifle M63A Commando
Added: Rifle M63A LMG
Added: Rifle Mk1 UDG
Added: SMG M1928 Tommy Gun
Added: SMG M1928A1 Tommy Gun
Added: SMG M1A1 Tommy Gun
Added: SMG M1A1 Tommy Gun (shorty)
Added: SMG MPU (with suppressor attachment)
Added: SMG VZ.61
Added: Handgun VZ.61 (Sidearm)
Added: Uniform SEAL 1 (ERDL)
Added: Uniform SEAL 1 (Olive Dirty)
Added: Uniform SEAL 1 (Olive)
Added: Uniform SEAL 1 (Tiger Green)
Added: Uniform SEAL 1 (Tiger)
Added: Uniform SEAL 2 (ERDL)
Added: Uniform SEAL 2 (Olive Dirty)
Added: Uniform SEAL 2 (Olive)
Added: Uniform SEAL 2 (Tiger Green)
Added: Uniform SEAL 2 (Tiger)
Added: Uniform SEAL 3 (Blue)
Added: Uniform SEAL 4 (Blue)
Added: Uniform SEAL 5 (ERDL)
Added: Uniform SEAL 5 (Olive Dirty)
Added: Uniform SEAL 5 (Olive)
Added: Uniform SEAL 5 (Tiger Green)
Added: Uniform SEAL 5 (Tiger)
Added: Uniform SEAL 6 (ERDL)
Added: Uniform SEAL 6 (Olive Dirty)
Added: Uniform SEAL 6 (Olive)
Added: Uniform SEAL 6 (Tiger Green)
Added: Uniform SEAL 6 (Tiger)
Added: Uniform UDT 1 (Blue/ Khaki)
Added: Uniform UDT 1 (Blue/ Tiger)
Added: Uniform UDT 1 (Yellow/ Khaki)
Added: Uniform UDT 1 (Yellow/ Tiger)
Added: Uniform UDT 2 (Blue/ Khaki)
Added: Uniform UDT 2 (Blue/ Tiger)
Added: Uniform UDT 2 (Yellow/ Khaki)
Added: Uniform UDT 2 (Yellow/ Tiger)
Added: Uniform UDT 3 (Beaver Wetsuit)
Added: Headgear Helmet M56
Added: Headgear Helmet SSh-40
Added: Facewear Face mask - SEAL (diver)
Added: Vest - SEAL (diver)
Added: Vest - SEAL (Grenadier)
Added: Vest - SEAL (Medic)
Added: Vest - SEAL (MG)
Added: Vest - SEAL (Rifleman)
Added: Vest - SEAL (Scout)
Added: Vest - SEAL (TL)
Added: Backpack Pack - SEAL (tanks - only used by vest)
Added: Backpack Pack - NVA (Type 56)
Added: Prop SOG 35mm camera
New Variants
Added: Headgear Pith Helmet (NVA/ net)
Added: Headgear Pith Helmet (VC/ net)
Added: Headgear Pith Helmet (VPN/ net)
Added: Headgear Helmet M1 (Net 1)
Added: Headgear Helmet M1 (Net 2)
Added: Headgear Helmet M1 (ROK/ Jungle)
Added: Headgear Helmet M1 (ROK/ Sand)
Added: Headgear Helmet M1 (Tiger/ Net 1)
Added: Headgear Helmet M1 (Tiger/ Net 2)
Added: Headgear Helmet M1 Net 1 (Camo)
Added: Headgear Helmet M1 Net 2 (Camo)
Content Changes
Changed: OH-6 Removed duplicate proxies from Shadow LOD.
Changed: OH-6 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; new class HitPoints, removing redundant inherited classes; greatly increased ability to withstand ground impact (on skids); fixed alignment of hStabilizerR1 hit points.
Changed: OH-6 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Changed: OH-6 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed.
Changed: UH34 Removed proxies from Shadow LOD
Changed: UH34 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Increased ability to withstand ground impact (on wheels); Hitpoints altered (engine, transmission, fuel).
