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Pat01;2769411 ha scritto:Hello Gents,
Here's a list of things that have been adressed since the gazelle release and other things that are work in progress.
Note : some of these fixes may not show with the current public release and will be in a future update.
Thanks for your understanding.
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23/09/2017
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- Radios reworked, now the radios are selected (VHF AM,UHF AM, FM) with the corresponding buttons at the pilot intercom panel,
click to select, rotate to change volume.
The communication menu can be displayed with the "\" key for all 3 radios
- Corrected Magnetic declination display, CM/DEC
- At the NADIR Now it's possible to enter coordinates beginning with 0 degree
For example around Caen :
Lat N 49°10'32" -> N 49°10.5'
Lon W 0°27'20" -> W 0°27.3'
For the longitude just type W273
- Pilots visibility sequence with Shift+P has 4 states now : None, Other Pilot, Player, Both.
- Cockpit arguments added for cockpit builders : left ammo count arg#450, right ammo count arg#451.
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23/08/2017
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Common to all versions (1.5.7 and higher)
- Main rotor head shapes correction
- Tail rotor shapes and animation added
- Sound no more playing after helicopter crash or else and reloading a new mission
- Net arguments correction
- Gun & Rockets Sight correction
- No more persistent damages when starting a new mission with the helicopter crashed during a previous mission
- Radios have been reworked : Now Communication menus are acess-able through "", "RShift+ " and "RCtrl+ " for VHF AM, VHF FM and UHF AM radios respectively
- Corrected Gun sound
- Fix for Radio issues are in the works
Specific to 2.1.1 and higher versions
- Textures updated (still WIP)
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22/12/2016
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- Campaign fixes, to prevent AI helicopters to land on Player plus some audio corrections in several missions
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06/11/2016
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- Corrected panels lights
- Corrected some cockpit lights with NVG
- Corrected AM radio frequency to initialize with the ME value
- Removed duplicated NVG commands in input files
- FFB is set as following for MS FFB2 : Swap axis checked, invert X unchecked, invert Y unchecked
- Now when copilot rejoins a multiplayer game and pilot is in copilot position, pilot is automatically reset in pilot position
- Improved FFB code
- Added FFB pitch and roll curves, these new curves allow user to define curves as usual but for FFB only
- Corrected French TigerSkin2 livery texture mismatch
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27 August 2016
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- New same sight for both gun and rockets
- Corrected VRS
- Corrected Mistral Missile performances
- Corrected issue with rearming Mistral version
- Corrected issue with Yougoslav livery
- Fixed game crash when crashing mistral version or swapping from mistral version to another helicopter
- Corrected main alarm lamp to switch off with fuel lever full forward position
- Changed some cockpit instrument glasses for compatibility with external mods
- Fixed instruments internal lights
- Now Copilot is no more be able to engage Autopilot Slaved mode, in multicrew
- Added FFB feature, still WIP
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19 August 2016
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- Added SA342Mistral model featuring Mistral anti aircraft short range IR missile
- Added additionnal SA342Mistral separated manual
- Corrected encyclopedia files to display 3D weapons models
- Corrected lased distance to be calculated once only when asked
- Corrected autorotation collective behavior in final stage
- Corrected autopilot slaved mode to be linked only to camera azimuth
- Corrected range finder, now ground and vehicles can be spotted, but still no building
- Corrected landing in grass, now landing while sliding is possible
- Corrected module behavior when pilots die
- Corrected pilot sight display
- Corrected camera slew speed when not in autopilot slaved mode
- Added multi crew feature
- Added multi crew user manual
- Changed Video command box power rotator to be 2 positions now, flight manual has been corrected accordingly.
- Added Yougoslav livery for Serbia
- Corrected pilots eyes
- Changed FM radio frequency range to 30-87.975 MHz, flight manual corrected accordingly.
- Added Cockpit vibration setting slider in options screen, corrected manual accordingly.
- Added Second Tiger Meet livery
- Moved all default liveries files to SA342.ZIP
- Added Rudder trimmer feature as an option (unchecked by default)
- Added Engine break because of lossed rotor/engine sync as an option (checked by default)
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24 June 2016
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- Enabled custom cokpits
- Added SA342M SA342L and HOT3 Russian encyclopedia localization
- Corrected Fenestron behavior
- Corrected Rotor pitch behavior
- Corrected damages in flight due to over g
- Target distance no more needed to get HOT missile launch clearance
- corrected 1.5.4 displayed module name in main screen
- Both pilots bodies are no more visible when set as uncontrolled or static in ME
- Slaved mode is available in autohover only now
- Slaved mode is disengaged as soon as autohover will be disengaged (no more spin due to slaved mode)
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08 June 2016
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- Added SA342L model featuring Gun, Rockets, new camera with only daytime view, no NVG, rockets recoil to be corrected later
- Added additionnal SA342L separated manual
- Now both internal cockpit pilots bodies can be hidden using RShift+P key in sequence
- Corrected Flight Model in turns
- Corrected Flight Model in dives
- Corrected HOT3 missile to explode as soon as wire is cut
- Corrected Rotor torque behavior depending on speed
- Corrected pitch and roll stick sensitivity
- Corrected helicopter skids behavior at ground
- Now helicopter can land in grass
- Now external pilots bodies don't show when helicopter is set as uncontrolled in ME
- External copilot body is still visible when helicopter is set as static in ME, will be fixed later
- Corrected campaign missions to keep player current stage
- Corrected COMB warning at Alarm panel and manual accordingly
- Corrected Flares now reload when rearming
- Corrected Engine sound not to change while in Torque test
- Corrected Trimming with Magnetic brake
- Corrected wool wire to correctly reflect wind direction
- Corrected NADIR VENT parameter to display absolute direction the wind comes from
