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FFAAMOD

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  1. Welcome to the FFAA Mod release thread. The FFAA mod provide the game a big amount of units of the Spanish army force including ground, air and maritime units with vanilla features but higher quality. With more than 10 years developing for the ArmA community we finally present the most modern and ambitious project we have, focusing on new HD textures, ambient oclussion techniques, brand new models, remodelled of old assets from previous versions and a bunch of new features you will discover. Take a seat and take a quick look to our last release video: FFAA Mod provide the game with a big amount of units of the Spanish army force including ground, air and maritime units at high quality. Units pack, featuring BRILAT, MOE, BRIPAC, FGNE and FAMET. Weapon pack, with more than 50 models, featuring a bunch of G36 Variants, the MG4, the Ameli and much more. MRAPs: RG-31 Nyala. Trucks: IVECO M-250 and IVECO PEGASO 7226. Troop transport vehicles: Lince LMV (M2, MG3, LAG-40 Ambulance), VAMTAC series (M2, Cardom, Crows, Mistral, TOW, LAG40 and UME versions), Santana Anibal and TOA Series which contains the M113, M113 for Medical purposes, M113 for sappers and the M577 versions. Armored vehicles: VCI Pizarro and Leopard 2E. Fixed-wing Air vehicles, like C130 Hercules, AV8B Harrier jets, UAV MKIII Searcher or MQ-9 Reaper. Rotary-wing vehicles, as NH 90 Helicopter (TTH and NFH), EC665 Tiger, AS532 Cougar and CH47 chinook. Ships: Supercat and zodiac hurricane, LCM1E and BAM Meteoro (P41). Custom Map, called Lythium. STEAM WORKSHOP After long days, meetings and internal debates on the real scope of the legal issues with SW, we have concluded that we will use the Steam Workshop as the official mirror, as a good way to distribute our content. This does NOT mean users can upload our MOD to Steam Workshop but we, as the authors of the content, will make it available into Steam Workshop platform when a new update were available. So, uploading our content (full or part of them) into steam workshop will be strictly prohibited except for us (FFAA MOD Team) or developers with a prior / written agreement. Please, if you see any FFAA MOD content -in its entirety- in the Steam Workshop platform uploaded by any other but us, help us reporting it in this thread, through our social networks or via email in order to take the necessary measures to protect our intellectual property rights. Like what you see? Visit our website for the download or look for us at PlayWithSix & Armaholic. Feel free to comment and give your feedback here or on our social networks, like Twitter and Facebook. If you find any bugs, report them on our feedback tracker. This modification is released under: Arma Public License No Derivatives (APL-ND) Enjoy the Spanish Army.
  2. Important note: This thread was closed. For releases report, visit our releases forum on this link. Welcome to the FFAA Mod WIP thread. FFAA Mod provide the game with a big amount of units of the Spanish army force including ground, air and maritime units at high quality. With Spanish Army Mod V6 you will discover a completely new focus on the FFAA saga. Including HD textures, AO techniques, brand new models, rework of old assets from previous versions and a bunch of new features you will discover that this version is the best for sure on our more than 10 years. Take a seat and take a quick look to our last release video: Here we will have all content related to Work In progress, suggestions, discussions, etc. But not ask "when this will be released" or request for a content because it won't happen. Feel free to comment and give your feedback here or on our social networks, like Twitter and Facebook. If you find any bugs, report them on our feedback tracker. This modification is released under: Arma Public License No Derivatives (APL-ND) Enjoy the Spanish Army.
  3. An update fixing some performance issues is released. Complete changelog.
  4. An update of overhauled sensor, advanced hitpoints and dynamic loadout is available into our Steam Workshop article. Complete changelog. To discuss about this updated please refer to the WIP forum thread. Greetings.