Changed: UH34 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Changed: UH34 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed.
Changed: UH-1 Updated UH1 rotor blur proxy mesh to be more authentic.
Changed: UH-1 Added 'shadow' to pilots artificial horizon ball
Changed: UH-1 Updated lods to appear less blocky and remove vanishing windows.
Changed: UH-1 Removed proxies from Shadow LOD.
Changed: UH-1 Replaced Fire Geometry penetration material 20mm armour plating with metal, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids).
Changed: UH-1 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds; Fixed non-damaging window glass.
Changed: UH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed.
Changed: UH-1 updated rotor blur
Changed: F-4 Replaced interior glass material to reduce/remove glare.
Changed: F-4 Updated lods to appear less blocky ingame and remove vanishing windows.
Changed: F-4 Changes made bring it in line with vanilla jet configuration:Reversed the tailhook animationSource so that 1 is up; Added condition to prevent tail hook being deployed while not in the air; Changed eventhandlers for AI landing to same format as Black Wasp.
Changed: F-4 Removed proxies from Shadow LOD.
Changed: F-4 Added chaff dispensers F-4B (Navy), 60 pieces dispensed in x2 (30 shots) or x10 (6 shots); F-4C (USAF), 10 pieces dispensed in 1 shot.
Changed: F-4 Added ACRE / TFAR support.
Changed: F-4 removed wing fold animation option in Virtual Garage from USAF variants
Changed: AH-1 removed proxies from Shadow LOD.
Changed: AH-1 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids).
Changed: AH-1 Added an anti-tail strike skid to Geometry and Geo Phys LOD; Updated damage rvmat to use the same _as texture and specular values as the undamaged; Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Changed: AH-1 Removed PilotCamera.
Changed: AH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed
Changed: Mi-2 removed proxies from Shadow LOD.
Changed: Mi-2 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed
Changed: BTR40 glass armor increased
Changed: BTR40 removed NVG and thermal modes from gunner optics view
Changed: BTR40 removed turretInfoType, discreteDistance & discreteDistanceIndex from class ViewOptics
Changed: BTR40 Shadow updated
Changed: Nasty removed CCIP from L/60 40mm, replaced with manual zeroing
Changed: Nasty significantly increased indirectHitRange on L/60 40mm HE ammo
Changed: set default loaded magazine to HEAT, rather than HE, so that AI are effective against Armour
Changed: Characters reduced ammo supply max for packs to 1% of former value
Changed: Characters Optimised vest ballistic protection
Changed: Characters Small shape adjustment for jungle boots
Changed: Characters small adjustment to k2b 02 uniform/ fix for feet
Changed: Characters Fixed Nomex gloves weighting on fingers
Changed: Characters Refined weighting for some vests to reduce clipping with uniforms
Changed: Characters Fixed weighting for RTO ciso pack's wire deformation in some poses
Changed: Characters Update M1 helmet normal map
Changed: all static weapons removed proxies from Shadow LOD.
Changed: ZPU4 Improved textures.
Changed: m1919a4 low Adjusted elevation max to remove arm stretch and geometry collision with ground
Changed: SA-2 Guidance improvement and damage reduction
Changed: Static TOW Added Reticle; Reduced max. elev. to remove clipping issues.
Changed: Minor adjustments to camo wraps to remove clipping
Changed: M16 Adjusted eyepoint for CQB.
Changed: vn_suppressor_9_base / vn_suppressor_45_base: use audibleFire values closer to vanilla, to make the 9mm/.45 suppressors quieter to AI/ balanced with other suppressors.
Changed: melee Added config entries to melee weapons for updated changes to the melee weapon checking system.
