Helicopter Gunship DEX
 Тази тема е прикачена, така че сигурно е важна
Current BETA & BETA Feedback
1. Current Beta
Sector System Beta

Objective
Testing of the new Sector System and Random Scenario Generator

2. Stress Test
Stress Testing

Objective
Stress testing the player bubble system by spawning a ridiculous number of allied and enemy units (roughly 2,000 on the Central Libya map).

To Opt-in to the BETA...

1. Right click on the game in your Steam library
2. Select "Properties"
3. On the new window choose "BETAS"
4. Select the required beta
5. Leave the access code box blank and you should get the update.

Please don't post bug reports in this thread as can get a little tricky to follow them if a number are posted in quick succession. Please post them in the "Tech Support / Bug Reporting" forum and I'll be able to work through them more easily. Thanks :steamhappy:
Последно редактиран от Jimmy Arcade; 21 апр. в 5:29
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Показване на 61-75 от 842 коментара
Първоначално публикувано от XTRMNTR2K:
So, after finishing one mission in the Viper, I got some additional feedback and bugs to report...

Thanks for the feedback as always :)

I've double checked the drone and you might be correct - I think there may be a mistake in the LOD levels which effect the visual model but not the IR model. I'll see if I can fix it tomorrow.

I find the Viper to be a bit more fun than the Apache. It does have a better roll/yaw and pitch rate than the Apache which can make it a bit "fun" to fly.

Flying sideways is tricky and you should really only do so at low speeds. Go too fast and the tail fin will want to straighten up your flight vector and you'll need to use tail rotor to counter it.

I have had drones miss as well - I thought I had fixed it but maybe it needs another little tweak - it's probably something to do with the higher velocity they reach when drone launched.

For TOWs make sure the target is in the targeting circle. Outside that and they may not be able to steer fast enough to hit the target especially if they happen to snake a bit. Also they work better when fired stationary and, of course, make sure the target is in range as once the wire breaks it's on its own!

I did try to use a real world sound effect from the 20mm but it really does sound like a pop gun!

https://www.youtube.com/watch?v=wJ341Alz4Y0
About 2.30 mark is a good example.

The spread is also, I think, fairly accurate, although there is a lot of stuff I can't simulate.

The cannons are, I have been reliably informed, an area effect weapons and accuracy is pretty low. I think in a lot of games they are made to be way more accurate than they really are. You can also see that in the video above - it's hard to judge exact distances but I don't think those targets are that far away and the spread is significant.

I'm happy to be corrected on this though :steamhappy:
Последно редактиран от Jimmy Arcade; 27 ян. 2023 в 13:33
Първоначално публикувано от damson:
Loving the Viper, it's sleek. I noticed some innacuracies in its 3d model though - hardpoints are wrongly placed on the stub wings. The outer hardpoint attach point should be under those bulky parts at the end of the wing.

for reference:
https://zbiam.pl/wp-content/uploads/2017/08/Rumunia-AH-1Z.jpg

Also the CP/G's seat isn't placed in the center, it's slightly offset to the left when viewed from pilot's position (especially evident if you're using Track IR and you rise your POV over your cockpit).

Oh yeah - your right. I'll sort those out :steamhappy:
Първоначално публикувано от Jimmy Arcade:
I find the Viper to be a bit more fun than the Apache. It does have a better roll/yaw and pitch rate than the Apache which can make it a bit "fun" to fly.

Yes, the AH-1 is definitely more rewarding to fly, because it's a bit harder to tame. :)


Flying sideways is tricky and you should really only do so at low speeds. Go too fast and the tail fin will want to straighten up your flight vector and you'll need to use tail rotor to counter it.

Copy that! Although it *is* fun at times to semi-circle strafe around targets at close range and pepper them with cannon rounds and Hydra rockets! :D


For TOWs make sure the target is in the targeting circle. Outside that and they may not be able to steer fast enough to hit the target especially if they happen to snake a bit. Also they work better when fired stationary and, of course, make sure the target is in range as once the wire breaks it's on its own!

Yes, most of the time I try to remain stationary when using TOWs, although I have used them at slow to medium speeds on occasion.

So far I've had the wire break once I think, just a few meters short of the target (didn't notice the warning until it was too late), and it missed (of course!).

Ah, so the targeting circle is really that small, even for distant targets? Thanks for the heads-up, I wasn't sure about it before.


