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Helicopter Gunship DEX News

Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]Added current waypoint direction indicator to the TSD display as requested ːsteamhappyː[/p]
  2. [p]Chinook now uses a 2 point harness for the sling load.[/p]
  3. [p]Updated the air defences so they will use a fast lookup array for air targets instead of doing using physics colliders. This should reduce the CPU usage when lots of air defence units are scanning for targets. Feedback on how much of a difference (if any) will be very welcome. ːsteamhappyː[/p]

Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]Fixed a bug in the missile/bullet collision system which may cause projectiles to pass through the terrain. Hopefully this fixes the issue - please let me know if it hasn't.[/p]
  2. [p]Wingman A.I. update so that they can now launch missiles in rapid succession when using the "Attack My Designator" command. They should also now hold their position better between missile launches when in this mode.[/p]
  3. [p]Wingman A.I. updated so that they will now use Sidearms correctly and should only use them against targets with an active radar system.[/p]
  4. [p]Wingman A.I. updated so that they will now use their turret gun when a target is within 1,500m.[/p]
  5. [p]Wingman A.I. updated so they can now fly at any altitude up to 5,000m. It was originally capped at 200m above ground to prevent them exposing themselves too much but this could also cause them not to climb high enough to deploy weaponry.[/p]
  6. [p]The radio system has been updated so that it doesn't buffer too many radio messages.[/p]

Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]Fixed an issue with the seed value always making the primary and secondary missions the same when both are set to "Random All". This will almost certainly make any Mission Codes previous to this update create a slightly different mission.[/p]
  2. [p]Minor tweaks to helicopter sling load A.I.[/p]
  3. [p]Fixed a possible bug when using the dedicated "Attach Sling Load" control which would not actually attach the sling load! ːsteammockingː[/p]

Sector System Beta Hotfix

[p]Hot fix for helicopters that couldn't take off properly. They can now get airborne! ːsteamhappyː[/p]

Sector System Beta Update

[p]This update adds the following...[/p]
  1. [p]1st pass of the sling load code for A.I. pilots. I've only tested with the Chinook so far but all the helicopters have the same code so "should" be capable of sling loading.[/p][p]Sling Loading works like most other A.I. pilot commands - target the container you want the A.I. to pick up then issue the new "Sling Load Target" command from the Command Menu.[/p][p]If the target is valid you're wingman will respond with "Moving" and proceed to fly to the target object where they will line up (probably overshooting the 1st attempt!) before hooking up at which point they'll climb to a safe altitude and await new orders.[/p][p]To get them to drop the cargo then simply target the helipad as if you were going to tell them to land but instead issue the new "Drop Sling Load" command from the Command Menu. They will then fly to the designated position and, hopefully, set the cargo down gently (-ish)![/p][p]The A.I. will fly and manoeuvre much more carefully when carry sling load cargo.[/p]
  2. [p]Missions are now generated using a Seed Value allowing you to play the same mission more than once. The seed value for a mission is displayed on the mission configuration screen and you can randomise the Seed Value by clicking the "New Random Seed" button.[/p][p]When you click this button a "Mission Code" will also be generated. This code contains the seed value of the mission as well as all the current menu options you have selected and is a simple way to share a mission with someone else or save a mission to try again later.[/p][p]To apply a Mission Code simply paste it into the box and then click "Apply Mission Code" and it will set the correct Seed Value as well as set all the drop downs to the correct settings. You can then click "Generate Mission" when you are ready.[/p][p]If you wish to share missions on this forum please post them in the "Mission Codes" sub forum - thanks ːcoolstar2022ː
    Let the score challenges commence! steamhappy[/p]
  3. [p]You can now choose "NONE" in the music selection screen to turn music on/off for each section of the game.[/p]
  4. [p]Mission type drop downs have 2 new groups - "RANDOM COMBAT ONLY" & "RANDOM LOGISTICS ONLY"[/p]