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发表于 2009-8-10 23:38:33
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DCS: KA-50 BLACK SHARK 1.0.1
The Fighter Collection, Eagle Dynamics © 2009. All rights reserved. All trademarks, logos and copyrights are the properties of their respective owners.
For news and updates visit us at:
http://www.digitalcombatsimulator.com
http://forums.eagle.ru
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WARNING!
Version 1.0.1 is not online (multiplayer) compatible with version 1.0.
Tracks (mission recordings) recorded in version 1.0 will not play back correctly in version 1.0.1.
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PATCH INSTALLATION
Locate the saved patch file and double click to open and follow instructions.
Installation on Microsoft® Windows® Vista requires administrator rights.
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NEW TRIMMER IMPLEMENTATION
In addition to the original trimmer implementation, in which control input is disabled for 1 second to allow the player to quickly re-center his controls, a new method is included in version 1.0.1, using a different re-centering logic. In the new method, control input is disabled until the player returns the controls to their neutral position. This allows the player to re-center his controls smoothly, minimizing unwanted control input.
The new trimmer logic is optional and is selected ON by default upon installation of the patch. Selection of the trimmer implementation is available in the GAMEPLAY menu of the game options.
The Yaw (heading) autopilot channel functionality has also been redesigned. If the yaw rate is under 3 deg/sec. when the trimmer button is released, the autopilot will stabilize the helicopter heading. If the yaw rate is greater than 3 deg/sec., the autopilot will stabilize the yaw rate to maintain the turn.
The control deadzone for the new trimmer implementation can be adjusted in the following configuration file:
...Scripts\Aircrafts\_Common\FMOoptions.lua
The relevant variables are:
HelicopterTrimmerMethod - trimmer implementation option: 1 - original, 2 - new (selected by default).
The default neutral positions (deadzone) to which the player must return his controls to reactivate control input (in % of half of the controls' full motion!)
HelicopterTrimmerZonePitch = 0.05 (5% in pitch)
HelicopterTrimmerZoneRoll = 0.05 (5% in roll)
HelicopterTrimmerZoneRudder = 0.1 (10% in yaw)
HelicopterTrimmerTauInverse = 7.0 - time factor for the period given the player to re-center his controls when using the original trimmer implementation.
IMPORTANT! All of the above values are recorded for track playback. Any alterations of these values may result in incorrect track playback. Do not use the Windows® Notepad to edit LUA files. A text editor with full UTF-8 compatibility is required when editing the configuration files.
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NEW WEAPONS
The following unguided rockets have been added:
S-8OM – illumination rocket. Once fired, the rocket flies a ballistic trajectory. After 17 seconds, the nose section separates, a drag chute opens and the illumination flare begins to descend at a rate of 8.2 m/s. The flare burns for 35 seconds. The S-8O (OM) illumination rockets are designed to increase the effectiveness of aviation and other battlefield forces in nighttime conditions by providing artificial illumination of specific areas of the terrain.
S-8OFP2 – blast-fragmentation rocket. This model includes a warhead with increased fragmentation effects and a longer-burning rocket engine. The rocket is designed to be used against infantry and unarmored targets.
AI helicopters are now able to employ illumination rockets using a pitch-up maneuver.
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NEW 3D MODELS
The following new 3D models have been added to the simulation:
• 9A331 “Tor” SAM system vehicle by Dennis “Goliaf_26” Yakovenko.
• GAZ-66 cargo truck by Dennis “Goliaf_26” Yakovenko.
• UH-1H “Huey” helicopter by Eugene “GK” Hizhnyak.
• S-8KOM, S-8OM, S-8TsM, S-8OFP2 unguided rockets by Sergey “Serj_3d” Shamahin.
• Radio transmission tower by Stanislav Kolesnikov.
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TRAINING TRACKS
Some training tracks are rewritten by Andrey “AndreyA” Afinogenov
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NEW KA-50 SKIN TEXTURES
Despite the realism standards we aim for in general, we’ve decided to add the Ka-50 as a flyable aircraft to all countries represented in the simulation. This was intended specifically to support online (multiplayer) projects.