  5. An update we called "Jet DLC update" is available into our Steam Workshop article. It doesn't add any new content but a bunch of overhauled function and features that Jet DLC brought us. Certainly, this update affects both mission editors and players as well, as not only the current content has been updated but a few of unnecesary variant showing up into editor/virtual garage have been hidden. They have been hidden with scope=1 for backward compatibility, but It's HIGHLY recommended to use the new core mechanics to do variants into a missions like Vehicle Pylons or Components in Virtual garage, those hidden classnames will be removed in the short-term, giving mission editors the time to update its missions. The Advanced Hitpoints for Jets forced us to look again at damage system of our air vehicles and they have been upgraded using those new core mechanics, now you can lose the surface control effect of an aileron or an elevator!! The dynamic loadout allows mission editors edit the weapon loadout even in a real time and this is great, we updated some of air vehicles supporting this. In addition, thanks to the help of a contribution by classicarma via GitHub Public repository, the Japanese translation is available for all localized texts. Greetings and have a Splendid day.
  6. A very briefly Post-Lythium Analysis. Hi community! How are your missions going through Lythium? We hope you are enjoying the map in the meantime we keep updating and making a better content for you (for free)!! However let us explain what's behind the magic of making a map like this, with more than 1M objects, 21x21 Km with a development timelime of more than 3 years (yes, you read right, 3 YEARS). All this has been moved forward almost by one person, GreenBeret. Did you know the map started his development even when there wasn't any tool for Arma 3 yet? Well, in fact the first "playable" alpha was displayed 4 years ago. Meanwhile, at the FFAA MOD Team, we released our first version 6.0.1 almost 3 years ago (So technically it was our 3th anniversary this monday!) We are a small team looking forward for big projects and as a proof, we started importing and integrating our first mayor addon of our naval pack, the B.A.M, which is right now without any doubt our biggest and complex addon technically speaking, beside of Lythium. Why is this related to Lythium? Well, things went harder when BI announced the job application for External 3D Artist for APEX. That was an interesting experience to have, as we learned a lot developing structures, making and understanding the magic behind of multimaterial benefits. In fact this led to redefine and tweak all our current assets for Lythium. To be honest, things weren't easy as our manpower were (and are) low maintaining a mean of 3 projects (ffaa mod, lythium, Web/CM and at some point the Spanish Arma Community forums/web). Lythium started his development when the only available and "valuable" addon for structures was JBAD Building, which fitted perfect for this kind of map. So we go ahead with this fantastic addon 2 years ago. In this way meanwhile FFAA MOD Development team is redoing all our custom structures...... GreenBeret works in the map manually positioning the objects (I remember you there are 1 MILLION approx)... Things went harder (if you though that was impossible, you are wrong) when our major nightmare appears. The VISUAL UPGRADE for Arma 3, which completely destroyed the visual aspect of Lythium. This task won't be an issue as soon as BI release a better documentation about this new lighting system. Surely there are some weird issues right now in the map, which can't be fixed without a better understading on this so any technical help by anyone is welcomed though our feedback tracker. We give a HUGE thanks to all collaborators involved in the project, Fabio, Lorrio, Bushlurker and all individual users who put its time here, all of your efforts lead to a fantastic map. At this point, somewhere in the last year, JBAD was integrated into CUP Terrains.. And it's impressive that the most FAQ is like: Guys, we KNOW this, we READ you. But you should know that Lythium started his development even when CUP didn't exist!! So STOP complaining on this. We will take a meeting on this, for sure, looking for the best approach to players. But understand we are a small team, with a low reaction time to Community projects (even for A3 updates) and thus we simply can't easily switch to CUP requirement. We will do as many as we can, we finished our Spanish Arma Championship with real awards and some of us will take a break (we think it's worth) reading all of your feedbacks and comments. Talking about statistics, we break our subscribers record comparing to FFAA MOD, hitting 7000 of users in almost 1 week becoming one of the most popular mod in steam workshop in the past 3 months. This is cool, right? - Yellow / Blue : Number of visitors / subscribers of Lythium. - Red / Green : Number of visitors / subscribers of FFAAMOD in the same timeline. There is a mean of 20% more subscribers than FFAA MOD article and a less aggressive curve at the right side which mean more time of the same amount of users have been subscribing to the article until it starts to rapidly decrease. The overall feedback is very positive and some of you are doing some incredible screenshots!! We are recollecting all of this content, maybe we will update our gallery (which it's obsoleted sometimes). Here are some examples: Photos by Whiplash We thank you, supporting us is the best gift we can achieve. But remember the best help we can receive is reporting issues into our feedback tracker or if you are a highly experimented modder, you can help us directly joining on our team if you fit well! Greetings!
