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Patch 2 -- Feature List

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  • Patch 2 -- Feature List

    Hi All,

    Here is the feature list -- subject to change of course as it's currently undergoing intensive testing -- for the second patch (v1.03). As you can see, it makes substantial improvements to all areas of the simulation.


    * ATC now responds correctly to "request landing number" radio calls.
    * Fixed problem where ATC would occasionally identify itself wrongly.
    * Training mission 09 Landing Final Approach wind direction has been changed to be correct.
    * Request Landing radio call no longer adds the player's wingies to the ATC queue.
    * CombatAP would use full afterburner forever, ignoring ATC instructions after a touch and go.
    * ATC was not acknowledging the Abort Approach player radio call.
    * ATC could sometimes clear the player immediately onto final approach even if they were at a high altitude. They now give vectors.
    * Fix so that the correct tower responds correctly when the player is in Nav mode.


    * Adjust altitude on AI climb-out to negotiate the mountains at Ivangrad.
    * AI now ask for permission to attack ground targets if player has IP or target WP selected.
    * Removed enemy ships too close to allied coastline.
    * In specific instances, a 2D map flight unit could not change its heading until it reached the map border.
    * You can now join a flight that has taken off from a runway which has been destroyed after the takeoff of this flight. Previously one was not able to join these flights.


    * Precision steerpoints can now be entered into the ICP. This allows players who recon the target in the mission screen to enter precise attack co-ordinates and create a steerpoint on the HSD and HUD at that exact point.
    * For a ground radar in STP mode, the cursor snaps to the entered precise steerpoint position.
    * F1 key does not cycle ACM modes anymore. If in an ACM mode and pushing F1, the Radar returns to RWS mode.
    * Trees removed from Air to Ground radar display.
    * Bullseye mode now preserved between 3D and 2D.
    * EPU is no longer switched on when you join a flight in the air.
    * Allow external lights functions in simplified avionics.
    * AIM-9 no longer warmed when the MasterArm is set to SAFE.
    * MasterArm status no longer saved/restored in cockpit configuration.
    * Correction to prevent going into ACM Modes in MRM mode.
    * Fixed bug where the RWR could end up in an endless loop thinking a missile was launched.
    * Fix bug where an empty Hardpoint would be selected after launching a HARM, then switching to an AA mode and back to HARM again.
    * DTOS Box can only be slewed if the HUD is the SOI.
    * Adjustment of how missile Rmax2 ranges gets calculated from Rmax1.
    * The gear down indicator lights will now show correctly when gear is damaged.


    * New data for 2005 and 2010 theaters (weapons and loadouts)
    * 3D/2D damage changes: now scales per veh/weapon (M-60, T-80, T90, etc).
    * Adjustments to sam firing and threat circles. Also they fire now at higher ranges according to altitude.
    * Buildings cleared from runways and AAA / SAM units from structures.
    * New F-16 CCIP versions for 2005/2010 campaigns/theaters.
    * Fix for EA-6B Prowlers loading no weapon at all for SEAD Strike missions on a target without radar vehicle.
    * Added Engineer units to Korea Iron Fortress campaign (requires campaign restart to take effect).
    * Corrected some PAK names in Korea.
    * Corrected some ship waypoints for better land avoidance (requires campaign restart to take effect).
    * Tactical Engagement missions with altitudes set too high corrected.
    * Reinstated news reports for Balkans campaigns.
    * Better relocation in campaigns.
    * Loadout improvements to J-22 and Tornado UK.
    * Tactical Engagement Victory conditions can now use values up to 6 digits.
    * F-4E/D aircraft should now have their wheels on the runway, and so no longer hover like harrier wannabes.
    * MiG-29SM and Su-27SM are now available for SEAD Escorts and Strikes roles
    * Command line -logfps added to record FPS logging to a file.
    * Debriefs are being saved in a file "debrief.txt" in main folder.
    * Raised cloud ceiling of overcast clouds, so they don't conflict with mountains.
    * Fix bug where a ejected player with a communications window open would need to wait until the chute hit the ground before the sim could be left.