Changed: all scopes Set magnification levels and disabled zoom for SKS / M38 / M4956 scopes; Minor adjustments to some sniper scope reticles
Changed: XM177 XM148 Added new foregrip for use with the xm148
Changed: Cam Lao Nam Underwater details around strategic objectives and throughout rivers
Changed: Cam Lao Nam richer seabottom surface clutter
Changed: Credits
Changed: Vehicle jukebox system reworked, selecting an option in the list will automatically start playing. Selecting a different song will stop the first song and start the new song automatically. The play/stop button has been replaced with a dedicated "STOP" button.
Changed: Hardcoded classes in the melee system have been changed to config classes to allow access to modders.
Changed: Add switchableTurrets framework; Lock switchableTurrets in 3DEN
Changed: Added empty option for tunnel module garrison size.
Changed: Mike Force logistics config is now the default Creator DLC logistics config.
Changed: Increased the volume of the music used in the vehicle jukebox system
Changed: Firegeo + shadow clean up on vn_us_pallet_stack_01
Changed: ammo crates added refined maximumLoad values
Changed: ammo crates added all new accessories, mags and weapons to ammo crates
Changed: Fire geo clean up of inconsistencies: vn_house_big_03_f; vn_multistorybuilding_03_f;vn_cathedral_02_f; vn_slum_04_f; vn_shop_city_03_f + 04 + 05 + 06.
Changed: Reduced engine noise in CH34 cutscene in main menu
Changed: Numerous editor classname improvements
Changed: Numerous editor classname improvements
Changed: Reduced number of possible dates for easter egg events.
Changed: Aligned the "hold to skip" text in the campaign debriefing menu
Changed: Increased overall UI font size
Changed: added mass180 to all weapon packs
Changed: Updated credits with name change
Changed: Radio support module reduced the number of napalm and flechette rockets fired.
Changed: Powerpoles killed eventhandler script to cut down powerlines fixed to use all ATL height script commands. The previous version had mixed ASL ATL heights in use.
Changed: Set powerlines armor to 10 to make them properly destructible
Content Fixes
Fixed: OH-6 Corrected movement direction of anti-torque pedals in AFM.
Fixed: OH-6 Increased length of rear fin in Geometry and Geo Phys LOD's to prevent tail-strikes.
Fixed: OH-6 Fixed incorrect spawning of a crew member into the cargo FFV seat
Fixed: UH34 Removed unused muzzle flash proxies from Gunner/Pilot/Cargo LOD; Removed unused pylon proxy from Shadow LOD
Fixed: UH34 Added external right side slice of LOD 0 to Gunner LOD 0, so that gunner in optics view sees the exterior when leaning out; M1919 re-enabled Cargo LOD 7 for crew chief optics view, removing clipping; Moved M1919 gunnerview memory point closer to the sights to prevent clipping.
Fixed: UH34 AI now unable to fly with folded rotors.
Fixed: UH34 right M1919 door gunner animation; Straightened spine to move head backwards and eliminate weapon clipping.
Fixed: UH-1 Fixed broken rotor bend display in last res LOD.
Fixed: UH-1 Reduced yaw sensitivity on UH-1D
Fixed: F-4 Fixed Navy Phantom wing folding.
Fixed: F-4 adjusted AA missiles to not use LOAL
Fixed: F-4 Disabled bomb computer when manual fire on; Fix for grayscale bug. IR Sensor added.
Fixed: F-4 Fixed two bug issues with the Phantom tail hook: AI wouldn't auto deploy it for landing / After landing useraction didn't reset.
Fixed: F-4 Fixed pilot attitude indicator and standby attitude indicator to animate in the correct direction.
Fixed: F-4 Fixed copilot compass animations to rotate in the correct direction
Fixed: F-4 Centreline gunpods on the Phantom do not fire if a wing gunpod is also fitted
Fixed: F-4 death upon ejection
Fixed: F-4 updated Shadow LOD 0, adding canopy frame, front gear struts, tail hook, engine shields, pitot tube
Fixed: Mi-2 Split engine hitpoints into 2; Corrected door_main in Hitpoints LOD.
Fixed: Mi-2 Added rear anti-tail strike to Geometry and Geometry Physx LOD; Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Greatly increased ability to withstand ground impact (on skids); Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds.