  7. Hi guys, After 3 years of development, we are pleased to present our beloved map "Lythium". Description The map replicate the tribal areas of Afghanistan, crossed by a large valley that runs over the map. You will find two main cities, aside from the villages or smaller towns, both oriented on north and south of the map with their respective airfields. The map name comes from the main route linking those two provinces in which all the operating of the Spanish armed forces in Afghanistan took place between 2002-2015 to secure the route between Badghis and Bala Murghad. Technical Details GRID: 2048X2048 Cell size: 10 Meters Terrain size: 20480x20480 (400 Km²) Sat Mask: 10240x10240 Satelital Image resolution: 20480x20480 Number of objects: 1.171.028 Additional requirements: JBAD buildings Characteristics Two airports with ther respective bases located at North and South. The main base "Regimiento44" has it's own training camp. Four towns at Northwest, Southeast and South where you can enjoy as well. Five main valleys all around the map. Road network interconnected throughout the map. Three little FOBs located into the North and central zone. Many small rural areas and villages spread over several points of the map. And many things to be discovered... Credits and Thanks to: DOWNLOAD LINK Reporting bugs : We have set up a new proyect inside out current feedback tracker specifically for Lythium HERE. Enjoy it! As many (Trust me, MANY) hours have been taken to finally release this map.
  8. FFAAMOD

    Arma3 Videos

    The first day of the IV Spanish Simulation ChampionShip live stream.
  9. Hi guys! Just to let you know today we will start the IV Spanish ChampionShip of Simulation as you may know in our lastest news. Current groups and clans participating are up to 8 entities, they will fight according to pre-defined briefing so they will plan, coordinate and execute its way to comply with the mission objectives. The score system will be evaluated according to the tactics executed, number of allied KIA and the success of the task mission. Each 2 weeks, on Thursday at 22:30 (starting from now), teams will receive another (unknow) mission and briefing will be published a week before to let teams train the specific tactics for the upcoming mission. In total, there will be 6 missions along all the ChampionShip. For participating teams there will some really cool gifts and awards as we mencioned before, we reach an agreement with Annack Military Surplus and they (teams) will receive a discount coupon for purchases in their store, just to participate in the event! And for the winner team, they will have a chance to go for a guided visit at the CENAD ("San Gregorio" Training Center"). Inside this facility they will find some training simulator like the ones used for the RG31, LMV Lince and Leopard and also some serious games like Steel Beast and VBS. Winner team will be awarded with physical trophies in a ceremony that will take in CENAD facilities, granted by the organisation. Every mission will be streamed at each team point of view and you can follow those stream here. However, there will be a central / general streaming commenting and switching between those streamings. We hope you as we, you can enjoy this Championship! Good luck to all participating teams! Spanish Arma Community and FFAA MOD Team.
  10. New version is available: - Trucks IVECO M-250. - Trucks IVECO PEGASO 7226. - MQ-9 Reaper Complete changelog Subcribe from Steam Workshop More information of this is on our WIP channel.
