Upscaling (AMD FSR3/nVidia DLSS) & Custom Flight Model Update
Author: Jimmy Arcade,
published 10 months ago,
This update includes 2 important additions to the game. FSR3 & DLSS upscaling as well as the ability to change the flight model of the helicopters...
[u]FSR3 & DLSS[/u]
This update brings the public branch upto the same version as the Infantry Beta and includes AMD's FSR3 and nVidia's DLSS upscaling systems, but without their frame generation systems.
I'm hoping Unity's plugins will be updated to include frame generation at a later date.
Both of these upscaling systems work well with Helicopter Gunship D.E.X as it is, generally, GPU bound rather than CPU bound.
If you do not wish to use the upscalers then you can opt to use just the anti-aliasing systems (FSRAA or DLAA).
To enable either of the upscalers/anti aliasing systems use the "Anti-Aliasing / Upscaler" drop down in the Video Settings menu.
[u]Flight Models[/u]
Helicopter Gunship D.E.X will now prompt you to choose a flight model when you 1st run the game. You can choose between Beginner, Intermediate, Advanced & Custom.
[i]Beginner[/i]
Perfect for gamepad users or anyone who wants a very easy to fly helicopter. The helicopter will be extremely stable in flight and very easy to hover. Artificial effects are applied to make the helicopter easy to fly.
[i]Intermediate[/i]
A good mix between stability and maneuverability. Less artificial effects are applied to make the helicopter easy to fly.
[i]Advanced[/i]
The original flight model. Helicopters are fully aerobatic. HOTAS is recommended but you can still fly with a gamepad. No artificial effects at all!!
[i]Custom[/i]
Create your own flight model by adjusting the various flight model sliders in the Control Settings menu.
Flight models can be adjusted at any time, even during a mission, so feel free to play around with them!
I've also update the Gamepad & Controls Guide with a Flight Model Adjustments section which details what the various sliders do. https://steamcommunity.com/sharedfiles/filedetails/?id=2910713794
[u]Other Updates[/u]
1. Upgraded to a newer verions of Unity
2. Infantry can now carry MANPADS. MANPADS have a 10% chance of appearing in any given infantry squad. MANPADS are based on the SA-7 Grail missile and are fairly inaccurate. Each MANPAD system carries 2 missiles and has a lock-on range of 2km
3. MANPADS will no longer fire at you in Free Flight mode
4. Fixed the pilot camera position in the Apache '88
5. Reworked the night vision goggles so that the red threat circles on the TSD are now visible. You'll still need to turn off the map to see them otherwise the screen will be too bright.
6. Removed the MFD screen surround on the mission planning screens so there is a bit more room for the deployment point bar. I'll probably get rid of the surround completely as it does take up quite a bit of room and I'm not sure if I really like it anyway!
7. Reworked the layout of the mission briefing screens so that you now have a deployment point bar at the top of the screen showing the total for the mission, how many you've spent and how many are remaining.
8. Fixed a bug with the targeting pod camera when you have a wingman so it no longer messes up your targeting pod or causes fps drops.
9. Set up the cloud shadow, rain and other weather systems. Nothing much to see just yet but there will be shortly...
10. All weapons have had their blastzones adjusted so that they damage infantry as you'd expect.
11. Added a bindable button for toggling the parking brakes directly.
12. Added a heat blur effect to the engine exhausts on all helicopters. This is something I've been wanting to do for a while but could never get it to work properly. Happy to say it now works as I wanted it to.
Heat blur is more visible at slow/hover speeds. As you get faster the heat blur effect will get less simulating the faster air flow. At around 90kts you probably won't be able to see it anymore.
13. Rebalanced all tail rotors so that helicopters, when at hover speeds, now rotate in a fairly flat plane rather than banking and destabilising the hover.
When in forward motion you will still see some banking - this it true to life and is a secondary effect of rudder/tail rotors control surfaces.
14. Separated mouse look and joypad look speed options so you can set them independantly from each other in the Control Settings menu under Camera Control
15. Control inputs are no longer sent to the game if the window loses focus i.e. if you switch to another application.
16. Pulling up the main menu mid-mission will now prevent the main camera from rotating. However, if you simply pause the game then camera rotation will still work allowing you to move the camera for screen shots etc.
17. Added in a combined Targeting Pod & TSD/Radar cursor control in the Control Bindings under Weapons & Targeting. This allows you to control the Targeting Pod or TSD/Radar cursor with a single axis (or buttons) depending on which MFD screen currently has focus.
18. Added in a combined Targeting Pod & TSD/Radar Lock button which allows you to lock either the targeting pod or radar/tsd depending on which MFD screen currently has focus.