Update log
Full Helicopter Gunship DEX update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Performance
This update adds the following...
DAP helicopters can now carry 8 troops. They can't carry cargo internally but they can sling load which will be very important once I've got some suitable sling load vehicles such as the M1301 Infantry Squad Vehicle and your transporting Special Forces. This now makes them comparable to the Hind in terms of multi-role and so I've adjusted their pricing a little to match. Really, compared to the Hind, their only draw back is being slower and having limited armour.
Fixed a bug which could cause Shilkas and ZSU-23-2 units to fire continuously.
Fixed a bug which would cause spoofed missiles to go ballistic instead of homing in on the spoofing countermeasure.
Added in terrain collider optimisations. This system swaps high and low terrain colliders around without having to load the corresponding high/low detail terrain meshes. This means I can use high poly colliders close to the player and lower poly / less accurate colliders on terrain that is further away (12km+) and after 24km terrain colliders are turned off. Terrain that is 12km+ away is basically only used for RADAR masking from long range RADARs which are not yet in the game, but they're coming (ːsteamlaughcryːBUKːsteamlaughcryː). For those that are CPU bound this might extract a few more FPS ːsteamhappyː but the most important thing is the scalability options for truly huge terrains.
Adjusted the low detail / far terrain tile texture so that they blend in better with the high detail tiles. You can still see them a little bit when flying very high (1,500m+) but it's a lot less noticeable because I've fixed the fog system...
Fixed the fog/haze system. Now it will smoothly shade fog/haze into the distance starting from around 4 or 5km for a clear day instead of it being extremely compressed and going from nothing to full fog in a short distance.
Source
