[url=https://store.steampowered.com/news/app/1347550/view/3651903168569560804]Check out this link for the full news post detailing the changes[/url]. [h2]Changelog[/h2] [code]New Features: - Hardcoded escape button to escape on keyboard - Additional bindable "escape" key is now bound to "Start" on the gamepad by default - Player can now eject + Pilots are now a viewable object (only when ownship ejects) + Fixed pilot rotations to face forwards + Option to trigger eitehr by hold or triple press + When ejecting during Arena missions, pilot is not lost, only aircraft - Added SA-9 IR guided surface to air missile (SAM) vehicle + Vehicle launchers can have a finite or infinite number of reloads - (JSON) Vehicle turret "Type" property no longer used - (JSON) Vehicle missile turrets require "LauncherMounts" in the "Model" of the turret - Completely redone HUD designed for customization and more universal usability - HUD "Instrument" (TWD and Radar) design changes + TWD shows incoming missiles and incoming missile type + Can be configured to 4:3, 16:9, or screen edge + Three different display styles : Borders, Transparent, Clear - RWR Codes system to different aircraft can display different RWR symbology labels - Radar shows lock target type and altitude - Tape added to the heading indicator - Pitch ladder (optional) + Reacts automatically to field of view (Thanks Vazgriz!) - Waterline and flight path marker (optional) - VTOL HUD mode automatically activated when nozzle angle >30 and ground speed <200 knots + If in NAV mode, NAV will switch to say VTOL + Flight path marker symbology switches to lose the top mark + Pitch ladder caged and used as vertical velocity indicator (1 degree = 100 feet/min) - Input debugger is now part of the HUD (optional) - Fuel gauge (optional) which displays both internal and external fuel separately - New HUD is now (optionally) available in the Chase (F3 by default) view + When in third person, the HUD takes on a wider format - Radar and IR missile symbology adjusted and now shows target aspect - Target boxes have a SHOOT cue that coincides with seeker lock - DLZ added with very questionable calculations (WIP) - Time to impact shown on DLZ for previously launched munitions - Ground targets on the radar appear as indistinct blobs (AAA still has a unique symbol) - Important ground targets will always be bright and highlighted - Gunsight shows current range to target, or slant range to ground, along with gun max range - Added fixed gun cross which situationally appears + If no target or A-G, fixed gun cross is replaced by gun piper when aimed at the ground + If A-A target is selected, fixed gun cross is always visible - Blinking incoming missile text on the HUD, coincides with audio beep - Missile warning ducks the constant lock tone - Working PAPI lights added to several airfields on the Island map - Added physics props affected by explosions and aircraft engines + Traffic cones placed around several airfields - Added cheat "coneposting" - Friendly airfields can be rearmed/refueled at in Free Flight, Dogfight, and Strike - Sand Island and Expeditionary airfields are now proper (though unused) strategic targets Improvements: - Missile seeker diamond now tries to move towards locked target instead of moving only when target has entered seeker angle - Cockpit SFX slider defaults to 50% - Flak smoke lingers for longer - Pitch ladder graphics and text made thinner - Changes to how "ExplodeOnImpact" JSON property is handled by bullets + Explosion damage is now done IN ADDITION to impact damage + Explosion effect is now triggered only when a bullet times out with "ExplodeOnTimeout" set to true - Tightened requirements for VTOL HUD mode (<100 knots, >55 degrees nozzle) - Added LOD to the PAPI light enclosures - Rearm/refuel message now appears at any throttle setting Bugfixes: - Chase/external no longer centered on the viewable's position last frame - Aircraft control surface animations no longer play after ejection - Target lists no longer getting clogged with invalid references every level load - When Harrier engine is off, it reads ambient temperature instead of 0 - Fixed NRE caused by attempting to view vehicles when there are no vehicles - Thrust to weight ratio on STOVL MFD page reads correctly again - Nozzle (and thrust too probably) should no longer read negative or strange values - Stick and rudder input no longer persists through player respawn in Arena (very old bug, finally fixed!) - Fixed uncommanded ejection on respawn if eject was mashed after player had already ejected - HUD elements should no longer appear behind the player aircraft - Removed the effective radar range dotted line (was appearing in strange places, may rework this later) - Radar symbology should no longer clip out of the radar display - Gun cross no longer appears behind jet - Gun and munititions can no longer be fired after ejection - Store attachment points correctly account for non-uniform scaling - Version/Steam connection status text on bottom left now get spaced correctly at 1600x1200 - Restored the HUD rearm/refuel message when landed on a friendly base - Fixed errors caused by despawning an aircraft with physics props in its engine wash - Enabled extra padding on all HUD text so it renders correctly at low scale values Balance: - GAU-12 muzzle velocity reduced 1600 -> 1300 - GAU-12 time to live reduced 1.5 -> 1.3 - Normalized the bullet diameter for AI aircraft guns + Gsh-23 reduced greatly 10.0 -> 2.5 + M61/M39 increased 1.0 -> 2.5 - All dumb bombs now have penetration, allowing them to do full damage to tanks on a direct hit - AV8B countermeasure fire rate doubled (0.2 -> 0.1 delay) - SA9 tweaks + 9M31 MaxRange lowered 8000 -> 5000 + 9M31 EffectiveRange lowered 6000 -> 4500 + Turret MaxRange lowered 6000 -> 5000 + Turret FireDelay raised 10 -> 15 - ZSU-57-2 range increased 5000 -> 6000 - Added SA-9 to several bases in the Arena Demo mission - AV8B radar ranges increased slightly + EffectiveRange 8000 -> 9200 + MaxRange 10000 -> 14500 - GAU-12 now does 67% of its damage through explosive splash damage + Impact damage reduced 15 -> 5 + ImpactForce reduced 50 -> 5 + ExplodeOnImpact false -> true + BlastRadius 5 -> 10 + SplashDamage 0 -> 10 - Gsh-23/M39/M61 now do 80% of their damage through explosive splash damage + ImpactDamage 10 -> 2 + ImpactForce 50 -> 5 + ExplodeOnImpact false -> true + SplashDamage 0 -> 8 - The above changes make aircraft guns slightly less effective against armor - However they will damage unarmored vehicles (e.g. aircraft and APCs) more easily[/code]