Public Branch Update
Author: Jimmy Arcade,
published 4 months ago,
This update brings the public branch upto the same version as the current "player bubble beta" and includes the following updates, additions and fixes...
1. Custom loadouts now store fuel load and ammo load for each weapon. This allows you to setup very specific loadouts for Deployment Point or weight limits.
2. Quad racks used for hellfires and TOW missiles now automatically configure themselves between a quad launcher or dual launcher depending on ammo loaded (except the TOW launcher for the Lynx which is always a quad launcher)
3. Removed dual hellfire/TOW racks from the all helicopter loadouts. Unfortunately this may effect previously stored custom loadouts from loading correctly.
4. Increased the size of the colliders used on helicopter skids to prevent them clipping through the terrain colliders when landing. Hopefully this should fix the "skid boogey" that sometimes happens where the helicopter won't settle on the skids properly and continually shuffles around
5. You can now choose the default camera position in the Game Settings menu allowing you to jump straight into the cockpit view when the mission starts.
6. You can now choose the music tracks for the Main Menu, Mission Briefing and In Flight.
7. Added various new music tracks to the game.
8. The current track that is playing is now displayed in the Audio Settings menu.
9. New, more efficient player bubble script which controls the detection of when objects are outside the bubble and enables/disables them. Aircraft operating outside the bubble will now be able to target units that are disabled but they can't yet destroy them.
10. Added in vector contour lines to both the Mission Planning map and the TSD display for Central Libya. They are currently set to show every 10m of elevation change but this might be to low as it can make the display look cluttered. Comments welcome
11. Added in the DAGR laser guided rocket system. It is identical to the APKWS in terms of power and range however, a pod of 4 DAGR rockets can be mounted on a rack in lieu of a Hellfire missile giving you some extra flexibility (plus the pods look cooler than the usual M261 cans!).
DAGRs are available on the following helicopters...
AH-64D & Longbow - 16 x DAGR or 4 x DAGR + 3 Laser Hellfires
Lynx 3 - 16 x DAGR, 8 x DAGR or 4 x DAGR + 3 Hellfires
Kiowa - 8 x DAGR
Gazelle 342L & 349 - 8 x DAGR or 4 x DAGR
AH-1Z & AH-1Z CRS - 16 x DAGR or 4 x DAGR + 3 Laser Hellfires
12. Fixed some HUD elements that would turn black if the colour got too dark.
13. AH-64D (without Longbow) can now carry dual Sidearms on its inner & outer pylons.
14. Fixed some MFD elements that would change colour when setting the HUD colour.
15. Reworked the "Radio" audio effect to hopefully make speech clearer.
16. Updated the Viper flight model so that it works correctly when using "Intermediate" or "Beginner" flight models.
17. The weapons loadout screen now attaches itself to the main camera instead of being attached to the helicopter itself. This stops it from moving around if the helicopter bounces a little when placed on the helipad.
18. The spot light on the weapons loadout screen now only switches on when needed i.e. during low light/dark missions. This prevents the helipad/helicopter from becoming overbright and causing a bloom effect.
19. Fixed a bug in the bubble system which was preventing it from working correctly. This bug was introduced on the last update and would cause some vehicles to disappear and never return!
20. Corrected the stores system for the Lynx 3 so that when loading a DAGR + Hellfire rack it will find and utilise the DAGRs correctly.
21. Updated the stores system so it will always select "SAFE" mode when starting the mission
22. Updated the autopilot PID settings to (hopefully) make the autopilots more stable.
23. Updated the rigidbody settings on helicopters with skids to prevent them "flapping" while in flight.
24. Fixed the text material used by various cockpit instruments to prevent them glowing in the daytime.
25. Added in the "HERO" version of the M261 Rocket Pod. This includes both the standard and APKWS versions. Tomorrow I shall be working on the "I-Beam" aiming system for the M261
26. Optimised the 3D models for standard and APKWS models so that they use less polygons when stored in the launcher.
27. Fixed a bug in the rotor wash effect which would sometimes leave particles visible on the ground after the helicopter has taken off.
28. Optimised the start up routine for the rotor wash system.
29. Double checked the player bubble system and as far as I can see it is now working correctly on all terrains. If you do notice a missing vehicle then please let me know - a screen shot is also always useful.
30. Modified the terrain's physics material type to see if that helps remove the final bit of bounciness from the helicopter skids. Some rocking/bounce is to be expected (as they do in real life) but it shouldn't be excessive and should dissipate fairly quickly and certainly shouldn't cause the helicopter to "boogie" on the spot!
31. Fixed the smoke and fire effects on vehicles so that they are restored when going in and out of the player bubble. This should fix any instances where you come across a vehicle that is destroyed but not burning.
32. Fixed the smoke and fire effects on vehicles so that they are restored when going in and out of the player bubble. This should fix any instances where you come across a vehicle that is destroyed but not burning.
