Arma 3
Fight For Freedom! (Totally NOT a GIJoe mod)
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Update: 28 Jun, 2022 @ 2:24pm

v. 0.501.909 arbitrary number.
- Added textures and new geometry for Cherub
- Tailhook for Cherub
- Canopy eject piece for Cherub
- Cherub suspension working better
- Loadouts for Hellwing
- Floating HUD for the Diamondback and Hellwing
- Weapons/ordnance adjustments

Update: 22 Jun, 2022 @ 11:43am

v. 0.001.85 - take two
- Some fixes to issues caused by the last fix.
- Muzzle flashes and smoke on most vehicle weapons.
- fixed meandering Hellwing issue.
- added two soldier classes and gave all mod soldiers FAKs. Most have grenades now, too.
- lots of little details polished up a bit.

- ...Aaaaaand some fixes to THAT fix. Black Bear LT driving was out of control, but now it's tamed.
- I took this opportunity to add Turn Out and FFV option for Komodo Commander.

Update: 21 Jun, 2022 @ 8:47pm

Update: 21 Jun, 2022 @ 8:44pm

Something crazy is happening with the Black Bear, so reverting back momentarily.

Update: 19 Jun, 2022 @ 10:56pm

Update: 9 Jun, 2022 @ 3:21pm

Update: 6 Jun, 2022 @ 6:53pm

Hotfix addressing some missed issues with the last release:
- Bloodhound gun barrel reattached to the gun base.
- War Hawk now easier to fly for AI pilots.
- War Hawk's SideARM missiles are now Anti-Radar based, but they can be swapped out for A3 missiles. The visual locations on the wingtips are not quite on point for A3 ordnance, but they work fine.
- Varmint is now UAV accessible. This hopefully will allow it to be fully usable in MP games.

Update: 3 Jun, 2022 @ 3:47pm

v. 0.001.8
** please note that there will be a hotfix soon. Some things got changed up and I didn't have all my ducks in a row. The Bloodhound gun not moving with the turret is an example of one of these oversights.

Adds:
- Death Omen and its ordnance. A big fighter jet with low radar signature and lots of missiles. Crew of 2 and copilot has rear-facing retractable gun turret. Copilot also has laser maker and 4 missiles, *but they have not been tested yet (sorry).
- Bloodhound - an APC with an M230 gun turret. Crew of 3 and seats extra 12 in cargo. Canopy top can be removed, and it can traverse deep waters. *This is a whole new model, replacing the placeholder model for the previous "prototype" version of this vehicle. Also, seating positions and poses are refined.

Changes:
- Skorpion vehicles have a new model. This is also a whole new model, but the previous version was a full functioning model as well. This was a personal change on my part, as I felt I could do better than the previous version, in appearance. The surfaces are more detailed and more realistic. The over all length of the vehicle is increased and seems to perform better. There is now a visual model representing the secondary fire machine gun. More color options are now available, and the unarmed version has its own textures for parts that are removed (i.e.: no ambient shadows of removed weapons systems). Lastly, I also changed the engine and exhaust sound settings and use an Arma 3 vehicle sounds (delivery van's motor).
- Many aircraft now have Dynamic Loadouts, ejection systems, and better flight and landing characteristics. I expect to have custom options for all FFF aircraft in the hotfix soon. This was the bulk of the work for this update - lots of major and minor little changes and improvements to help shape the over all play-ability of the mod.
- Komodo Weapons. GIART missiles are working as expected. Like the Titan missiles, they can lock onto a target and fly either direct to target or top-down. The top-down angle is steep and meant to play on the missile's namesake: Jarts, the banned lawn dart game. The guns for the Komodo were also changed for the sake of AI being willing and able to use them.
- Small aircraft with pilot turrets now have an "EZ" version, which disables the turret and forces the weapon to be fixed forward. AI will make better use of these, but novice combat-fliers might also find they are less complicated to operate. These vehicles are: Patrol Pod, Wyvern, and War Hawk.
- Black Bear and Komodo climbing up hills was changed. They maybe now climb too well if given enough momentum, but without that they could hardly move up a hill at all from a stopped position mid-hill.
- The Komodo now has no buoyancy. It is supposed to be able to ford waters up to the headlights (about 2 meters), but its "floatiness" was making it become suspended in waters over 1 meter deep, rendering the tracks ineffective. Since it's not intended to be amphibious, it was more appropriate to just make it a sinking rock in water so as to avoid become stranded in marshes and rivers.

The focus on this update was to create a better play experience with the AI. Arma 3 AI are notorious for possessing almost ZERO creativity, so some things in this mod had to be dumbed-down to help them out. The FFF mod is primarily all about players vs. players, but even with that play mode a few bad AI not doing what's expected can detract from the full experience.

Update: 9 Dec, 2021 @ 7:30pm

Update: 9 Dec, 2021 @ 6:55pm

v. 0.001.2500033
Hotpatch to organize bikeys for the mod.