Update for DetectionSystem Beta
Author: Jimmy Arcade,
published 1 year ago,
This update adds the final few pieces to the VTR (Visual, Thermal Radar) detection system...
1. Radars Detectors / Radar Guided Missiles can now be "notched" depending on their radar type.
[list]
[*] Pulse Radar (Shilka): Generates weak returns when you're flying directly towards the Radar source but strong returns when flying perpendicular to it.
[*] Doppler Radar (Tor): Generates weak returns when you're maintaining a fixed distance to it but strong returns when flying directly towards it.
[/list]
However, neither of these manoeuvres will have much effect for a helicopter because the spinning main rotor blades will always be moving in a direction that either Radar type can get a strong return from.
The Harrier though can notch the Tor quite well and is a good example of how the whole Radar detection system will work in Stealth Fighter D.E.X.
2. I've swapped the Radar types of the Tor and Shilka around so the Tor now has a Doppler Radar and the Shilka now has a Pulse Radar. I believe this is now the correct way around.
3. Your threat display will now automatically mark Radar sources when they have been detected.
4. Countermeasures have now all been merged into a universal "Jamming" system. Everything works the same but now I can add "always on" jammers such as the AN/ALQ-144 which will make helicopters like the Kiowa much more resilient against IR missiles.
5. Flares and chaff now have a much better cumulative effect.
6. The Sidearm's sensor cone has now been increased as well as its turning speed. This has improved the missile's chances of detecting and hitting a Radar source quite a bit. Maximum range against a Tor is about 15km while a Shilka can be hit up to 12km away - depending on launch altitude and speed.
The trick is still timing your launch so that the missile will get pinged by the Radar of the target you want to hit 1st. It takes a bit of practice as well as bearing in mind that the seeker on the missile activates 0.2 seconds after launch.
7. The Viper's cannon is now correctly slaved to the targeting pod again.
This pretty much wraps up the DetectionSystem beta in terms of adding new features. Please feedback comments, observations and suggestions on whether you think the Radar system is too sensitive (or not sensitive enough etc)
Assuming no major game breaking bugs, I will be pushing this build out to the main branch next week.
The next beta will be the DesertExpansion beta which will include increasing the terrain area, terrain details such as towns, bases, FARPS & airbases etc, and also building in some new mission templates to make use of the new assets.
I think after that the next beta will be looking at BLUFOR ground forces and getting them into the action which will also start the run up to the dynamic campaign!