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Maio

Arma 3: Confirmed features | info & discussion

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NOTE

The information contained within this thread was collected from developer statements and media. Some of the features listed reach as far back as 2011 and may not be present in the game, as Arma 3 is a WIP title and features may be removed during development.

Use this thread to post confirmed features. I will update the first post with new information once it's posted here.

PLEASE keep it civilized and on topic .

If you mentioned something new and it's not added to the list by the end of the day , PM me with the info .

All information newer then a week will be blue.

_____________________________________________________________

GAME REQUIREMENTS

MINIMUM

OS: Windows Vista SP2 / Windows 7 SP1

PROCESSOR: Intel Dual-Core 2.4 GHz / AMD Dual-Core Athlon 2.5 GHz

GRAPHICS: NVIDIA GeForce 8800GT / ATI Radeon HD 3830 / Intel HD Graphics 4000

GPU MEMORY: 512 MB

DirectX® 10

RAM: 2 GB

HARD DRIVE: 15 GB free space

HARD DRIVE (ALPHA): 10 GB free space

AUDIO: DirectX® compatible on-board

OTHER: Internet connection and free Steam account to activate

RECOMMENDED

OS: Windows Vista SP2 / Windows 7 SP1

PROCESSOR: Intel Core i5-2300 / AMD Phenom II X4 940

GRAPHICS: Nvidia GeForce GTS 560 / AMD Radeon HD 7750

GPU MEMORY: 1 GB

DirectX® 11

RAM: 4 GB

HARD DRIVE: 25 GB free space

HARD DRIVE (ALPHA): 20 GB free space

AUDIO: DirectX® compatible soundcard

OTHER: Internet connection and free Steam account to activate

NOTE Pettka has confirmed that PhysX in Arma3 works fine on systems with ATI/AMD cards. PhysX will be handled by your CPU(processor) and not your GPU (video card)

____________________________________________________________

|Release date: 12th of September 2013|



ArmA 3 will be STEAM exclusive

Game features :

Game engine:

  • Physical simulation & improved animations:
    The game will make use of PhysX 3 for player, vehcile and other interactions
  • Volumetric clouds
  • The net code is being optimized.
  • 4 times more detailed ground textures
  • Improved Data-Streaming
  • Improved micro AI and path finding
  • Improved water simulation (visually as well as physically)
  • Blending from animations to rag doll
  • Higher particle limit
  • New lighting tech/HDR ( JC twitter feed)
  • JAVA
  • Render to Texture
  • Improved lighting tech
  • Stereo sounds for weapons and vehicles estimated to use around 50 samples for their engine and exhaust, and 20 samples for the wheels on differing terrain.
  • New system of hearing weapon reports at different ranges, with distance attenuation and filtering
  • Steam workshop integration for publishing mission directly from the editor

Artistic direction:

  • The game will feature more powerfull sounds, similar to popular sound mods.
  • The sources for much of the audio are also more authentic. Ambient sounds such as the sea, insects, winds, footsteps, etc have been recorded on Lemnos.
  • Heat haze effect for fires and engines
  • Smoke will be dynamic

Game play:

  • Customizable Soldier Load:
    Choose your uniform (2), assemble your weapon kit, change your load out, get loaded up.
  • Multiplayer Gameplay:
    Challenge both cooperative & competitive scenarios with full support of dedicated servers for both Windows and Linux.
  • Completely Extensible & Moddable:
    Design & create countless customizable scenarios using the intuitive & easy-to-use mission editor.
  • Underwater operations now supported (2)
  • HALO
  • The majority of the buildings on Altis and Stratis are enterable and can be destroyed. .
  • Weapon modification on the fly is now possible.
  • Action menus will be improved
  • Helicopter sounds will be on par with the ones in TOH.
  • The player will be able to remotely operate mortars .
  • Improved MP interface
  • Hands now move with the steering wheel.
  • Different muzzle flash samples
  • Grenade launcher zeroing works like in real life.
  • Shock waves will be simulated.
  • Improved UAV's
  • Improved artillery system- set the angle etc manually
  • Vehicles can now be towed.
  • Micro UAV's that can be deployed on a squad level.
  • Some weapons platforms can be operated remotely and some can function on their own.
  • All the stationary armament can be dismantled and transported by troops or vehicles.
  • The MP chat system will be improved.
  • Working mirrors and MFD's
  • Underwater combat is now possible
  • Movement and aiming has been improved
  • firing stances such as shooting while prone on the back
  • The ToH flight model will be the default flight model for all the helicopters and will be used in the SP campaign as well. ToH flight model not confirmed.
  • Weapon stations can now be used both in full screen (ArmA 2 style) and PiP mode.
  • Ability to switch between optical scopes and mounted collimator/combat sights a.k.a dual mode optics
  • Mission briefing module in the editor
  • Blood loss will be simulated, including blood trails
  • 3D Scopes

Locations:

ALTIS

Clocking-in at 270 km2, Altis truly is the star of Arma 3. From expansive cities to rolling hills, from wind farms to solar farms, whether steamrolling your tank across the southern plains, or waging asymmetric warfare from the northern hills, the Altis landscape lends itself to some of the most detailed locales and varied engagements.

STRATIS

With rugged terrain, expansive forests and a man-made airbase, Stratis offers a wealth of opportunities with which to wage war. Take to the skies in an attack helicopter, or fight on foot across this 20 km2, near-future battlefield. The choice is yours.

