1. Helicopter Gunship DEX
  2. News

Helicopter Gunship DEX News

Sector System Beta Update

This update adds the following...

1. Added "Hold For Mouse View" button option in the "View Controls" section of the "Control Bindings" menu. When held down this button will switch your mouse into Mouse View control allowing you to look around. You DO NOT need to bind the mouse axis to the view controls for this to work.

This system also works when using the mouse to fly the helicopter so you can quickly switch between looking around and helicopter control.

2. Added "Automatically Recenter Mouse, Cyclic & Collective Look" option in the Controls Settings menu. When this option is enabled the view will automatically recentre when you release the "Hold For Mouse View", "Hold For Collective View" or "Hold for Cyclic View" buttons.

3. Added some limits to how far you can rotate the camera view when in the cockpit positions.

4. Enabled the collision batching system for bullets. This system reduces the work load on the physics engine when processing bullets by utilising multiple CPU cores.

5. Marder Roland 2 replaces the TOR on the BLUFOR side.

6. Updated the Shilka turret so its Radar dish can rotate

7. Added rotation systems to all turrets and radar dishes so they are animated. This system utilises Camera Frustum culling so only things that are visible to the player are animated. Sometimes this does mean Radar dishes stop rotating when they are only just visible on the targeting pod - still a bit of a work in progress ːsteamhappyː

8. Fixed a bug when the A-10 launched its Maverick missile which would prevent the missile from homing correctly.

9. Fixed a bug which would sometimes prevent a distant terrain from being culled correctly

10. Optimised the tree distance system to cull trees a little more aggressively.

11. Fixed a bug that would skip the last custom loadout option when pressing the back button and it looped around.

Sector System Beta Update

This update adds the following...

1. New M163 VADS for BLUFOR armed with a 20mm Vulcan canon

2. New M113 APC for BLUFOR armed with a M2 .50 cal.

3. BTR-60PB variation for REDFOR which has a 14.5mm heavy machine gun

4. Some optimisations for the terrain streaming system

5. Fixed an incorrect distance check which was causing trees to not be drawn into the distance sometimes.

6. Updated the ID system so it will always tell you the base vehicle type e.g. MBT, IFV, APC etc when fully identified e.g. M1A1 ABRAMS MBT instead of just M1A1 ABRAMS

7. Updated the target priority lists for all vehicles so that they can engage infantry (where possible)

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