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Update Changelog
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@ -7,19 +7,23 @@ Saves from 5.x are not compatible with 6.0.
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* **[Mission Generation]** Added an option to fast-forward mission generation until the point of first contact (WIP).
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* **[Mission Generation]** Added performance option to not cull IADS when culling would effect how mission is played at target area.
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* **[Mission Generation]** Reworked the ground object generation which now uses a new layout system
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* **[Mission Generation]** Added information about the modulation (AM/FM) of the assigned frequencies to the kneeboard and assign AM modulation instead of FM for JTAC.
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* **[Factions]** Updated the Faction file structure. Older custom faction files will not work correctly and have to be updated to the new structure.
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* **[Flight Planning]** Added preset formations for different flight types at hold, join, ingress, and split waypoints. Air to Air flights will tend toward line-abreast and spread-four formations. Air to ground flights will tend towards trail formation.
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* **[Flight Planning]** Added the ability to plan tankers for recovery on package flights. AI does not plan.
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* **[Flight Planning]** Air to Ground flights now have ECM enabled on lock at the join point, and SEAD/DEAD also have ECM enabled on detection and lock at ingress.
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* **[Flight Planning]** AWACS flightplan changed from orbit to a racetrack to reduce data link disconnects which were caused by blind spots as a result of the bank angle.
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* **[UI]** Added options to the loadout editor for setting properties such as HMD choice.
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* **[UI]** Added separate images for the different carrier types.
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* **[Campaign]** Allow campaign designers to define default values for the economy settings (starting budget and multiplier).
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## Fixes
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* **[Mission Generation]** Fixed SA-13 incorrectly created as SA-8 Loading Unit which will not be spawned in the generated mission.
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* **[Mission Generation]** Fixed an issue which generated the helipads at FARPs incorrectly and placed the helicopters within each other.
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* **[Mission Generation]** Fixed an issue with SEAD missions flown by the AI when using the Skynet Plugin and anti-radiation missiles (ARM). The AI now correctly engages the SAM when it comes alive instead of diving into it.
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* **[Mission Generation]** Fixed an issue where SEAD/DEAD/BAI flights fired all missiles / bombs against a single unit in a group instead of targeting the whole group
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* **[Mission Generation]** Fixed an issue where SEAD/DEAD/BAI flights fired all missiles / bombs against a single unit in a group instead of targeting the whole group.
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* **[UI]** Fixed and issue where the liberation main exe was still running after application close.
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# 5.2.0
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