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Helicopter Gunship DEX News

Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]Sling loading system should no longer allow you to attach more than 1 cargo container[/p]
  2. [p]Sling loading system should more reliably choose the closest container[/p]
  3. [p]Chinook now starts with its parking brake engaged and correctly displayed on the HUD[/p]
  4. [p]Separated the HUD and Command Menu so you still access the Command Menu with the HUD turned off.[/p]

Sector System Beta Update

[p]Hotfix for the Sidearm not hitting targets.

This update also adds the following...[/p]
  1. [p]Teleporting wingmen should now be fixed.[/p]
  2. [p]Wingman "Hold Position" command now works correctly.[/p]
  3. [p]Updated the Hind's rear gear retraction position so the tyres no long poke through the external model.[/p]
  4. [p]Updated the bullet collision system so it should prevent any chance of shooting yourself.[/p]
  5. [p]Updated the collision system so that it is more performant.[/p]
  6. [p]Removed a lot of square root calculations.[/p]
  7. [p]Fixed an issue where your MTOW/CGW readouts would sometimes display values from other vehicles - usually a wingman.[/p]
  8. [p]Added a vertical line to the TSD display to help you line up with targets and visualise whether they are to your left or right.[/p][p][/p]
[p]Known Issues[/p]
  1. [p]Infantry don't seem to be using their small arms or MANPADS after exiting a vehicle.[/p]

Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]Improved TSD targeting system. [/p][p]The TSD will now find targets in a 750m radius around the TSD cursor location. This means you no longer have to be super accurate when designating a target.[/p][p]If multiple targets are found in the search area then the closest to the TSD cursor will be automatically selected first. The rest of the targets will be temporarily stored into a target list which you can then cycle through by pressing the "Lock" button for the TSD multiple times working from the closest to the initial TSD cursor position outwards.[/p][p]This is, essentially, creating a mini-PFZ (priority fire zone) which will allow you to engage groups of targets very quickly.[/p][p]If you move the TSD cursor then this will clear the targeting list allowing you to designate a new target.[/p]
  2. [p]All Hind helicopters have been upgraded to the new engine sound system[/p]
  3. [p]All Gazelle helicopters have been upgraded to the new engine sound system[/p]
  4. [p]All Apache helicopters have had their engine sound system tweaked and a new rotor "swish" effect added. This now more closely replicates the Apache rotor blades sound.[/p]

Sector System Beta Update

[p]This update adds the following...[/p][p][/p]
  1. [p]Gazelle doors now open the correct way[/p]
  2. [p]U.I. should rescale correctly for 16:10 aspect ratios. There will be some minor differences to 16:9 ratio but everything should remain useable.[/p]
  3. [p]Fixed an error caused by smoke columns being removed after 3 minutes.[/p]
  4. [p]Adjusted the Cheyenne's drag setting so that it no longer gets stuck in the hover when using the "Beginner" flight model.[/p]
  5. [p]Adjusted the camera modes for the HUD display. I don't think it will make any difference to performance.[/p]

Sector System Beta Update

[p]This update adds the following...[/p][p][/p]
  1. [p]Mission Code / Random Seed value should now produce the same mission across any machine. I still think there are some minor variations happening but nothing that will really effect the mission playing out.[/p]
  2. [p]Wingmen will now use their turreted canon when within 1500m of a target[/p]
  3. [p]Wingmen should now work a lot better when switched to "Fire At Will", "CAS" & "SEAD" modes.[/p]
  4. [p]Infantry should no longer get stuck in a walking animation if they engage in combat as they exit a vehicle. They should now crouch.[/p]
  5. [p]Infantry animation system optimised so that infantry only animate when visible on screen[/p]
  6. [p]Burning smoke columns now only last for 3 minutes before ending. Over the course of a mission where you might destroy a lot of vehicles I think these particle effects were building up. Destroyed vehicles will still have a burning effect so you'll still know which ones are dead.

    Eventually I'll add in some low-poly wreckage models and then I can remove the entire vehicle and all particle effects.[/p]
  7. [p]Optimised a couple of the bullet impact particle effects.[/p]
  8. [p]Kiowa cockpit positions have been adjusted.[/p]