Fixed: Bicycle Fixed exploding wrecks / disabled killed EventHandler
Fixed: M151 Removed duplicate component from Fire Geometry; Fixed windscreen invulnerability
Fixed: BTR40 added discreteDistance & discreteDistanceIndex to ZPU ranging
Fixed: BTR40 moved aperture in armoured hatches downwards for improved visibility
Fixed: BTR40 armoured hatch textures adjusted for mesh change / added to View Geometry
Fixed: BTR40 glass can now be damaged (visual + sound) and destroyed; glass in armoured hatches added to Fire Geometry; glass selections removed from periscopes, set-up as child bones in skeleton; glass2 hitpoint class given correct hitpoint and visual selection names; glass added to damage rvmat swapping; glass hitpoints correctly animated
Fixed: Z-157 added Ammo Truck to Virtual Garage
Fixed: Z-157 added option to manually hide the front canopy to Virtual Garage
Fixed: Nasty Misplaced engine destruction smoke effect;
Fixed: Nasty added SimpleObject class
Fixed: Nasty L/70 20mm weapon classes in CfgWeapons added, allowing correction of mg effects
Fixed: Shantou MP Zeus spawning not showing textures
Fixed: Shantou Added SimpleObject class
Fixed: Sampans MP zeus spawning not showing any textures
Fixed: Added SimpleObject class
Fixed: Motorboats Added SimpleObject class
Fixed: Characters NVA/VC sappers not being able to repair vehicles
Fixed: Howitzer / Anti-Tank Guns Increased magazine reload to 6s
Fixed: 105mm Howitzer flares burn out before reaching their intended location.
Fixed: 105mm Howitzer M60 Smoke Shells for artillery that caused damage
Fixed: Static DP28 Removed faulty LOD 6.
Fixed: Static DP28 AI being underground under their knees
Fixed: Fan Song Moved memory point further away from vehicle so that player doesn't get stuck on exit
Fixed: Fan Song updated Shadow LOD 0
Fixed: M101 Adjusted UV on m101 prop shell; Corrected shell proxy position in lod 2
Fixed: M101 Moved ARVN M101 Anti-tank Gun from Artillery to Turrets category.
Fixed: Static TOW Added reload animations; Added hide spare magazines as they are fired; Update static TOW mags anim on assembly; Fixed AI gunners not firing at targets.
Fixed: all pistols Sight precision improved
Fixed: rifles Sight precision improved - K50m / M16/ PK/ PPS
Fixed: M1891 Mem points re-aligned
Fixed: MP40 Mem points re-aligned
Fixed: PPS Mem points re-aligned
Fixed: M38 mem points re-aligned
Fixed: Mat 49 mem points re-aligned & adjusted suppressor
Fixed: M1 Carbine mem points re-aligned
Fixed: M4956 mem points re-aligned
Fixed: some submachine guns Added missing maxzeroing values; Arsenal range values improved.
Fixed: melee incorrect animations being used for melee weapons.
Fixed: buckshot and flechette ammo number of pellets and spread angle.
Fixed: M14 Toe Popper direct and indirect damage more harmful/ effective against AI.
Fixed: M72 LAW Used model tube spawning too high if player was not at terrain level.
Fixed: Mk22 Pistol Corrected entry for Mk22 pistol description to 9mm.
Fixed: HD Pistol texture adjustment.
Fixed: M40 Rifle Adjusted memory points to align better
Fixed: M14 Rifle Adjusted M14 reticle
Fixed: MC10 Adjusted length of MC10 suppressor.
Fixed: US Compass Fixed Azimuth at zero in mils.
Fixed: CamLaoNam Several missing and misaligned objects
Fixed: CamLaoNam Remade number of cliff formations where too large object scale allowed clipping into object geometry
Fixed: CamLaoNam Missing AI pathing over dykes and craters
Fixed: CamLaoNam Dyke surface speed coef
Fixed: error popup when `bis_fnc_arsenal_center` is not defined in `vn_fnc_onArsenalOpened` function.
