QUOTE
Dear all,
Given the update/patch is feature frozen, we have decided to release the readme file. This document should provide you a good understanding of what you can expect. Note that in addition to many bug fixes and tunings, a great number of new features and functionality has been added as well. As such, we consider this as much a patch as an update and I hope explains the longer than expected development time.
The update is currently in final testing with most of the focus on the various localized versions. As soon as we have an exact release date, we will let you know.
----------
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
------------------------------------------------------------------------
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.
----------------------------------------------------------------------
PATCH INSTALLATION
Locate the saved patch file and double click to open and follow instructions.
Installation on Microsoft® Windows® Vista requires administrator rights.
---------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
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.
--------------------------------------------------------------------------
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 “NoNameâ€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
---------------------------------------------------------------------
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.
--------------------------------------------------------------------
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.
--------------------------------------------------------------------------
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.
__________________
Matt Wagner
Producer, TFC/Eagle Dynamics[/quote]
Given the update/patch is feature frozen, we have decided to release the readme file. This document should provide you a good understanding of what you can expect. Note that in addition to many bug fixes and tunings, a great number of new features and functionality has been added as well. As such, we consider this as much a patch as an update and I hope explains the longer than expected development time.
The update is currently in final testing with most of the focus on the various localized versions. As soon as we have an exact release date, we will let you know.
----------
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
------------------------------------------------------------------------
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.
----------------------------------------------------------------------
PATCH INSTALLATION
Locate the saved patch file and double click to open and follow instructions.
Installation on Microsoft® Windows® Vista requires administrator rights.
---------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
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.
--------------------------------------------------------------------------
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 “NoNameâ€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
---------------------------------------------------------------------
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.
--------------------------------------------------------------------
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.
--------------------------------------------------------------------------
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.
__________________
Matt Wagner
Producer, TFC/Eagle Dynamics[/quote]
QUOTE
Due to issue with Windows regional settings we released new DCS-BS patch version 1.0.1a. It is a same patch as 1.0.1 without regional dependence. I.e. you can install patch 1.0.1a on any English Black Shark version with no depending on your country and regional settings.[/quote]
-

SUBS17 - Senior Member
- Topic author
- Joined: Mon Jun 05, 2006 11:16 am
- Posts: 1745
