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Helicopter Gunship DEX News

Sector System Beta Update

[p]This update addresses a few bugs...[/p][p][/p]
  1. [p]Turning off enemy threat circles on the mission planning map would cause newly detected SAM & AAA units to not show their threat circle on the TSD/Radar screen.[/p]
  2. [p]Cockpit dashboard clocks now show the correct in game time rather than just the time the mission started.[/p]
  3. [p] Updated some installations to hopefully fix the Allied/Neutral buildings appearing in some enemy installations.[/p]
  4. [p]Updated the A.I. landing code to make a more positive landing attempt which hopefully eliminate an issue where they would almost touchdown, but not quite, and then drift around the landing waypoint.[/p]

Sector System Logistics Update

[p]This update adds the following...[/p]
  1. [p]When generating the mission you can now choose the amount of time compression you want to use as follows...[/p]
    • [p]1x - Real Time. 1 in game day takes 24 hours of real time[/p]
    • [p]2x - 1 in game day takes 12 hours of real time[/p]
    • [p]3x - 1 in game day takes 8 hours of real time[/p]
    • [p]4x - 1 in game day takes 6 hours of real time[/p]
    • [p]6x - 1 in game day takes 4 hours of real time[/p]
    • [p]8x - 1 in game day takes 3 hours of real time[/p]
    • [p]12x - 1 in game day takes 2 hours of real time[/p]
    • [p]24x - 1 in game day takes 1 hour of real time[/p]
  2. [p]In game time is now displayed at the top right of the mission planning screens.[/p]
  3. [p]In game time is now displayed at the top of the mission briefing on the right hand MFD screen[/p]
  4. [p]Any cockpits that have a dashboard clock will now display the correct in game time taking into account any time compression.[/p]
  5. [p]Mission briefings are now correctly updated if you move your starting position.[/p]
  6. [p]Time to waypoints in the mission briefings now take into account any time compression used.[/p]

Sector System Sling Load Update

[p]This update adds the following...[/p]
  1. [p]Upgraded all helicopters that can sling load cargo as follows...[/p]
    • [p]Lynx All Versions - max sling load 1,500Kg via 4 point harness[/p]
    • [p]Hind All Versions - max sling load 2,500Kg via 3 point harness[/p]
    • [p]Gazelle All Versions - max sling load 750Kg via single point harness[/p]
    • [p]Kiowa - max load 500Kg via single point harness[/p][p]In all cases, the max sling load relates to the maximum weight of cargo that the airframe can handle and can never be exceeded. The actual amount you can lift off the ground will depend on the exact load out of the helicopter.[/p]
  2. [p]Sector System Logistics missions are now sling load cargo compatible and now spawn various cargo units near the collection point in the following weights...[/p]
    • [p]500Kg[/p]
    • [p]750Kg[/p]
    • [p]1,000Kg[/p]
    • [p]1,500Kg[/p]
    • [p]2,000Kg[/p]
    • [p]2,500Kg[/p]
    [p]Simply fly over the required cargo unit at about 10m altitude and attach the cargo sling. When a cargo unit has been moved at least 15m then a new cargo unit will be spawned in ready to be picked up allowing you to complete large missions with small cargo units via multiple trips. [/p][p]It is possible to collect internal cargo and external cargo to complete a mission in any combination.[/p][p]To deliver sling loaded cargo simply place the cargo unit on the designated helipad close to the centre and disconnect the sling load. The cargo unit will be removed after 5 seconds if it is in the right place and the mission will update. Cargo units are single use so if you drop a 500Kg unit and the mission only needs 250Kg to complete then the excess amount is lost.[/p][p]A.I. pilots are not able to sling load cargo at the moment.[/p]
  3. [p]Updated all sling load cargo units to have suitable drag coefficients.[/p]
  4. [p]You can now bind buttons for "Toggle Sling Load", "Attach Sling Load" & "Detach Sling Load"[/p]
  5. [p]Fixed an incorrect "flatten area size" which was set far too large for a small installation.[/p]
  6. [p]Added in a small delay before collisions are processed for bullets and missiles which should prevent any accidental shooting of yourself ːsteammockingː[/p]
  7. [p]Removed the test sling load cargo from the helibases.[/p]
  8. [p]Fixed some terrain tiles that had the flattened areas baked into them.[/p][p][/p]