The following Fictional Skins are included in 1.0.1:
• Ka-50 NewYear (Russia) by Valery “PallMall” Myagkhiy
• Ka-50 Fictional DOSAAF Scheme (Russia) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional Canadian Camo1 (Canada) by Curt “Blitz-Hawk” Smolinksi
• Ka-50 Fictional German8320 (German) by Erich “ViperVJG73” Schwartz
• Ka-50 Fictional German8332 (German) by Erich “ViperVJG73” Schwartz
• Ka-50 Fictional RNAF 01 (Netherlands) by Javier “ESA_Cbhierro” Ramirez Sotos
• Ka-50 Fictional RNAF Wooded (Netherlands) by Javier “ESA_Cbhierro” Ramirez Sotos
• Ka-50 Fictional SAA Standard (Spain) by Javier “ESA_Cbhierro” Ramirez Sotos
• Ka-50 Fictional SAA Arido (Spain) by Javier “ESA_Cbhierro” Ramirez Sotos
• Ka-50 Fictional SAA Boscoso (Spain) by Javier “ESA_Cbhierro” Ramirez Sotos
• Ka-50 Fictional Belgium Camo (Belgium) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional Belgium SAR (Belgium) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional Belgium Olive (Belgium) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional Denmark Camo1 (Denmark) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional Georgia Camo1 (Georgia) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional UK Camo1 (United Kingdom) by Dmitriy “Laivynas” Koshelev
• Ka-50 Fictional Norway Camo1 (Norway) by Alexey “NoName”Samoshin
• Ka-50 Fictional USA Marines1 (USA) by Alexey “NoName” Samoshin
• Ka-50 Fictional USA Army1 (USA) by Alexey “NoName” Samoshin
• Ka-50 Fictional USA Marines2 (USA) by Alexey “NoName” Samoshin
• Ka-50 Fictional France Camo1 (France) by Javier “ESA_Cbhierro” Ramirez
• Ka-50 Fictional France Camo2 (France) by Javier “ESA_Cbhierro” Ramirez
• Ka-50 Fictional France Desert (France) by Javier “ESA_Cbhierro” Ramirez
• Ka-50 Fictional Israel Camo1 (Israel) by Semyon “=FV=MAD” Zimin
• Ka-50 Fictional Israel Camo2 (Israel) by Semyon “=FV=MAD” Zimin
• Ka-50 Fictional Israel Camo3 (Israel) by Valery “PallMall” Myagkhiy
• Ka-50 Fictional Ukraine Camo1 (Ukraine) by Alexey “=McWay=” Perovskiy
• Ka-50 Fictional Ukraine Camo1dirt (Ukraine) by Alexey “=McWay=” Perovskiy
• Ka-50 Fictional Denmark Navy Trainer (Denmark) by Chris “Chazz_BMF” Hansen
• Ka-50 Fictional Worn Black (Russia) by Sergey “Lemon Lime” Chernov
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TRACK PLAYBACK PRIOR TO MISSION START (MISSION INTRO)
It's now possible to create missions with a pre-recorded introduction track.
The procedure to create a mission with an intro track is as follows:
1. Create a mission with the necessary triggers, graphical and audio material.
2. Launch the mission, record the intro track and save it.
3. Create a new file, called "continue_track" with the number '1' inside. The file can be created with Notepad or other similar program. The file should have no extension.
4. Open the TRK file with your archive opener (winrar, etc.) and insert the "continue_track" file inside the "track_data" folder of the TRK archive.
5. Rename the TRK extention to MIZ.
As a result you will have a MIZ file that includes a track file inside. When the mission is launched, the track will be played back, after which the player will be handed control automatically.
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CHANGES AND ADDITIONS TO MISSION TRIGGERS
--RULES—
• Removed the rule: PLAYER COALITION
• Added the following rules:
o MISSION SCORE GREATER THAN – Trigger rule activates when the selected coalition surpasses the set mission score value. Select the desired coalition or select OFFLINE for single-player, in which case the player’s coalition will be used. Select the desired mission score value.
o COLATION CONTROLS AIRBASE – Trigger rule activates when the selected coalition captures the selected airbase. Select the desired coalition and select the desired airbase. Selecting a neutral side will set the airbase as neutral until ground units of any coalition enter within the airbase area.
o COALITION CONTROLS FARP - Trigger rule activates when the selected coalition captures the selected FARP. Select the desired coalition and select the desired FARP. Selecting a neutral side will set the FARP as neutral until ground units of either coalition enter within the FARP area.