  11. Hi, With a great and a lot of efforts we bring you this new update, which is mainly about the IVECO M-250 and PEGASO 7226 trucks. Special thank to Lorrio for the splendid video work!! :D This new update add the following content: - IVECO M-250 Series: M-250 Transport (Covered and Uncovered) M-250 Fuel, Ammo and Workshop M-250 Recovery M-250 NASAMS Station M-250 porting the NASAMS Launcher - IVECO PEGASO 7226 Series: Pegaso 7226 Transpotr (Covered and Uncovered) Pegaso 7226 Fuel, Ammo and Workshop - MQ-9 Reaper Complete Changelog Along the logistic support this will bring, we introduce the new NASAMS System as the first Long Range Anti-Air Defence System in the Spanish Army. We have done an extended documentation for mission makers and modders. In its content you can find from the FAQ, the classnames or even some key information of some addons (eg: BAM). On the other hand, we finally selected the Steam Workshop platform as a way to distribute our content. This doesn't mean users can freely upload our content (full or parts) to the Steam Workshop but WE, as the authors of the content, will upload it. Otherwise we will take actions against unauthorized uploaded content in order to protect our intellectual property rights. However we will maintein an external link (could be not up-to-date, make sure what's the version you are downloading) Download link: Steam Workshop Feedback tracker Official Page Greetings.
  12. The FFAA MOD ACE 3 Compatibility addon have been released for the public. Subcribe from Steam Workshop or Download from our ftp servers. More information of this is on our WIP channel.
  13. Hi guys, Due to the upcoming dates quickly reaching the Spanish Simulation Championship (CES IV), we have released to the public the FFAA MOD ACE 3 Compatibility addon. In the other hand, a relevant step is the use of Steam Workshop. After long days, meetings and internal debates on the real scope of the legal issues with SW, we have concluded that we will give an opportunity, as a good way to distribute our content (Probably more information about why we have adopted this when full mod is released). This does NOT mean users can upload our MOD to Steam Workshop but we, as the authors of the content, will make it available into Steam Workshop platform "when it's ready"® . So, uploading our content (full or part of them) into steam workshop will be strictly prohibited except for us (FFAA MOD Team) or developers with a prior / written agreement. At this moment, only the FFAA MOD + ACE 3 compatibility addon is available. Since we are still testing the platform and its perfomance with the help of some groups and beta testers. Link to the addon: Steam Workshop FTP Servers FFAA MOD, ACE 3 and CBA is needed for this addon. Greetings.
  14. Hi guys, Our terrain editor, GreenBeret, has edited a little teaser showing the current status of IVECO M-250 and PEGASO 7226 trucks. Hope you enjoy it. We want to make an appeal to all those clans and groups of the Spanish community to participate in the IV Spanish Championship of Simulation, we want release these vehicles at the same time of the tournament. So stay tunned!
  15. No, It can't be destroyed atm. Try the script coming with the BAM, put your helo landed somewhere and use this script: null = [_bam,_yourhelo] execVM "\ffaa_ar_bam\scripts\fnc_montar_bam.sqf"; Aside from some critical fixes that will be released soonâ„¢, Lobo, who is right now doing the painting stuff for IVECO M-250 and Pegaso 7226, has shared with us some screenshots. IVECO M-250 Transport version IVECO M-250 Fuel version IVECO M-250 NASAMS version IVECO M-250 NASAMS Station IVECO Pegaso 7226 Hope you enjoy those screenshots.
  16. Hi guys, A member (Lorrio) has just share with us a wonderfull and very beautiful video of 6.0.4, It officially became the official video of 6.0.4 version, It's short but intense, enjoy it ;) ! 76 mm main gun it's not really an "Artillery battery" IRL, but we will see in further rev. if we can add that feature in order to increase player gameplay so at this time artillery support from B.A.M isn't available. Here is some more command you can use for B.A.M: Use "_nil = [_bam,_sub] execvm ""\FFAA_ar_bam\scripts\grua_sub.sqf"";" command. It works in two ways, to lower down or recover up the sub (When down it will recover, when up it will lower down). For lateral cranes use "_nil = [_bam,1,_zodiac] execvm ""\FFAA_ar_bam\scripts\grua_lateral.sqf"";" where second parameter index is "0 - Right side, 1 - Left side". And for Rear crane use "_nil = [_bam,0,_zodiac] execvm ""\FFAA_ar_bam\scripts\grua_trasera.sqf"";" second parameter makes nothing. There is an issue reported in our feedback tracker where AS532 Cougar (Camouflage) doesn't appear when you put it directly in 2D/3D Editor. Well, this can be easily fixed by adding a line into config.cpp, but editors can still access to these camo, just edit the 3DEN Object atributtes and change his skin.