    * Multi-controller capability added.
    o Up to 16 different controllers supported.
    o Buttons can be assigned to functions as desired.
    o New User Interface screen.
    * Fix for rudder keys not auto-centering when released.
    * Force Feedback now applies Centering force.
    * Cougar trigger detents fixed in the sample profiles.
    * Digital TM fix for TMS button, RNG and ANT axis changed to analog.
    * Additional keystrokes for pitbuilders added (seperate .key file).
    * Saitek X45 profile: Changed Rotaries from using 'Bands' to 'Axis' for use with new Controller UI.
    * Fixed errors in keystrokes file
    o Removed duplicate entry for HUD Scales Type (Shift-Ctrl-Alt+H is no longer assigned, H key is the same)
    o Removed duplicate entry for HUD Pitch Ladder (HUD FPM Shift-Ctrl-Alt+F was duplicate for Shift-Ctrl-Alt+P)
    o Fixed function call for HOTAS DMS Right (Shift+NUM6)


    * Manual addition included to document new controller interface.
    * New key layouts included for a number of common keyboards.
    * Tacref has had a few errors fixed.


    * Improved FPS at airbases.
    * Hardpoint changes to EA-6B so weapons are correctly shown.
    * 1024 res 2D cockpit blk 40 HUD data field aligned in all views.
    * 1024 res 2D cockpit MLU ECM XMIT lights fixed for all views.
    * Cloud shadows lightened.
    * Missing landing gear on some aircraft fixed.
    * Updated missile burner effects.
    * Shorter low smoke aim120 trail
    * New CAF CF-18A Skins.
    * Improved explosion effects.
    * Support for 5:4 resolution display ratios (e.g. 1280x1024)
    * Sky improvements
    o blueish night blackened,
    o increased light levels during the day,
    o faster progression (dusk and dawn)


    * Improvements to the handling characteristics of most of the F-16 variants.
    * Improvements to the Mig29 flight model.
    * J-22 and A-1H minor updates to performance and loadout.


    * Improved positioning updates.
    * Addressed issue of airbases in 3D occasionally not appearing for clients during missions
    * Waypoint planning changes sent to all sessions in multiplayer.
    * Fix an issue where changing waypoint times at one session in Multiplayer was not propagated to other sessions.
    * Fix for password multiplayer window.
    * Fixed the "security leak" on server password appearing in server list.
    * Under specific conditions, the password window would not disappear now fixed.
    * On connection to an internet server, first check if patch version matches, then theater.
    * For Multiplayer cheat protection, set vehicle magnification to 1x regardless of single player option.
    * Improvements to multiplayer client expiry / timeout / removal logic.
    * Removal of "ghost pilot" taking control after human pilot ejects (for single player too).
    * Human flights should now ignore ECM/Smoke/Drop wingman commands unless they are in Combat AP.


    * Further stability enhancements for Single Player, Multi Player, Tactical Engagement, Dogfight and Campaign, including
    o CTD fixes
    o Alt-tab during exit from 3-d
    o A number of graphical errors caught.
    o Crash when cancelling missions.
    o Memory corruption when AI aircraft do ramp starts.

  • #2
    Re: Patch 2 -- Feature List

    Very impressive list! Hot damn it's going to be so nice to have precision waypoints back.


    • #3
      Re: Patch 2 -- Feature List

      Originally posted by MilesTeg
      Very impressive list! Hot damn it's going to be so nice to have precision waypoints back.
      Jex and I happened to see this list at the same time and that feature was one of the first to pop out to both of us. I'm not sure I completely understand the benefits of it though.

      I can see plotting more exact waypoints to make it easier for the AI to hit their targets, and for myself as well (I can often be described as AI ;).

      What other advantages are there?
      New to TG?


      • #4
        Re: Patch 2 -- Feature List

        The way point will be the target is my understanding.


        • #5
          Re: Patch 2 -- Feature List

          Originally posted by ><JohnGalt><
          The way point will be the target is my understanding.
          Yes, you recon the target in the mission screen, note the precise lat / long co-ordinates, enter those into the ICP panel in the jet and a new steerpoint is created at that precise co-ordinate.




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