Fixed: melee would not correctly work in some situations
Fixed: handgun melee not working
Fixed: Radio backpack actions were removing the action from both the body and player unit when respawning. The actions being removed will now be checked to make sure the condition of the action being removed is the same as the intended action.
Fixed: Duplicate rank in vehicle rank check for whitelisted arsenal system.
Fixed: incorrect tunnel object being saved to the tunnel module object’s namespace.
Fixed: 'does not return array' issue in the configuration of the SAM restriction module.
Fixed: players could not restrict units from making death sounds.
Fixed: players wouldn’t be able to move if they attempted to drag a unit with sprint toggled on.
Fixed: vn_revive_incapacitated_mobile variable not being reset when a unit respawned.
Fixed: Removed the possibility for a trap to spawn if the search option has been disabled by the mission creator.
Fixed: incorrect index being used when calling for artillery support when an option was hidden due to a condition.
Fixed: owner of the radio support not being defined. Kills from radio support calls will now correctly mention the player who called in the support in the killfeed if a friendly fire incident occurs.
Fixed: The tunnel module will now kill AI who escape the tunnel and land on the terrain outside of the tunnel complex.
Fixed: Updated Voice Hints for COOP01 and COOP05 for "Xin loi" instead of "Xin hua"
Fixed: tagging in music files
Fixed: music track durations in configs to improve radio playback
Fixed: Replaced demo version of "Fire in the Sky" with final track
Fixed: Missing track in Zeus Music player
Fixed: indestructible ammoboxes no longer indestructible
Fixed: hut river series path lod updated
Fixed: Added "class house" to dykes to help with AI pathing
Fixed: Craters changed to house type to get the AI paths work.
Fixed: all relevant buildings: destructionfx and ruin spawn
Fixed: VN_fnc_sniper_tree_init: Remove systemChat
Fixed: Spider Holes: corrected editor category for VC spider holes; replaced NVA with VC in VC spider holes; no longer invulnerable.
Fixed: shop city 1: Ladder 1 trigger area
Fixed: vn_radar_01_antenna_body_f: View Geo blocking ai view
Fixed: Fixes vn_bagbunker_large_f/ and vn_bagbunker_small_f
Fixed: path lods for vn_hut series updated with additional in points for easier AI access
Fixed: Several displayname/ description strings using plain text
Fixed: Weird angle for melee weapon butt animation intersect checking, increased length from 1m to 2m.
Fixed: Radio support will only set shot parents if the script is run in multiplayer. Should avoid creating issues in single player missions.
Fixed: unknown animation sources Land_vn_u_barracks_v2_f
Fixed: Unaccessible ladder points for AI on vn_fence_bamboo_02_gate
Fixed: RPT errors vn_lampshabby_f_02
Gameplay changes
Changes
Changed: Warlords Removed static weapon backpacks from the arsenal.
Changed: Zeus Added VN revive module and QOL module to all VN Zeus missions.
Changed: Bright Light More visible codebook / radio
Changed: Eldest Son Added memorial slides before ending
Changed: Campaign Enable saving in coop missions in "multiplayer solo mode"
Fixes
Fixed: Endgame Hanoi floating sandbag wall
Fixed: Endgame Saigon floating dirt
Fixed: Endgame Saigon issue where objective buildings could be destroyed by explosives.
Fixed: Endgame Saigon issue where respawn point was spawning people in rock objects.
Fixed: Endgame Saigon issue where a destroyed building would cause a vehicle respawn point to continually spawn and explode.
Fixed: Eldest Son/ Ma Bell Updated "Xin Hua" to "Xin Loi" in voice / subtitles.
Fixed: Temporary Duty / The Village Enable user saving
Hay vietnam para rato xD
Leal hasta la muerte a mis compañeros, el mas alto sentimiento de patriotismo guia todos mis actos.
- <A2>Japo32
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