  17. Guys, As a temporary workaround to 3D Editor, I just edited my post above in order to edit the B.A.M with 3D Mission Editor.
  18. Guys, Sorry the lack of documentation, here is some non-obious features with come along the B.A.M. - You have to go and enter to the command bridge (floor level 02), where you can control those 3 cannoss (main cannon and mk-38). A monitor will be displayed in front of you, you can switch between the weapons by clicking left or right arrows of your keyboard. Three operator can operate at the same time using differents weapons (it works in SP and MP environments). - The submarine gate can be opened by two ways. One if by hands, at the left side (aligned with BAM heading) of the submarine room there is an "electrical panel" which you can open or close. The other way is from the SDV, if you want enter to the B.A.M (Suppose you are under the B.A.M, ready to be recovered), then you have to follow the path and put yourself under STOP mark (Your head and STOP mark have to be vertically aligned) at 1-2 meters below, finally you will have an option to open the gate. Then move up and see your crane, other option will be displayed saying if you want to be recovered.. - Security fences from the landing deck can be switched by 3 positions. Recovered (Vertically up), Deployed for landing operations and without fences (vertically down), this can be changed by two "electrical panel" just below both stairs (communicating second deck and principal deck). - There is a way to literally do a Naval boarding, if security fences are undeployed then player (even inside other vehicle, another zodiac for example or a "pirate" ship) then player will have the option to do the naval boarding at landing deck by climbing one of the stairs spawned for that. - This is obious but Zodiac, Rubber duck (BI vehicle) and Supercat can be recovered by positioning in front of any of the cranes and decreasing your velocity at <5 and then an user action will be displayed. Be careful when you try to exit from your ship to B.A.M, you can fall to the sea!! Use an option displayed for this reason when you are totally recovered (Exit to B.A.M). - You can lie and take a nap in any bed of the staterooms (just be awared when your unit is in combat) and dinner in the dinning room by sitting on chairs :P This go to editors, B.A.M come with some internal scripts which you can use to easily configure your ship. - You can, for example, select what vehicles will respawn inside B.A.M (empty). By default two Zodiac hurricane will be respawned but this can be changed following this points: If your B.A.M is called "_bam", and you want the right ship to be non-respawned then you have to do a setvariable to "_bam" with a varname "embarcacionderecha". Right ship -> "embarcacionderecha" or Left ship -> "embarcacionizquierda". - You can "load" the BAM (and you save your time by manually setting the position/altitude) using the "ffaa_ar_bam\scripts\fnc_montar_bam.sqf" script. This script can "load" a unit (_unit) inside the B.A.M depending of its type (At this time it can be a man, an helicopter, the UAV Station for UAV Searcher (ffaa_UAVStation), an SDV (all kindof SDV_01_base_F) and ship. Also It bear in mind if B.A.M is already loaded with some any vehicle (if right side is taken then it won't be loaded here, left side will be loaded instead). An example of how this script work: ' null = [_bam,_zodiac1] execVM "\ffaa_ar_bam\scripts\fnc_montar_bam.sqf" ' A zodiac taken from your mission named "_zodiac1" will be loaded into B.A.M (First slot available) If you keep loading other vehicles, it will be loaded gradually (if you want load many vehicles, think about doing a loop function loading all units which are near the B.A.M). Man class will be spawned at the top of the landing deck. - AS A TEMPORARY WORKAROUND TO 3D MISSION EDITIOR, you can spawn the B.A.M into 3D Editor by manually changing the classname in mission.sqm. How? Well, good editors don't need explanations but It's pretty simple. Create an empty unit (no matter what is it) with desired heading and position. Save as user mission. Open mission.sqf and change the entity to "ffaa_ar_bam" (type="ffaa_ar_bam";). Open 3D Editor and your mission. B.A.M will be ready to be edited in 3D Mission Editor. Note: B.A.M is a complex object, this means it's not a simple object and If you try to move to other position/heading then It will literally be splitted in 3 parts (don't be afraid, just reload your own mission) Last, I post here a detailed schematic of the B.A.M, we consider release it to the public as it's a really long object (it's the same of what we have released before but some of you simply missed it).