Factions:


  • NATO
  • CSAT
  • AAF
  • FIA
  • Civilians

Vehicles:

Land:

Air:

Sea:

Weapons:

Handguns:

Submachine guns:

Assault rifles:

Snipers rifles:

Shotguns:


AA/AT/GL Launchers:

  • XM 25
  • N-LAW
  • RPG-42 Alamut
  • Titan [AA/AT]

Machineguns&LMG's:

Mounted weapons:

Special weapons:

  • Bounding mines(jumping)
  • Trip wires
  • Directional claymores

Weapon attachments: (click me)

  • Collimator sight
  • Combat optical sight
  • Sniper sight
  • NVG sight
  • FLIR sight
  • Flash hider
  • Sound suppressor
  • Flashlight
  • Laser marker
  • Mark 4 HAMR
  • Mk 17 Holo

Clothing & Tactical gear:

Munitions:

  • DAGR HEDP
  • 6.5x38 mm bullets
  • Laser guided mortar shells
  • Smoke mortar/artillery shells
  • Illumination(flare) mortar shells
  • Caseless ammunition
  • AIM-132 ASRAAM
  • Multiple types of 45 mm rockets ( in AA,AT,AP)
  • Naval mines
  • Cluster bombs

THIS THREAD WAS BROUGHT TO YOU BY Lucida Sans Unicode

Edited by Maio
Update

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Small note, it's the Merkava 4M that appears in the screenshots. Only the 4M version has Trophy mounted (older units are being upgraded to this standard).

Also the Plasan M-ATV appears in a screenshots on BiS's page. You can add the AN/PVS-15 NVG to the list as well.

Edited by Brute Force

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One more small note, the Namer is classified as an AFV rather than an APC. Though to be honest, there is little difference between the two designations other than marketing.

Good work on the thread so far.

Edited by Brute Force

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Tactical gear IR strobe (MS 2000) on the top of the helmet ... maybe workable ?

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Can anyone name this rifle and can we assume it will be in game? I don't think BIS have previously used props that didn't end up in game.

BLOODY NINJAS! :p

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and another one here

can somebody identify this weapon?

---------- Post added at 17:28 ---------- Previous post was at 17:27 ----------

Can anyone name this rifle and can we assume it will be in game? I don't think BIS have previously used props that didn't end up in game.

BLOODY NINJAS! :p

its the M95

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its the M95

Yep, I noticed that about 3 seconds after hitting Submit Reply. :whistle:

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and another one here

can somebody identify this weapon?

---------- Post added at 17:28 ---------- Previous post was at 17:27 ----------

its the M95

The gun (Not the M95, other one) is an M14 EBR mk0

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Sure that's a CZ 805 and not CZ's Scorpion Evo 3?

The front sight and slope at the front of the rail/foregrip looks more like the Scorpion.

However, there are photos on Jan Pražák's site of BIS staff recording sounds for both weapons, so it's entirely possible that both are in ArmA 3:

http://prazak.vrtule.info/photography/shooting-range-recording

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DX11 as per Duma post.

render to texture on the list...not confirmed

btw, you might want to take out the obvious out and leave only the confirmed features

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A similar thread was already made some days ago: http://forums.bistudio.com/showthread.php?t=119238

That thread handles vehicles only . This handles all game aspects. For example, when we will get confirmation on who will compose the music, I will add it to the original post .

Edited by Maio

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I've added the "Sort of confirmed " section to the list .

This will include the not fully confirmed, but not fully disconfirmed info from the devs themselves .

The list items will stay between spoiler tags until they are 100% confirmed by the devs .

Same as before , if I missed something post here (but please use the spoiler tags) or PM me with the info .

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I've added the "Sort of confirmed " section to the list .

This will include the not fully confirmed, but not fully disconfirmed info from the devs themselves .

The list items will stay between spoiler tags until they are 100% confirmed by the devs .

Same as before , if I missed something post here (but please use the spoiler tags) or PM me with the info .

Great job so far, keep it up.

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I've added the "Sort of confirmed " section to the list .

This will include the not fully confirmed, but not fully disconfirmed info from the devs themselves .

The list items will stay between spoiler tags until they are 100% confirmed by the devs .

Same as before , if I missed something post here (but please use the spoiler tags) or PM me with the info .

How about 'appears in promotional photos' vs. 'appears in screenshots' vs. 'mentioned by devs' vs. 'confirmed'. You can just make 4 different colour codes or something.

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How about 'appears in promotional photos' vs. 'appears in screenshots' vs. 'mentioned by devs' vs. 'confirmed'. You can just make 4 different colour codes or something.

Well , I will always link to the original article/media/dev post once I add an item to the list . Plus color codes wont help much . Thanks for the suggestion anyway :).

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The island is 2.4 times bigger then Takistan .

There's something not quite right :

Takistan is 164 square km

Chernarus is 225 square km

Lemnos is 477 square km in real life...

that gives you about twice chernarus but nearly three times takistan... or lemnos isn't 1:1scale ?

note : if the 2.4 factor is right, that means Lemnos is going to be 393,6 square km...

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it isn't 1:1 scale acording to Damu. He said it is 2.4-2.5 the size of Chernarus takistan

edit: my bad

Edited by PuFu

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it isn't 1:1 scale acording to Duma. He said it is 2.4-2.5 the size of Chernarus

I will need an official confirmation from a dev before I modify it .

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