Polychop Simulations Member



Join Date: May 2019 Location: Germany / The Netherlands Posts: 175

SITREP 10-14-2019



This week we're glad to say we have finished rewriting the sound code from scratch. The code dependencies for all the sounds except the base engine sound had been replaced by ED to allow for more customisation. This resulted in most, if not all of the sounds of the Gazelle to be non-functioning.



With this gamebreaking bug out of the way we've started testing the bugfixes and additions mentioned in the previous sitreps. If all goes well we hope to send the new files to ED for implementation in one of the next patches.





What we expect to bring you in the first patch:



Sound



As stated above, this issue has been our main priority as it was a game breaking bug. We wanted to have this done before releasing the first patch. Testing has showed no new bugs so far and this bugfix will be included in the first patch.



Mistral missile



We've adopted the new more advanced missile script structure to create a more true to life version of the Mistral missile flight model. The new script structure allows for a more realistic implementation of drag which in turn provides a more realistic speed and flightpath for this short range missile. The aim has been to make the missile have a max speed of ~mach 2.6, a range of ~3.5Nm. You will find the missile is no longer overpowered and the "ghost phase" is gone. We consider this release the base for further development of the missile and we're open for any feedback on this matter.





The big (and unrealistic) drop in speed after the initial boost is inherent to the missile system in DCS world as it is now. All missiles seem to suffer from this.





HOT3 missile



While rewriting the Mistral code, we've decided to also bring the HOT3 missile up to the new coding standard. Even though you won't notice many changes here, making full use of the code allowed us to get the values more on point.



RWR



The RWR has seen some development changes in the past week as well. With the release of the F-16C, we noticed the values used by our previous fix had been changed in the core engine code, essentially breaking the new RWR again. To prevent this from happening in the future, the RWR code has been rewritten to adapt to any changes and to make it easier to update the RWR in the future.



NVG's



Both the code and 3d models needed to bring you night vision capability in the L and Mistral variants have been finished and implemented. This new feature has been tested and is ready to be included in the first patch.



Keybinds



Another time consuming job has been to straighten out the keybind files. Some errors snuck in to these files during the previous updates causing double and inaccurate binds as reported on the forums here. Some buttons and switches were not doing what the description indicated they should be doing and by cleaning the files up we've paved the way to add new keybinds as per request.



When all of the above proves to be stable and no new bugs are discovered, we are ready to move on to the next chunk of bugfixes on the list. Hopefully we will be able to address them in the next sitrep.



This week we're glad to say we have finished rewriting the sound code from scratch. The code dependencies for all the sounds except the base engine sound had been replaced by ED to allow for more customisation. This resulted in most, if not all of the sounds of the Gazelle to be non-functioning.With this gamebreaking bug out of the way we've started testing the bugfixes and additions mentioned in the previous sitreps. If all goes well we hope to send the new files to ED for implementation in one of the next patches.What we expect to bring you in the first patch:As stated above, this issue has been our main priority as it was a game breaking bug. We wanted to have this done before releasing the first patch. Testing has showed no new bugs so far and this bugfix will be included in the first patch.We've adopted the new more advanced missile script structure to create a more true to life version of the Mistral missile flight model. The new script structure allows for a more realistic implementation of drag which in turn provides a more realistic speed and flightpath for this short range missile. The aim has been to make the missile have a max speed of ~mach 2.6, a range of ~3.5Nm. You will find the missile is no longer overpowered and the "ghost phase" is gone. We consider this release the base for further development of the missile and we're open for any feedback on this matter.While rewriting the Mistral code, we've decided to also bring the HOT3 missile up to the new coding standard. Even though you won't notice many changes here, making full use of the code allowed us to get the values more on point.The RWR has seen some development changes in the past week as well. With the release of the F-16C, we noticed the values used by our previous fix had been changed in the core engine code, essentially breaking the new RWR again. To prevent this from happening in the future, the RWR code has been rewritten to adapt to any changes and to make it easier to update the RWR in the future.Both the code and 3d models needed to bring you night vision capability in the L and Mistral variants have been finished and implemented. This new feature has been tested and is ready to be included in the first patch.Another time consuming job has been to straighten out the keybind files. Some errors snuck in to these files during the previous updates causing double and inaccurate binds as reported on the forums here. Some buttons and switches were not doing what the description indicated they should be doing and by cleaning the files up we've paved the way to add new keybinds as per request.When all of the above proves to be stable and no new bugs are discovered, we are ready to move on to the next chunk of bugfixes on the list. Hopefully we will be able to address them in the next sitrep.

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