I did try to use a real world sound effect from the 20mm but it really does sound like a pop gun!

To be fair I think it is a challenging task to replicate the sound of such a loud and powerful weapon in a way that is both realistic and still has enough "oomph". The loudness, vibration, etc. are things you simply can't replicate in a sim; and recordings of them firing are usually made from far away I guess, so that distorts the sound as well. So... I guess the best compromise would be to employ a bit of "artistic liberty"?


https://www.youtube.com/watch?v=wJ341Alz4Y0
About 2.30 mark is a good example.

The spread is also, I think, fairly accurate, although there is a lot of stuff I can't simulate.

The cannons are, I have been reliably informed, an area effect weapons and accuracy is pretty low. I think in a lot of games they are made to be way more accurate than they really are. You can also see that in the video above - it's hard to judge exact distances but I don't think those targets are that far away and the spread is significant.

I'm happy to be corrected on this though :steamhappy:

Yeah, I've seen footage before and just looked up a couple more videos, and this seems to be true for the most part. At typical engagement ranges of around 1 kilometer and further away, the accuracy isn't great, especially of the Apache's M230. Though in some cases they can be reasonably accurate at low range (i.e. less than 500 meters).
What always surprises me is just how big the blast radius of the 30mm projectiles is. :lunar2019shockedpig:

Fun fact about the UHT Tiger: The reason the German Army decided not to adopt the French GIAT cannon of the Tigre variant was its low accuracy! This was one reason they had Rheinmetall develop a recoilless 30mm autocannon that was also planned as replacement for the weapon carrier Wiesel's 20mm gun (the MK20).

If development of that gun had been finished (which I think it never has?), and they would've found a way to use it on the Tiger it could have provided some very accurate firepower at range - even if the rate of fire would potentially have been lower than that of similar weapons. A sniper gun of sorts - just what the Tiger could use as a fictional option once it joins the roster of HGDEX... *hint hint* :steamhappy:

EDIT: I would also like to add that cannons on HGDEX are more realistic than in other heli sims not just because of their higher spread - but due to their sheer firepower as well! A few hits is all it takes to kill an unarmed or lightly armored target, whereas you waste what feels like dozens and hundreds of rounds in other sims. Well done!
Последно редактиран от XTRMNTR2K; 27 ян. 2023 в 14:04
Първоначално публикувано от XTRMNTR2K:

Fun fact about the UHT Tiger: The reason the German Army decided not to adopt the French GIAT cannon of the Tigre variant was its low accuracy! This was one reason they had Rheinmetall develop a recoilless 30mm autocannon that was also planned as replacement for the weapon carrier Wiesel's 20mm gun (the MK20).

If development of that gun had been finished (which I think it never has?), and they would've found a way to use it on the Tiger it could have provided some very accurate firepower at range - even if the rate of fire would potentially have been lower than that of similar weapons. A sniper gun of sorts - just what the Tiger could use as a fictional option once it joins the roster of HGDEX... *hint hint* :steamhappy:

EDIT: I would also like to add that cannons on HGDEX are more realistic than in other heli sims not just because of their higher spread - but due to their sheer firepower as well! A few hits is all it takes to kill an unarmed or lightly armored target, whereas you waste what feels like dozens and hundreds of rounds in other sims. Well done!

I shall bear that in mind about the RMK 30. That'd a one cool weapon and would make the Tiger really stand out... :steamhappy: :steamhappy:
Последно редактиран от Jimmy Arcade; 27 ян. 2023 в 14:28
Hi Jimmy,

https://steamcommunity.com/sharedfiles/filedetails/?id=2924492750

During debrief the two "white sides" of the screen flashes a lot (from top to bottom) in widescreen at least, is there a way for you to fix this easily?

Edit: I agree: the viper is more "jumpy" to fly than the apache. Amazing work in just a week! ;)
Последно редактиран от KaheXray; 27 ян. 2023 в 14:40
Първоначално публикувано от KaheXray:
Hi Jimmy,

https://steamcommunity.com/sharedfiles/filedetails/?id=2924492750

During debrief the two "white sides" of the screen flashes a lot (from top to bottom) in widescreen at least, is there a way for you to fix this easily?

