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Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]All Apache helicopters have been upgraded to use the new engine sound system.[/p]
  2. [p]Chinook loading ramp animation updated so the top part of the ramp slides into the bottom part correctly.[/p]
  3. [p]Updated sling load cargo to prevent any floating point issues.[/p]
  4. [p]Added "Random" options to Deployment Point and Enemy Strength drop downs which works as follows..[/p]
    • [p]Deployment Points - will select a random value between 200 and 1,000[/p]
    • [p]Enemy Strength - will select a random value within +-50% of the Deployment Point value but never more than 1,000.[/p]
    [p]This ensures that missions are generated within sensible value ranges and not opposite ends of the scale which could create seemingly impossible missions. You can still override manually if you so wish.[/p]
  5. [p]Added an "EQUAL" option to the Enemy Strength drop down which makes Enemy Strength always equal to the Deployment Point value. There are no limits on this so if you select 2,000DP then the enemy strength will also be set to 2,000![/p]
  6. [p]Updated some gimbal limits for the Chinooks tail gunner.[/p]
  7. [p]Updated Chinook pilot and co-pilot seat positions so the cockpit MFDs are more visible.[/p]
  8. [p]Updated the MFD LODs to fix some nasty looking low poly meshes.[/p]
  9. [p]A.I. wingmen should now work a lot better. It looks like a bug was introduced a few updates ago and I had to roll back to a previous version. This means the A.I. currently won't use the Maverick and may make multiple "No Targets in Range" calls when they run out of targets.[/p][p]The other thing I noticed is that the A.I. will stick to the correct engagement ranges of missiles and report "No suitable Weapon" (they need to say "Target is out of range" but I don't have a audio file for that!) which can cause some confusion. Hellfire / APKWS / DAGR actually have much shorter ranges than what you can achieve with them. [/p][p]For example; Laser Hellfire max. real range is 6km but you can strike targets right out to 12km. The A.I., however, will obey the 6km range which means you can often be designating a target what you think is well within range only for your wingman to say "No Suitable Weapon" because technically it is out of range!

    Until I implement these true ranges for the player I've increased the range to 12km for the A.I. as well. ːsteamhappyː[/p]
  10. [p]Fixed a bug with A.I. wingmen which would cause them to stop firing after they had engaged and killed infantry.[/p]
  11. [p]A.I. wingmen will now follow your altitude much more closely when in formation.[/p]
  12. [p]Introduced a new rendering system for the trees on "Central Libya" this should give a good speed boost (I gained 20% fps). The caveat is that there is more "popping" of trees in the distance but this is something I shall solve in the next iteration. The plus side is that even dead trees now react to rotor wash![/p]
  13. [p]Updated all mission scripts to fix any mis-assignment of side - you shouldn't see allied buildings in enemy bases and vice versa.[/p]
  14. [p]Updated all mission scripts to allow a larger margin of error when landing at designated points.[/p]
  15. [p]Fixed a script error which was causing the Harrier to be unflyable. I think this also may have effected other fixed wing support units.[/p]
  16. [p]Fixed a badly decimated mesh on the MFDs which was sometimes visible when they reached a certain size on the screen[/p]
  17. [p]Fixed an incorrect angle on the front Chinook rotorblade[/p]
[p][/p][p]Thanks to all those who posted bugs etc, that made my life much easier ːcoolstar2022ː [/p]