33. Added "I Beam" targeting system for the Hydra rockets. This system is currently available to all helicopters that can carry the M261 rocket pod. However, it will be limited to just the Apache and Viper helicopters in the future as it requires an articulated hardpoint and so might look a little odd on the Lynx etc.
This I-Beam system is a simplified version of the Apache's targeting system. It works in a similar fashion but not quite the same.
The I-Beam system has two modes, Constantly Calculated Impact Point (CCIP) and Automatic Vertical Aiming.
CCIP mode is used when there is no target locked. In this mode the small horizontal line on the I-Beam shows the impact point of your rockets and can be used as a normal targeting sight.
[img]https://clan.cloudflare.steamstatic.com/images//42621381/6b31e3e7248ae0d8d0336ecb46a0a4431cdeeb7b.jpg[/img]
When a target is locked, either with the targeting pod or TSD, the I-Beam system will be able to calculate the vertical firing angle required for the rocket pods automatically.
It is important to note that when in this mode the moving horizontal line on the I-Beam shows the current gimbal angle of the pod in relation to the helicopter NOT the impact point. The maximum gimbal angle is the top of the I-Beam and the minimum angle is the bottom of the I-Beam
[img]https://clan.cloudflare.steamstatic.com/images//42621381/b27ecd2a22602fb29bd6eb1233d531eada61d64b.jpg[/img]
If the vertical angle required exceeds the gimbal limits of the pod you will get a broken I-Beam.
[img]https://clan.cloudflare.steamstatic.com/images//42621381/693a157b52c47601c675d38f85e2e682c766695c.jpg[/img]
To hit your target make sure the I-Beam is aligned horizontally with your target. Generally the I-Beam should pass through the centre of your targeting box indicating that you are correctly aligned horizontally.
You do not need to align vertically unless you have a broken I-Beam indicator.
[img]https://clan.cloudflare.steamstatic.com/images//42621381/5013a4925a68dc1a6f8e2beb6890699098587c67.jpg[/img]
34. DAGR's are now reported correctly as "HYDRA HE DAGR" in the mission debriefing screen.
35. Updated the smoke effects so that they blend with fog into the distance.
36. Updated some of the targeting pod zoom levels for the helicopters. The Kiowa now has the best zoom while the Hind is pretty poor with only 3.3x and 10x zooms available.
37. Updated the TSD MFD camera so that it runs at exactly have your main frame rate. This should fix any issues with major slow downs occuring when viewing the TSD.
38. Updated the video resolution drop down so that it only displays distinctly different resolutions.
39. Updated the "Full Screen" tick box to a drop down so that now you can select between "Exclusive Full Screen", "Windowed Full Screen" & "Windowed" modes.
40. Updated the game so that it is nVidia DSR compatible. You will need to select "Exclusive Full Screen" mode for the DSR resolutions to work otherwise the maximum resolution will be limited by your desktop resolution.
41. Fixed various spelling mistakes
42. Fixed BRDM's radar icon which was misaligned and would cause it to move
43. T-62M will now burn correctly after being destroyed
44. Lynx 3's cargo selection buttons now work correctly on the weapon load out screen
45. You will now get points for destroying mission specific targets including any extra mission targets that you destroy.
46. UAV Mission Support can now be shot down properly and it will be marked as destroyed on your Mission Support MFD page.
47. You no longer get awarded points when the UAV is shot down.
48. Waypoints where you need to land will now always be aligned with the ground.
49. Increased the size of the drop off waypoint when unloading infantry
50. Increased the poll rate to determine when waypoints have been completed.
51. Fixed a "Double Stacked" Shilka unit when attacking an IFV company during a STRIKE mission.
52. M1A1 Tanks used in the spare parts transport mission are no longer marked as enemy units so allied units should no longer try to attack them.
53. Fixed UAV drone's radar icon so it is now the same as other aircraft and not just a single line
54. Updated the hover hold autopilot so that it is now working with the same controls as you without any other faked assistance. The autopilot will take a little longer to settle due to this so you should try to enter hover hold with as little velocity as possible. There will be some further stability improvements when I bring in a better calculation for induced drag at low speeds.
This should fix any "dancing" that was occurring with either the Hind or Lynx.
55. Fixed an error in one of the cloud shaders. Don't think it was causing any issues but it's fixed now!
56. Fixed an incorrect calculation in the rotor disc's speed vs lift calculation. Lift generation due to forward velocity should now be more controllable via the collective as it is no longer being artificially clamped.
57. Fixed a bug with the mixed hellfire/dagr racks that when saved as part of a custom loadout would then load the DAGR pods in an empty state. This should retro-fix any current loadouts that use the mixed racks.
58. Re-aligned the DAGR rockets so that they fit in the pod correctly.
59. Updated the S-5 rockets model to be the correct size so that they correctly fit in the UB-32 pod.
60. Added a new button to allow you to cycle the radar layer backwards.
61. Clamped the trim so that it will only go +/- 0.25% . This should be more than enough to trim any aircraft without the trim being able to flip the helicopter when on the ground.
62. Fixed the 20mm tracer round so that it is the correct colour.