  19. Use 2D editor instead of 3D Editor introduced in EDEN update.
  20. FFAA MOD V6.0.4 RELEASED. Main changes: - Added B.A.M - Buque de Acción Marítima. - Added Zodiac Hurricane. - Added IAI Searcher Mk III. - Refurbishing of all weapons, items and equipments. - Low level changes to make ACE, TFAR and CBA JR compatible. - More than 60 issues fixes reported in our feedback tracker. More information in WIP Topic.
  21. Instead, use 2D Editor at this moment. I hope this will be followed here in advance: 1. Go to FEEDBACK TRACKER 2. If not, sign up or login. 3. Make a new ticket (english or spanish, that makes no sense!), reporting what's happening, clear steps to reproduce in order to test by ourself and all relevant information explained there.
  22. Well.... after some internal hotfix over the last weeks here is it, FFAA MOD 6.0.4 RELEASED The new content, fixes and improvements are as follows but they are basically what we have announced in our last SITREP so we are going to quote the same: B.A.M - Buque de Acción Marítima: Configured as a mix between the real-life offshore patrol, diving support and some other modifications to bring a never-seen gameplay to Arma 3: Subaquatic gate for submarine docking. Three functional cranes (four including the one inside handling the submarine) to recover/deploy RHIBs. A flight deck with capability to carrier a SH60B/NH90 class helicopter Fully walkable interior along its more than 90 meters and 7 floors Armed with an Otobreda 76 mm cannon, 2 MGS Mk-38 25 mm and 4 M2 Machine gun deployed along the ship A centralized bridge in which you can remotely control the 76 mm cannon and both Mk-38. Zodiac Hurricane: A new RHIB model with FFV capability and up to 9 sits for special operations marines. IAI Searcher Mk III: A new "toy" for ISTAR operatives, this UAV will enhance the capability of some of those units constantly monitoring and gathering sensitive information in MilSim missions. Refurbishing of all weapons, items and equipments: It's time to start level up the look of near-all models and textures. This means, retextured and new backpacks, optics, vests and helmets/berets, completely new remastered sounds for all weapons (yes, new tail and soundsets introduced in EDEN update) or new reloading animations (No more "magic" reloadings). These are some of them: ELCAN Specter DR 4x Optic, Normal or ARD version. Schmidt & Bender 3-12x50 PM II. Schmidt & Bender 5-25x56 PM II LP. G36 Bipod. 5.56 mm Gemteh G5 silencer New textures for backpacks, vest and some changes in the models (news or changed) both woodland and arid camo versions. Retexturization of all helmets, including combat helmet, ACH and ProTec of MOE units. New berets models for our units (FAMET, MOE, BRILAT, BRIMZ) Low level changes to make ACE, TFAR and CBA JR compatible: Many of you have been aware of some incompatibility with these addons and we will support them in this version so only the official compat .pbo distributed within ACE repository is needed. The official repository of ACE (GitHub) will be updated with those compat addons in his next update. For developers, feel free to fix those "potential" issues in GitHub if you find any bug as it'll be partially supported by us. More than 60 issues fixes reported in our feedback tracker, This is why we redirect all our players to directly report there, if you don't do that them we won't simply be aware of those issues! Download link available in our official webpage Greetings.