Sector System Beta Update

[p]This update adds the following...[/p][p][/p]
  1. [p]Fixed a bug that could cause multiple waypoints to have the same name.[/p]
  2. [p]Fixed a bug that could cause the secondary mission to not generate correctly.[/p]
  3. [p]Added in Medical Cargo missions which will utilise medical installations[/p]
  4. [p]All installations now receive a unique name which is used in the mission briefing. The naming convention also utilises the installation type and size. For example medical bases will be named as follows...[/p]
    • [p]Tiny/Small - "Medical Aid Station"[/p]
    • [p]Medium - "Mobile Army Surgical Hospital" (or M.A.S.H.)[/p]
    • [p]Large - "Field Hospital"[/p]
    [p]While supply bases will be named...[/p]
    • [p]Tiny - "Patrol Base"[/p]
    • [p]Small - "Forward Arming & Resupply Point"[/p]
    • [p]Medium - "Forward Operating Base"[/p]
    • [p]Large - "Base Camp"[/p]
  5. [p]Mission briefing for the Sector System cargo missions will now calculate approximate times between waypoints for both Primary & Secondary missions. However, if you move your starting base these times are NOT recalculated at the moment. There's no penalty for exceeding these times, they are just a guide and are based on a you moving at an average speed of 100Kts.[/p]
  6. [p]Sling Loading Beta! This is the 1st initial pass at sling loading. If you wish to try carrying external cargo then please read below...[/p]
[p]SLING LOADING BETA[/p][p]You can try out a limited test of the sling load system by flying the Lynx 3. At each airbase there will be a small cargo unit that is sling load compatible. It should be near one of the helipads.[/p][p]You'll know when you've found it as it will say "500" on top denoting that it weighs 500KG so make sure you have at least that amount spare between your CGW and MTOW weights.[/p][p]The sling loading system uses a 4 point harness so you need to make sure you align your helicopter with the cargo unit correctly by using the arrows on top of the cargo unit which indicating the forward direction of the cargo unit. Make sure your helicopter is facing the same direction to ensure cables do not get twisted.

Hover over the cargo container at an altitude of about 10m, switch to your "Stores" page on the left MFD and then press the "TGL SLING" button (default is down on the joypad D-PAD).[/p][p]If you are close enough then the cargo should attach and you will see the sling read-out on the MFD update and, from and external view, you will see the cables attach.

Currently the MFD will display "(+) 500Kg" to indicate that sling loaded weights are NOT included in the displayed Current Gross Weight (CGW) total so you'll need to do the calculation in your head for the moment :steamhappy:[/p][p]You can now lift the cargo unit off the ground.[/p][p]If you didn't align correctly with the cargo unit then the cables may be twisted. However, once the cargo unit is off the ground it will align with your helicopter due to the tension in the cables and this tension should keep it facing forwards as you fly - mostly. ːsteamlaughcryː[/p][p]Carrying external cargo can be tricky especially if the cargo starts to swing wildly so take it smooth and steady.[/p][p]To drop your cargo off simply press the "TGL SLING" button on the MFD again. [/p][p]There are some limiters in place to ensure you don't rapidly connect and disconnect to cargo.[/p][p]Sling cargo currently does not count towards missions - this is just a test of the sling system and physics ːsteamhappyː[/p][p][/p][p][/p]

Sector System Beta Update

[p]This update adds the following...[/p][p][/p]
  1. [p]Sector System Logistics mission. These are the new and upgraded logistics missions which now utilise the Sector System stats to workout where the mission are needed.

    Logistics are currently broken down into the following categories...

    Standard Logistics
    You will be tasked with carrying various cargos ranging from 250Kg to 1,000Kg in weight

    HAZMAT Logistics
    You will be tasked with carrying various cargos ranging from 250Kg to 1,000Kg in weight. The cargo type with either be EXPLOSIVE or FRAGILE. Currently it makes no difference - the cargo cannot be damaged and will not explode, yet!

    Heavy Logistics
    You will be tasked with carrying various cargos ranging from 1,250Kg to 2,000Kg in weight. These are designed to be used with heavy cargo helicopters (such as the upcoming Chinook) but can still be completed by smaller helicopters making multiple delivery runs.

    Heavy HAZMAT Logistics
    You will be tasked with carrying various cargos ranging from 1,250Kg to 2,000Kg in weight. Again, designed for larger helicopters and with a similar setup as the smaller HAZMAT missions with either EXPLOSIVE or FRAGILE cargo.

    Flying these missions is much simpler than the original cargo missions. You no longer need to load cargo at the start of the mission. Instead you will need to collect the cargo from the designated supply depot by landing on its helipad and then opening your cargo doors (if you have door gunners then simply attempting to open the doors will trigger the cargo loading process).

    Once the cargo is loaded you will need to transport it to the second supply depot. Again, opening the cargo doors will start the unload process and you will see the cargo get placed next to your helicopter - the cargo will disappear after a short delay.

    Repeat this process until the correct amount has been delivered.

    Wingmen are also fully compatible with these missions :)[/p]
  2. [p]Sector System Logistics missions now give score based on how much cargo has been delivered. e.g. delivering 250Kg will award 250 mission points. You will then receive a bonus amount for delivering all the cargo. This is to offset the fact that you probably won't be getting points from destroying enemy units.[/p]
  3. [p]Destroying Allied or Neutral units/buildings no longer awards a negative score. Instead they just give 0pts. This is a work around for when sometimes enemy bases overlap allied/neutral bases which is an issue caused by the old missions not working with the Sector System.[/p]
  4. [p]UAV Hellfire missiles have been updated to no longer perform a lob attack which was causing them to lose track and go ballistic especially on the Norway map where the UAV is flying higher to avoid terrain. Now they take a flight path similar to the Maverick with a slight loft attack profile.[/p]
  5. [p]You can now specify both your Primary and Secondary targets giving you more control over the composition of a mission. [/p]
  6. [p]TrackIR option has now been updated to "Enable TrackIR, OpenTrack & Tobii Eye Tracker (via OpenTrack)" to make it clear that this option supports multiple devices.[/p]
[p][/p]