Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
which is a shame, as that has automatic splitting team into red and green and bounding.....
https://steamcommunity.com/sharedfiles/filedetails/?id=2554978758
@CPT FUNKYPANTS i added more backpacks to the support config. i realized that the SOG backpacks that inherit from RTO backpacks were not included by default in the config, so hopefully now more backpacks work. if you find a backpack with a radio that doesn't work, leave a comment
@Kid Irie the whitelisted arsenal is an option in the startup parameters in multiplayer
@Zozo - i added some code to try to make sure the sound gets turned back on once you spawn in
@GoodFellow i created a new FOB that the AI hopefully won't get stuck in
I have had a few times where I complete all the objectives but don't get the extract prompt. Helo transport can be buggy but that is par for the course in Arma 3. CAS support seems to work only if I choose the first "One Zero" loadout on the list.
Does anybody know how to get AI on the Nasty Boats to actually shoot?
Overall it is tremendous and lets you create missions very similar to what the teams were actually doing in the war.
@DeltΔ are you using the SOG P.F. radio support via backpack or vanilla arma support? CAS seems to be pretty reliable for me when using the SOG radio backpacks. also, during the first menu during mission setup you can select "COMBINED ARMS", it's the closest thing to combat ops
This is one of my favorite DLCs for SP play. As for the Cambodian (SOG) version I’m not to thrilled with the environment as it’s too sparsely covered regarding jungle and foliage in my opinion. This version has way better depth into environment. I did have some issues and not sure if it’s just me or a shared opinion.
1. Extraction helo rarely lands on the LZ I call it too. It usually comes to my location, then flys off 1-2 clicks away and I have to constantly chase it down….if I get to it before it flys away. This is a solid open area that will easily handle a helo or if I use a daisy cutter bomb to blow a large LZ……but I’m guessing 75% of the time I have to move to where it wants to land…kinda frustrating.
2. I’m mixed on the support module. I like the SOG module as it has more air assets included and it shows the danger area so you don’t get arty/CAS too close to your location but you get denied air after 1 strike for a time and the arty “Re task “ batteries after every mission. The support module on on the Cambodian (SOG) version allows you to quickly use your large map and gives you more arty missions back to back. Where it fails is the lack of CAS options and the danger areas isn’t utilized. A mix of these 2 would be great but tweaking the SOG to allow for quicker repeat missions would be the better option……plus maybe Air Burst !!!!
3. I have finished a mission and went to extract and the extraction helo won’t extract….rare but frustrating when it occurs.
4. I’d love to see a objective to be one of Ambush on a trail where we take out a patrol. Missions very similar to certain LRRP missions. The ability to place and retrieve claymores would be nice too. That way you could use on numerous ambush sites if not blown.
Overall this is my favorite DLC for replay ability….great job!!!!
@LUV DA UDA AND UVF the "COMBINED ARMS" setting is sort of like combat ops
@GrnkleStan i've seen people mention this bug but cannot reproduce it. can you send me a log from a session where this occurred?
I did some playtesting and I found some areas for improvement/future fixes:
1. Can you make the mortar emplacements more flush with the jungle terrain? It doesn't make sense to have steel containers, sheet metal, and razor wire deep in the jungle IMO.
2. Sometimes the insertion helicopter just wanders off randomly without ever landing.
3. Sometimes the mission does not progress after completing the main objective.
4. Sometimes during helo insertion, rucksack contents i.e. ammo and grenades get doubled. I also observed this in non-optimised versions of DRO - Cao Lao Nam.
5. Sometimes the extraction helo doesn't fly off after given the extract order.
Again, thanks for the solid work! You did the extra mile past direct porting.
Any chance of this getting ported to Khe Sanh? :)
@ Khaos Yeah I can add a parameter to unrestrict the arsenal in the next update.
@ Corrosion I'll make the voices a parameter too
Otherwise though thank you so much for releasing this, I was just about to look into removing the 2035 assets myself when I stumbled upon this. The vanilla alarm bugged me as did the hostile civilians with 2035 guns haha.
And another suggestion for the Radio Support module would be to add more opions for illumination shell supports fired by artillery. The one that becomes available from 18:00 to 6:00 is really good.
And the ones from the actual artillery are nice, BUT the illumination shells used on the 105mm barrage should be the "vn_flare_plane_lg_w_ammo" instead of the smaller "vn_flare_plane_med_w_ammo".