  23. Hi guys, As many of you're wondering what's happening on all our ships stuff then we will throw the following SITREP, showing the coolest ship content you will probably see in Arma 3 (Just kidding, there is some very cool ship-content out there :P). The following information is currently under development and It's being tested by our developers and testers so please don't ask about dates because we even don't know that. With our resources aiming between 6.0.4 content and Lythium map, some of the first functionalities and characteristics are getting solid and we will take the release of this version as a test of how players and community react to the first "big ship", B.A.M - Buque de Acción Marítima ("offshore patrol vessel") since it will be a motivation for us from going ahead with the development of LPD / LHD. B.A.M - Buque de Acción Marítima: Configured as a mix between the real-life offshore patrol, diving support and some other modifications to bring a never-seen gameplay to Arma 3 as a subaquatic gate for submarine docking, three functional cranes (four including the one inside handling the submarine) to recover/deploy RHIBs, a flight deck with capability to carrier a SH60B/NH90 class helicopter, fully walkable interior along its more than 90 meters and 7 floors, armed with an Otobreda 76 mm cannon, 2 MGS Mk-38 25 mm and 4 M2 Machine gun deployed along the ship and last but not least a centralized bridge in which you can remotely control the 76 mm cannon and both Mk-38. Aside from its cool look (Textures, dynamic lighting or the accurately 3D model with a surprisingly ~65000 count poly), our scripter has taken into account its functionality in MP missions so unfortunately it won't be drivable (as long as BI fix this lack...) ergo it will be a static object however it will be a perfect starting/final point for missions. Zodiac Hurricane: A new RHIB model with FFV capability and up to 9 sits for special operations marines. IAI Searcher Mk III: A new "toy" for ISTAR operatives, this UAV will enhance the capability of some of those units constantly monitoring and gathering sensitive information in MilSim missions. Refurbishing of all weapons, items and equipments: It's time to start level up the look of near-all models and textures. This means, retextured and new backpacks, optics, vests and helmets/berets (Info will come in a future SITREP), completely new remastered sounds for all weapons (yes, new tail and soundsets introduced in EDEN update) or new reloading animations (No more "magic" reloadings). Low level changes to make ACE, TFAR and CBA JR compatible: Many of you have been aware of some incompatibility with these addons and we will support them in this version so only the official compat .pbo distributed within ACE repository is needed (available when 6.0.4 come out) More than 50 issues fixes reported in our feedback tracker, This is why we redirect all our players to directly report there, if you don't do that them we won't simply be aware of those issues! See you in the next SITREP (hopefully, the update one ;) ), Greetings.
  24. First at all, we wish you a happy 2016, here is a new SITREP on what FFAA MOD Team is working. This time we bring you news on what we have been working for more than a year ago so certainly this is one of the Arma 3 projects in which we are investing more hours. This is the map Lythium Standalone, it's entirely created by the FFAAMOD Team and is currently in the middle of development. The map replicate the tribal areas of Afghanistan, crossed by a large valley that runs over the map. You will find two main cities, aside from the villages or smaller towns, both oriented on north and south of the map with their respective airfields. The map name comes from the main route linking those two provinces in which all the operating of the Spanish armed forces in Afghanistan took place although it's not geographically related in full. At the rest of the map we can find an infinite number of isolated villages touring the valley. We have also added many FOBs in which you can simulate the battlefield conditions for both sides and for sure it will bring many hours of fun. Some technical details about the map: GRID: 2048X2048 Cell size: 10 Meters Terrain size: 20480x20480 (400 Km²) Number of Objects: 985.525 Aditional requirements: JBAD buildings The FFAA MOD Team, keeping the standard levels of quality, have developed many of the buildings to experience a true combat gameplay, incluiding afghan and urban zones. They will be spread along all the map, in addition to this, all the buildings developed by us will be enterable and sometimes "interactive". And this is all. Regarding all your requests, suggestions, questions or feedbacks we have to say we have a low priority on mails / messages as we haven't a CM at all but don't forget, we read all of them even if we don't give an answer (except via feedback, in which we are monitoring almost all time)! Again, we wish you a happy new year 2016.
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