Note, an airbase (FARP) is considered captured if a ground unit of either coalition is present with 2000 m. from the center of the airbase (FARP). If ground units from both coalitions are present or appear within this area, the airbase (FARP) is considered contested and does not belong to either coalition until the fighting units of one of the coalitions are destroyed. In cases where the airbase (FARP) area includes the presence of unarmed units from one coalition and armed units from the other, the airbase (FARP) will be captured by the coalition with armed units.
--ACTIONS—
• Removed the action: MESSAGE
• Renamed the following actions:
o MESSAGE AND DELAY renamed to TEXT TO ALL
o SOUND renamed to SOUND TO ALL
• Added the following actions:
o TEXT TO COALITION – Displays a text message to all players of the selected coalition for the selected period of time. Select the desired coalition, input the desired text message and select the desired duration of the message.
o TEXT TO COUNTRY - Displays a text message to all players of the selected country for the selected period of time. Select the desired country, input the desired text message and select the desired duration of the message.
o SOUND TO COALITION – Plays an audio file to all players of the selected coalition. Select the desired coalition and select the audio file to be played. The file will then be added to the mission file archive.
o SOUND TO COUNTRY - Plays an audio file to all players of the selected country. Select the desired country and select the audio file to be played. The file will then be added to the mission file archive.
o DEACTIVATE GROUP – Deactivates (removed from the game world) the selected unit group. Select the name of desired group.
o END MISSION - Force a mission shut down.
o SET FAILURE – Sets a system failure from the failure list (see FAILURES in the GUI manual for further information). Select the desired failure, the % probability of occurrence and the time interval in minutes during which the failure may occur.
o EXPLOSION – Generates an explosion. Select the trigger zone in which the explosion will occur at the center. Select the explosion’s altitude above ground in meters and select the power of the explosion in abstract units.
o EXPLODE UNIT – Explodes the selected unit. Select the object (unit) to explode and the power of the explosion in kilograms of high explosive.
o SMOKE MARKER – Generates an orange smoke marker. Select the trigger zone in which the smoke marker will activate at the center. Select the marker’s altitude above ground in meters.
o ILLUMINATION FLARE – Generates an illumination flare. Select the trigger zone in which the flare will appear at the center. Select the flare’s altitude above ground in meters. The flare burns for 2 minutes, during which it will descend 1,000 m.
o SIGNAL FLARE – Generates a signal flare. Select a trigger zone in which the flare will appear at the center. Select the flare’s altitude above ground in meters. Select the flare color (red, green, yellow, white).
o MISSION START – This action only works in multilpayer. It ends the current mission and launches the selected one. When creating this trigger, locate the mission file to be launched. This should prove a valuable tool to create multiplayer campaigns.
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WINGMAN REARMING AND REFUELING
- When in player-following mode (not otherwise tasked), wingmen will follow the player when he lands at an airbase, aircraft carrier or FARP.
- If a wingman begins to follow the player to a landing, but the player takes off again before the wingman lands, the wingman will stop the landing procedure and follow the player.
- If a wingman has landed after the player, but the player takes off again, the wingman will follow the player.
- If a wingman has landed after the player and the player has shut down his engines, the wingman will also begin to shut down his engines when the player’s rotor RPM drops below 50%.
- If a wingman lands and shuts down his engines after the player, but the player start his engines again, the wingman will start his as well when the player’s rotor spins up.
- If the player refuels after landing, the wingman will also refuel to bring his fuel state to the amount assigned in the mission editor.
- If the player rearms after landing, the wingman will also rearm to the payload assigned in the mission editor. His cannon and countermeasures will also be refilled.
Notes:
- There is no way to send a wingman to rearm or refuel autonomously without the player.
- If the player landed, rearmed, refueled and took off before his wingman landed, the wingman will follow the player and forego the rearming and refueling.
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SCRIPTING BROADCASTING RADIO STATION PROGRAMS
It is now possible to script the contents of broadcasting radio stations. Each broadcasting station script includes a table of one or more audio chunks, each chunk being a list audio files and/or a catalog of such files. Each chunk can be scripted to broadcast according to the following variables:
1) startTime – chunk starting time in seconds of absolute mission time (starting from 00 hours on June 1st). When left blank or set to ‘0’, the chunk starts at mission start.