Ah, there should be a black background there. I'll fix that ASAP
Confirm: it's fixed. Thank you :steamthumbsup:
Първоначално публикувано от KaheXray:
Confirm: it's fixed. Thank you :steamthumbsup:

Awesome, It's funny how I missed that as I have a 5120x1440 ultra wide and never really noticed it. :steamfacepalm:
I use the W and S keys as the collective. I noticed, that the corresponding value changes rather slow-ish. Is there a setting to increase the speed of this input? I hope the following example shows what I mean:

When being shot at, I decrease the collective to 0% and nosedive to the side. Consequently I'm moving to the ground really fast and as I try to increase the collective again, it very slowly moves back to a 100%, but I'd like the option to change the speed of the collective more quickly, so the engine outputs its full power sooner (a slider in the options menu would be great for that).

The AH-1Z rocks btw!
Първоначално публикувано от Party Crasher:
I use the W and S keys as the collective. I noticed, that the corresponding value changes rather slow-ish. Is there a setting to increase the speed of this input? I hope the following example shows what I mean:

When being shot at, I decrease the collective to 0% and nosedive to the side. Consequently I'm moving to the ground really fast and as I try to increase the collective again, it very slowly moves back to a 100%, but I'd like the option to change the speed of the collective more quickly, so the engine outputs its full power sooner (a slider in the options menu would be great for that).

The AH-1Z rocks btw!

Are you using relative collective? I can certainly add an option to control its speed.

The other thing you could also try is using the altitude hold function. This now responds much faster and should prevent you crashing into the ground (for the most part) as you're actually setting desired height rather than the collective directly.
Yeah I'm using relative collective. Using the altitude hold function is already my workaround, but I try to limit the autopilot use in an emergency situation since it's sometimes difficult to predict the helicopter's flight path when enganging it at full speed.

Anyway, I would eventually welcome the option to control the collective's speed, but not a priority atm of course. :)
Последно редактиран от Party Crasher; 28 ян. 2023 в 14:29
I'm loving the feel of the Viper, feels quite nimble if you don't overload her. The gun is nice too, but you can really quickly get through that ammo! With the limited ammo and now limited artillery, it made me realise - my mission isn't kill everything on the battlefield, I have targets and just need to take out enough to complete the mission.

My one complaint is that the drone is painfully slow to arrive if you're near the back of the map. It could really do with circling closer to the player.
Първоначално публикувано от Pardy:
I'm loving the feel of the Viper, feels quite nimble if you don't overload her. The gun is nice too, but you can really quickly get through that ammo! With the limited ammo and now limited artillery, it made me realise - my mission isn't kill everything on the battlefield, I have targets and just need to take out enough to complete the mission.

My one complaint is that the drone is painfully slow to arrive if you're near the back of the map. It could really do with circling closer to the player.

This is very true, you're not supposed to be able to destroy everything. Working out how to make your way through enemy positions to complete the missions is definitely part of the game.

When A.I. wingmen appear then you'll have even more firepower - but this will be balanced by the need to spend more Deployment Points to use them.

The drone will be receiving a few fixes today. One of them will be that it will follow you so it is available much more quickly :steamhappy:
Hey Jim, just wondering which type of map are you planning to do after current desert type map?

I guess it may take some time for a forest type (central Europe like), but maybe to speed things up go for an artctic wasteland type first, where there isn't much of flora and would be basically similar to desert with a color change.

There could be also artcitc coast type variant (as with upcoming desert coast), in fact we had a nice arctic scenario in Gunship 2000 with Antarctica theatre addded with Islands & Ice Scenario Expansion.

It would make for some nice diversification with the least work required (I guess?).
Първоначално публикувано от damson:
Hey Jim, just wondering which type of map are you planning to do after current desert type map?

I guess it may take some time for a forest type (central Europe like), but maybe to speed things up go for an artctic wasteland type first, where there isn't much of flora and would be basically similar to desert with a color change.

There could be also artcitc coast type variant (as with upcoming desert coast), in fact we had a nice arctic scenario in Gunship 2000 with Antarctica theatre addded with Islands & Ice Scenario Expansion.

It would make for some nice diversification with the least work required (I guess?).

I do have plenty of snow textures :steamhappy:

That actually sounds like a nice area to do as it could included broken up areas of ice forming smaller islands. This would also play nicely into transport missions where troops and supplies would naturally need to be airlifted in.
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Дата на публикуване: 6 ян. 2023 в 8:23
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