Arma 3
[MELB] Mission Enhanced Little Bird
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Update: May 28, 2018 @ 11:50am

@ Fixed possible issue with key and signature(Users may have to delete old "sykoCrazyDiesel.bikey" file in Keys folder

Update: May 22, 2018 @ 10:28pm

V0.00004

Note: Due to the addition of the loadout system, we've removed the preset Light, Medium and Heavy AH-6 classes from the editor. So now there's only 1 main AH-6M class to pick from. You can then choose a loadout by either using the dynamic loadout presets(make sure to select whether a gun/rocket is operated by pilot or copilot) or coming up with your own combination. For now the previously used classes are just hidden to avoid breaking any missions that still use them. In a future update we will be remo

+ Added
- Removed
@ Fixed
^ Improved

+ Dynamic Loadout system(please provide feedback either here or on the BI forums about ideas for a better UI Layout for that thing)
+ Ability to have more than 1 type of rocket warhead in the rocket pods(This makes the UI clunky, so let me know if this is at all worth the clunkiness)
+ Flechette Hydra warhead(let me know if this sucks the performance out of servers)
+ Illuminating flare Hydra warhead
+ MPSM Hydra warhead
+ Recoil for Miniguns and GAU19
+ Hydra rocket dispersion
+ Radar altimeter digital readout
+ Radar warning receiver
+ Editor preview images
+ Fire extinguisher
+ Wreck model
+ Tail number selection in attributes menu
+ Nose art is now selectable in the attributes menu
+ Interior/maint rotor/ammo box textures

- Bobblehead from the action menu(You can add it via attributes menu)
- "EXPERIMENTAL" decal.

@ DAGRs and Hellfires should be working again(yay?)
@ Countermeasures also work

^ Optimized textures and models
^ Crosshair on the attack bird is now "better"
^ Flight model

Update: Dec 3, 2015 @ 5:17pm

V0.00003 Hotfix

Fixed:
- Sling loading works again!
- Instrument gauge dials easier to see

Tweaked:
- Damage model
- Hellfire damage radius
- Helicopter sound
- Various optimization tweaks
- Easter egg now easier to activate(action menu)

Removed:
- TOW functionality from guided rockets since ACE3 lasers work again.
So now even when using ACE you can lock onto laser, cycle to desired rocket, lock on and fire!

Update: Nov 23, 2015 @ 10:04am

v0.00003

-Added: AH-6M-H (Heavy Variant -Pilot Gau-19 -Copilot: Laser, 1 Hellfire, 4 DAGR)
-Added: Miniguns to Heavy variant
-Removed: Miniguns from Heavy variant
-Added: Hellfire model
-Added: DAGR model
   -Hellfire/DAGR Instructions:
   NOTE: To keep these weapons usable with ACE, we have made them work like TOWs for now. This means that if you fire without a laser lock, the missile will follow the crosshair regardless. They have limited maneuverability, so a shot 90 degrees off bore might not hit its intended target. Laser lock is slightly more accurate.
   1. Activate laser on helicopter.
   2. Cycle to Hellfire or DAGR
   3. Lock on to laser from Helicopter or laser from infantry/other vehicles using "T"(Lock Target) or "R"(Next Target).
   NOTE: On occasion, the locked-on hexagon does not move with the laser, but the missile WILL track the laser.
   4. Fire.
   5. Track your target.
   6. Keep it steady.
   7. Profit, aka watch it go boom.
-Added: Hydra 70 model
-Added: Fast Rope Assembly, (No fast rope planned, just there for the looks)
-Added: New Textures
-Added: Damage indicators in the instrument panel
-Added: Easter egg

-Tweaked: Grease pencil crosshair changed, again!
-Tweaked: Rocket smoke effects
-Tweaked: Textures
-Tweaked: Sounds
-Tweaked: M134 Dispersion
-Tweaked: Flight Model
-Tweaked: Damage Model
-Tweaked: Picture In Picture(Thanks RHS)
-Tweaked: FLIR UI(Thanks Kimi)
-Twekaed: Res LODs and sections for better performance

-Fixed: Cost of ammo was too high, rearming will no longer empty an Ammo Hemmit so quickly.
-Fixed: Sound error when activating countermeasures

Update: Nov 23, 2015 @ 9:42am