2) stopTime – chunk ending time in seconds of absolute mission time (starting from 00 hours on June 1st). When left blank or set to ‘0’, the chunk will play until mission end.
3) period – time in seconds between activations of the chunk. When left blank or set to ‘0’ or less, the chunk will be activated only once.
4) interationQty – maximum number of chunk activations. It is logical to use this variable only if a period value is used. When left blank or set to ‘0’ or less, the number of activations is unlimited.
5) duration – maximum playback duration of the activated chunk. If left blank or set to ‘0’ or less, there duration time is unlimited.
6) cycleQty – maximum number of chunk playbacks per activation. It is logical to use this variable only if the variable ‘cycled’ is set to ‘false’. By default, cycleQty=1.
7) priority – chunk priority, any natural number. The greater the number, the higher the priority. If multiple chunks are active simultaneously, the one with the highest priority value will be played. By default, priority=0.
rand – randomizes the playback sequence of the chunk. When set to ‘true’, the chunk files will be played back in random order. When set to ‘false’, the files will be played back as defined in ‘sources’. If ‘sources’ points to a catalog of files, the catalog files will be played back alphabetically. By default, rand=false.
9) cycled – when set to ‘true’, the chunk will be played back an unlimited number of times for each activation. In this case, the variable ‘cycleQty’ becomes redundant, because the quantity is unlimited. When set to ‘false’, the chunk is played back as many times as defined by ‘cycleQty’ or, if not defined there, it plays only once.
10) interruptible – when set to ‘true’, the audio file currently playing can be interrupted by an audio file activated in another chunk with a higher priority setting. When set to ‘false’, the higher priority chunk will only begin to play back when the file currently playing out of the lower priority chunk ends. By default, interruptible=false.
11) sources – a table of audio files or catalogs. Catalog definitions lines must end with the “/” or “\\” character. The root folder for audio catalogs is <DCS:BS folder>/Sounds/Samples.
Example:
["Mayak"] = {
name="Mayak",
type = BEACON_BROADCAST_STATION,
position = {
latitude = 44.744348,
longitude = 40.093099,
height = 220.0,
course = 0
},
frequency = 125675000.0,
power = 1500.0,
modulation = "AM",
content = {
[1] = {
startTime = 86400 * 10 + 43200,
stopTime = 86400 * 10 + 43260,
period = 3600,
priority = 1,
cycled = false,
rand = false,
cycleQty = 2,
sources = {"d:\\Sounds\\Sound01.wav", "d:\\Sounds\\Sound02.wav"}
},
[2] = {
cycled = true,
rand = true,
interruptable = true,
priority = 0,
cycled = true,
sources = {"d:\\Sounds\\My Music/ "}
}
}
In this example, two chunks are scripted. The first chunk includes two files with an absolute directory d:\\Sounds\\Sound01.wav and d:\\Sounds\\Sound02.wav. The second chunk includes a catalog of files located in d:\\Sounds\\MyMusic/.
The start time of the first chunk is set to 12:00, June 10 (counted from 0 hours, June 1). This time is scripted by the formula 86400 * 10 + 43200 (seconds per day x 10 days + 43200 seconds). The start time of the second chunk is not defined, so it will begin to play at mission start.
The first chunk is set to a period of 3600 sec., so after each playback, the chunk will be reactivated every hour. This kind of set-up can be used to broadcast regularly scheduled radio station identifiers or newscasts, etc.
The first chunk is set to a higher priority (1) than the second chunk (0). When both chunks are active simultaneously, the first chunk will interrupt the second, because the second chunk’s is set to interruptible=true.
The file in the first chunk will be played in the order scripted, because ‘rand’ is set to ‘false’. In the second chunk, rand=true, so file selection will be randomized.
The first chunk is set to only play back twice (cycleQty=2). The second chunk is set to cycle=true and will play an unlimited number of times.
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COCKPIT VIEW
A new cockpit view control mode has been added, which combines the mouse look and mouse click modes.
The following three view modes are cycled through with the key combination [LALT+C]:
1. Standard click mode with no view control
2. Combined mode with view control and clicking enabled
3. Standard view mode with no clicking
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CHANGES TO MULTIPLAYER
1. In order to minimuize the possibiliby of cheating in multiplayer, a system of file and folder checks on the client machine by the server has been implemented. If the contents of the checked files/folders on the client side do not match the contents of the server, the client will be unable to connect to the server. By default, the server is set to check the folder "\Config\Weapons". The specific files and folders to be checked can be set in the following configuration file: "\Config\network.cfg", using the "integrity_check" parameter.
