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Helicopter Gunship DEX News

Sector System Beta Update

This update adds the following...

1. M2A1 Bradley is now used as the IFV for BLUFOR forces. It current only has its 25mm canon but I will add its TOW launcher as soon as I've updated the weapons logic so that ground vehicles can handle multiple weapon systems.

2. Wingmen will no longer call out friendly radar pings.

3. BTR now fires a 12.7mm round rather than using the same 23mm round as the Shilka. This will reduce the damage you take from BTRs significantly.

Sector System Beta Update

This update adds the following...

1. Fixed and optimised a lot of ground unit colliders.

2. Fixed a bug on the targeting camera which would sometimes report "No Target" even though you were locked on to a valid target

3. Targetable buildings at helibases now report whether they are allied or enemy correctly.

4. Updated targetable buildings so they don't get reported as "Building Building" in the targeting pod.

5. You can no longer set your home base to enemy sectors

6. Spotted units will now be marked on the map correctly.

7. The number of units placed in a sector is now based on the Air Defence and Ground Unit levels. There's still a fair bit of randomisation but any sector with over 80% Air Defence is likely to be well defended with SAM and AAA units.

8. You can now set the volume for Allied and Enemy RWR sounds in the Audio Settings menu.

9. When viewing the map mid-mission the unit icons will now be rotated correctly.


Sector System Beta Update

This update adds the following...

1. Sidearm can now detect radars that are locked on to your helicopter. This allows you to use your helicopter as "bait" and then quickly engage the threat. It is not 100% guaranteed that the Sidearm will engage the locking radar if other radars are also in range and either pinging you or tracking you.

2. Infantry will now deploy from their vehicles and be assign to the correct side.

3. Added a collider to the Tor's radar dish so you can now more easily lock on to it if it is just visible over a hill.

4. You will now receive radar pings from allied units. This may be a little annoying so feedback on whether this is a good idea or not welcome :)

5. Fixed a bug with the 155mm artillery shell that was allowing it to pass through the terrain and not explode.

6. Fixed a bug with the 155mm artillery shell which would leave the ground illuminated by the explosion flash.

7. Updated the way the identification system works so you will get more detailed information about the targeted vehicle over time. For example using a Shilka...

0% - 15%: GROUND UNIT
15% - 25%: TRACKED UNIT
25% - 49%: AAA
49% - 75%: ENEMY AAA
75% - 99%: ENEMY SHILKA
100%: ENEMY ZSU-23-4 SHILKA

IDing to 100% will also mark the unit for a long period of time. This isn't used in the Scenario Generator but will be used in the Dynamic Campaign as partially identified units will fade over time.

8. Fixed a bug in all units which allowed the firing sound effect of their turret to continue to play if the vehicle was destroyed mid volley.

9. Fixed some gaps between turret colliders and main body colliders


Update for Sector System Beta

This update adds the following...

1. The Scenario Generator will now add some light forces to both allied and enemy sectors. Allied forces consist of M1A1 tanks while the rest of their units are borrowed from the current REDFOR vehicles until I get the correct unit models in game.

2. Allied air defence threat circles are now shown on the Mission Planning map and can be toggled on/off using the map layer menu

3. Once the mission starts the button to select your starting base is now removed correctly

Sector System Beta Update

This update fixes the following...

1. The Infantry Beta mission now works again. It is still based on the old random mission code so doesn't obey the sector system as such. This can lead to the mission generating pick up and drop off points inside enemy territory.

2. Door gunners should now be able to target infantry that have entered buildings more easily as they will now receive the correct positioning information for the soldiers.

3. Fixed the bug where sometimes your wingman would spawn inside your helicopter. This was due to incorrect helipads being assigned at the start of the mission.

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This should mean that everything is now as functional as the current public branch but with added Sectors ːsteamhappyː

I shall now begin re-writing all the mission scripts to utilise the Sector System with the first set focusing on cargo and infantry transportation.

I will also be looking at getting enemy & allied forces to deploy into their sectors correctly as I really need to see how much stress this will put on the whole game. Fingers crossed the bubble system will hold and performance impact should be minimal. ːcoolstar2022ː