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Helicopter Gunship DEX News

Sector System Beta Update

This update adds the following...

1. Fixed a misalignment of the altitude test point which was causing the altitude to read the wrong height sometimes when on the ground. I also think this was the cause of infantry not wanting to get out of the helicopter.

2. Rebalanced some of the audio settings so you may need to adjust your audio profile if things are too loud or quiet.

3. Updated the "bitchin' Betty" system so it is now helicopter independant which is a little more resource friendly.

4. Re-done the "bitchin' Betty" voice seeing as I no longer have the same text-to-speech voices available any more. This allowed my to also reduce the bit rate to make the voice more like a digital voice system found in aircraft. Feedback on whether you think this is better or not welcome as I'm not sure I've got it quite right yet. ːsteamhappyː

5. Fixed the bug that was causing the collective to reset to 50% when exiting out of Alt Hld. It now correctly picks up the current collective value from the autopilot before switching to manual mode. This only effects those using "relative collective control".

6. Improved the "Small Arms Fire" hit effects so that multiple effects don't truncate effects that are already playing. I've also increased the distance that these effects are audiable so that they can be heard more easily when in external views.

Sector System Hotfix

Fixes the bouncing wingman bug on the weapons loadout screen!

Sector System Beta Update

This update adds the following...

1. Updated the "Ground Effect" system to be more inline with real world values. The amount of total lift has been reduced but the lift envelope now extends further from the ground based on the diameter of the helicopter's rotors.

Using the Lynx with a rotor diameter of 12.8m as an example, this is how ground effect now works...

25% more lift when less than 6.4m off the ground (rotor radius)
falling off to 10% more lift at around 12.8m off the ground (rotor diameter)
falling off to 0% more lift when above 19.2m off the ground (1.5 x rotor diameter)

2. Added a sub-volume control for Small Arms Impact Sounds. This works in tandem with the current "Sound Effects" volume control but allows you to make the small arms sounds louder or quieter within that range.

3. Fixed some missing IR models for buildings.

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I am also currently investigating some of the guided missiles as Hellfire and Spiral missiles seem to sometimes miss when they shouldn't. Spirals seem more effected often impacting short of the intended target while Hellfires seem less accuracte when launched at closer targets just around the point that they switch to "direct attack" mode rather than "top attack".

Sector System Beta Update

This update adds the following...

1. Infantry small arms fire has been balanced. Now the farther away from them and the faster you are flying the more inaccurate the small arms fire will become.

In addition, even when an unarmoured component is hit the bullet may do no damage either bouncing off or hitting nothing of importance.

2. Small Arms fire impact volume have been normalised and will no longer stop being heard when travelling quickly.

3. Added a new control in the "MFD Controls" section to toggle the virtual MFDs on and off.

If you use the "Auto Hide Virtual MFDs in Cockpit View" then this option will override the toggle option when switching views.

Sector System Beta Update

This update adds the following...

1. All Hind helicopters can now fit either a PKB 7.62mm door gunner or a KORD 12.7mm door gunner. These are actually just repurposed M-60 and M2 placeholders from the Lynx and I will swap them for the correct models when I have them.

All door gunners on the Hind have limited fire arcs to the rear of about 30 degress due to the weapons pylons.

2. Small arms fire can now do damage to unarmed components of helicopters. Armoured helicopters like the Apache, Viper and Hind are pretty much impervious to small arms fire but delicate sub-systems like Radar, targeting pods and gun turrets can become damaged overtime - although there isn't really any penalty for these systems yet.

Light helicopters such as the Gazelle and Kiowa are susceptable to small arms fire so you don't want to hang around near enemy infantry.