2. Expanded the scripting possibilites for online servers. For more information, see "\Scripts\net\".
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CAMPAIGN IMPROVEMENTS
Several changes have been made to the Georgian Oil War campaign to improve game play:
* Various identified scripting errors fixed
* Player killed point penalty removed
* Cold start on missions that do not have fixed timing issues
* Vista warning removed
* Mission titles based on mission type removed to avoid confusion
* All offensive missions now are rated between 51 and 100 to provide
more random mission assignment due to players always trying to max
score at 100
* Force on force missions now start player at 50 pts.
* Radar SAMs in third chapter removed.
* Recon zones increased to 3,000 meters
* AD systems at route points have less chance of appearing now.
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FIXED BUGS AND ERRORS:
* Fixed the incorrect bearing report by wingman for an airborne target.
* Fixed sudden oscillations on various AI aircraft and tuned angular velocity rates.
* AI helicopters will now turn off their landing lights after landing and spooling down.
* AI helicopters will now check FARPs for clearance (no other aircraft landed and no enemy forces in the area). If the FARP is unavailable, they will seek a divert option.
* Attack helicopter will now be able to attack ships when assigned the ‘antiship’ mission. If available, anti-ship missiles, anti-tank missiles, heavy unguided rockets and bombs can be used for this task. Small caliber unguided rockets and cannon will not be used.
* Reduced the likelihood of a situation in which AI helicopters attempt to fire on targets through a LOS obstruction (terrain).
* Reduced the likelihood of a ground collision by AI helicopter when landing.
* Fixed the bug causing AI helicopters to enter into a hover when engaging with cannon at greater than maximum range.
* After exhausting their ATGMs, AI helicopters will now hover at a safe range from known enemy threats while waiting for their wingmen to exhaust their missiles.
* Fixed the visible vertical oscillations in AI helicopters when firing from a hover.
* If tasked with an order while performing a landing, AI helicopter will resume the landing approach after completing the order instead of rejoining the player.
* Fixed the aim of AI helicopters when firing cannon pods.
* AI aircraft will now attack targets inside a block post.
* A group lead of AI aircraft will no longer leave the group over the target area when his weapons are expanded before the rest of the group finishes their attacks.
* The OH-58D will now engage with the cannon pod.
* Engaged AI aircraft will not forget about damaged enemy aircraft that remain a threat.
* The Su-25T will jettison stores from the right and left wing alternatively.
* Fixed a crash resulting from a specific sequence of actions with the Datalink function.
* Fixed the bug causing AI helicopters to “jump” upon first contact with the deck of a ship.
* Fixed the bug causing AI helicopters to miss the landing pad on the deck of the Peter the Great.
* Player wingmen will follow the player’s actions if he starts and then shuts down his engines from a cold start.
* Player wingmen can now reload on the deck of the Admiral Kuznetsov.
* Fixed the error when attempting to record a track in a folder previously used to store tracks, but since deleted.
* Fixed the broken triggers in multiplayer.
* Every new triggered text message will “bump” the previous one down.
* Fixed the Weapons.dll catalog crash related to the MANPAD commander unit.
* Added a trimmer “click” sound effect.
* Added functionality to the INFO menu in the ABRIS to display the altitude and magnetic declination of the currently viewed point, as well as the range and bearing from the helicopter to the point.
* Fixed the error when selecting a static unit in the ME template function.
* The OSA and TOR SAM systems will no longer be able to engage targets while moving.
* Fixed reloading errors on multiple launch rocket artillery systems.
* Fixed the errors resulting from the placement of static railroad units.
* Combat vehicles will now attack target points placed inside buildings and structures.
* Tuned the animation of air defense systems on ships.
* Increased the maximum range for the M-109A6 Paladin to 22 km.
* Static Zu-23 units are now identified in the status bar of the F12 view.
* Trigger-activated audio files will no longer play if sound is turned off in the game options.
* Redesigned the Templates menu of the mission editor.
* Redesigned the firing mechanics of artillery systems. The motion vector of each round will now be directly dependent on the position of the barrel.
