And storms now look and act like real storms. This included offshore effects. Weather affects the water in the sea. When it is storming the waves (yes waves) will be larger and behave a little more violently.
Holy shit!

Daar hebben we nog geen pics van gezein he.
Mission editors will also need to consider the equipment loadout that the troops will carry in the missions. Yes, the equipment in the game will be fully customizable. If the player will need a scope on their rifle, then the mission editor can add it. If he want a sniper to carry as little extra equipment as possible, then they can remove all of the gear that's not necessary
ZAA-LIG, geen honderdzessendertig M4 addons meer.
One of these limitations is the use of multiple guns on a single vehicle. This is a limitation that Bohemia is working on correcting and we may be able to see tanks with working machine guns in OFP2*.
may? IK had liever "will" zien staan.
VBS1 already has collision detection that allows for movement in a moving cargo area. This will be updated and used in OFP2*.
Als ze bedoelen via een supersnelle setpos loop, laat het dan maar...
With OFP2*, Bohemia will introduce 500 sq km highly detailed maps (no longer called islands). The architecture of the islands is going to be a vast improvement over the original. Buildings will no longer crumple up like paper when destroyed. I was able to witness Maruk Spanel blowing holes into the walls of buildings with a tank. After so much damage the building will even collapse, killing anyone inside. This will create a much more war-torn environment than the original. Now streets may be littered with debres.
500km2 !? dat is 3dubbel zo groot dan de mappen in OFP1!. Gebouwen die werkelijk afbrokkelen en invallen is een VBS1 feature in wording, ik heb daar onlangs een filmpje van gezien.
Will OFP1 addons work in OFP2?". I took the question to Bart Van Paassen of BIS and he gave me a short answer of Yes. BUT, OFP2* will be using a new engine. Bohemia is trying to make it as compatible as possible and nearly every addon made for OFP1 should work in OFP2*. But to utilize the new features provided by the OFP2* engine there will be, for example, new config entries for physics.
Das wel interresant, al gaan die oude models nogal afsteken op die nieuwe.
PS : Valt het niemand op dat er nog geen woord is gesproken over MP?