* Fixed the bug causing incorrect track playback when using the Kh-25 missile online (in multiplayer).
* The R-800 frequency knobs will no longer skip past ‘0’ when being turned downward.
* Removed the ability to add text to the Encyclopedia.
* Player ejection will no longer count as a death in the Logbook.
* A warning will now appear in the mission editor when creating a new mission without having saved the previous one.
* Fixed the crash in the Multiplayer screen resulting from the input of a long nickname followed by a left click in the input field.
* Fixed the bug leading to a possible crash when the player helicopter collided with a static object.
* Removed the ability to edit the text in the aircraft selection of the Input Options.
* It will now be possible to edit a payload after renaming it.
* Fixed the bug leading to possible incorrect track playback when using the trimmer.
* Added a “weathered” skin for the AH-64A.
* Fixed the bug preventing axis curves to be set to default in the input options.
* Fixed the sequence of landing and deck clearing aircraft carrier landings.
* Fixed the bug leading to texture artifacts on the Leopard1 model.
* Fixed the bug preventing the selection of objects placed on the map by a template.
* Allies and enemies will be listed correctly in the briefing screen when the player selects Turkey as his country.
* A player will no longer be reported as becoming a guest in multiplayer if he is already in the guest list.
* A campaign will no longer roll back one mission if the player exist the mission prior to un-pausing it.
* Flares will no longer be launched after the wingtip is destroyed.
* Added pilot models to the Yak-40 and fixed the texture conflict between this model and the radar tower at the Mineralnye Vodi airport.
* Fixed the crash when exiting a long mission.
* Track will now record use of padlock in pause.
* The server list in the multiplayer menu will now align when a vertical scroll bar is present.
* The damage model of the M6 Linebacker static unit has been fixed.
* ‘60’ seconds will now display as ‘00’ seconds in the ABRIS text field.
* The Master Caution Light will now be animated when mapped to a HOTAS.
* When re-opening a mission, selection an object in a group will correctly display its group number.
* Fixed a number of errors in the Encyclopedia.
* A subsequent input entry to the same button in the input options will automatically delete the previous input entry.
* Fixed the bug causing large aircraft shadows over structures.
* Fixed the bug causing graphical artifacts in missions with fog in arcade mode.
* Added self-destruction for small caliber cannon ammunition 20…30mm after the tracer burns out.
* Fixed a number of errors in the taxi and take-off/landing procedures of AI aircraft.
* The SU-24M will now utilize the S-24 unguided rocket.
* The B-1B will no longer use afterburner when taxing.
* Fixed the player spawn point on the FARP in cases when the helicopter was destroyed after a previous FARP take-off.
* Added the ability to rotate templates when placing them on the map.
* The range of Kh-65 cruise missiles has been fixed from 250 km to 2500 km.
* Fixed the NDB database in the ABRIS.
* BOMAN (FO vehicle) static units will now appear in-game.
* Helicopters can now attack patrol boats.
* Fixed the bug preventing artillery from firing after a long route.
* ATC will now report the landing course and wind speed on approach.
* AI aircraft will now attack the Stryker MGS vehicle with cannon.
* The MiG-27K will no longer destroy itself when firing unguided rockets from pylons under the fuselage.
* The B-52 will now correctly employ cruise missiles.
* The Ticonderoga cruisers will no longer attack land-based targets with Harpoon ASMs.
* Fixed the crash resulting from the use of the MFD selector on the X-52 Pro joystick.
* Fixed the crash when using ALT-TAB in a mission with ships.
* Fixed a number of minor defects with various 3D models.
* Fixed numerous other minor bugs and errors.
* Vista users using multi-core systems will now have affinity automatically set to use all cores.
* The maximum slope angle that ground units can traverse has been increased to avoid units getting stuck when traveling off-road.
* Player can land on moving trains.
* Laser switch operation has been corrected.
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PROBLEMS AND KNOWN SOLUTIONS
• ATI Radeon: using Catalyst 9.4 (and up) drivers is known to cause possible crashing and graphical artifacts. To solve this, disable the Catalyst A.I. (right-click on the desktop -> Catalyst™ Control Center -> Graphics Settings -> 3D -> Catalyst A.I. -> Disable Catalyst A.I.).
©Eagle Dynamics, 2009
©The Fighter Collections, 2009 |
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