- Corrected SAS authority during turns
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10 May 2016
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- changed FM Radio Preset Frequencies display in ME
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09 May 2016
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- corrected typos in translation files
- added assign-able keys and buttons for rotators NADIR, VHF Radio, FM Radio, UHF Radio, ADF Radio
- Fixed duplicated liveries names in ME
- added assign-able keys and buttons for TV
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08 May 2016
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- corrected TV azimuth display
- corrected rotor brake efficiency
- corrected some assign-able keys
- added assign-able buttons for pilot/copilot seat
- added assign-able buttons for microphone lamp
- added assign-able keys for pilot Intercom
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06 May 2016
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- corrected assignment of a second joystick to the camera
- Changed Camera azimuth display at TV screen, flight manual changed accordingly
- Fixed main artificial horizon unlock during auto-start sequence
- Fixed logbook recording
- Added trimmer reset function
- Added keyboard keys for Collective, Rudder, Pitch, Roll
- Corrected clickable tips
- Corrected some inverted switches logic
- corrected cockpit floor texture
- reduced rudder sensitivity
- corrected autopilot altitude mode behavior
- added the ability to break the turbine at start if the start procedure is not correctly done
- corrected NADIR Off with Auxiliary previously selected
- corrected NADIR 5 key not assign-able
- corrected french campaign missions names
Pat01;3256099 ha scritto:First post edited
For 1.5.7 and 2.1.1 versions
- Removed clickable areas from different gazelle versions
- Corrected Heat Blurr effect
- fixed the SA342M video command box mode rotator
Pat01;2769411 ha scritto:Hello Gents,
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06/10/2017
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For all game versions
- Corrected Auto-Hover
- Corrected Vortex effect
- Corrected damaged Horizontal Stabilizer effect
- Added NADIR polar coordinates entering procedure, to create a new waypoint with azimuth(degrees) and distance(m) from your current position.
To do so :
Press "POL 0 n"
n, from 1 to 9, is the number of the waypoint you want to store the new point in
If the point n already has coordinates, azimuth(upper line) and distance(bottom line) from your current position are displayed
If then you Press Enter you access edit mode to change azimuth and distance (usual edit procedure with down arrow to swap the edited flashing line)
After you edited, press Enter again to validate, the new point n will have the azimuth and distance you edited.
- Added a txt file in Doc folder to explain the NADIR new functions
- Corrected ground effect
- Corrected wrong navigation point distance display
- Corrected Collective effect
- Corrected Yaw/Roll cross effect
- Corrected behavior during extreme manoeuvers
- Corrected take-off behavior
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01/10/2017
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- Corrected FM radio display for L and Mistral versions
Gaanalma ha scritto:Si potrebbe pensare di riprenderne la sperimentale!
Overtorque ha scritto:molto bene, una volta finito l uh-1 non mi dispiacerebbe fare il gazelle
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Valued Customers and Polychop Simulations fans,
Christmas is about to happen, and we decided to talk a bit about the past year 2017 and the future year 2018.
First of all, we want to thank all our customers for the support, which is important for any company to exist.
We’re still here and making great products for simulators so you guys must like something we’re doing and that
makes our team very happy; thank you from the Polychop family to yours.
Briefly, I’ll dive into some issues Polychop faced in 2017. As all of you have witnessed, we have gone through
internal issues, that already developed in 2016. As many companies face the same issues in the beginning,
there are possible routes to take and not every member agrees on the same course. As was the case for us.
We wanted to keep Polychop as a cohesive team, that way we could devote every ounce of our energy into building
great products rather than internal strife.
Therefore, with best wishes, we wished our former CEO Oliver Michel goodbye and agreed on giving him the BO105 project,
which is now run under Miltech-5. We still wished to release more products because we are confident,
as a team that we can provide some of the best simulation software available so in 2016,
we started a new project in secret to avoid the pressure of rushing out an un-prepared product and could
focus energy on improving the Gazelle. Although many things that were stated during the past 9 month are not correct
and painted a wrong picture I never felt the need to make a direct statement to any interviews, trailers,
or anything that showed codework of Polychop Simulation nor had Patrick any intent to brag about it.
This is still the case and so I can only state that for the remaining Polychop Simulation Staff,
we are glad this split was finalized before the end of 2018 and that we do not have to deal with the
BO105 and the development anymore. Sadly, due to contractual disagreements, we were not able to accept
the conditions discussed between Polychop and Miltech-5 to continue work on the BO-105 jointly.
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We utilized most of 2017 to really hone the Gazelle and our other projects. The Gazelle itself really
saw a lot of attention and re-coding to help mature several key improvements. Flight model, textures,
and much proprietary framework was poured over until we reached a point where not only the simulation pilots felt happy,
but also a beta team comprised of actual helicopter pilots said they were satisfied with the product.
There are a few details that are still being evaluated and we are still collecting data in these areas. Some is easier,
some is not. For example, we did look into the cyclic behavior again, but currently there is no data available regarding
how many degrees the cyclic is pushed forward proportionall to forward airspeed. Many factors collate into this problem
including control rigging and wind. Given how our testing staff has very limited time to devote to
testing (dare I say, actual Gazelle pilots?) we determined that some of these issues were not worth the
effort put into fixing them. Not because it wasn’t important to us, but because it wasn’t cost effective or
prudent to do so. We also planned to have a new device implemented into the SA342M Viviane Gazelle.
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The new device was a periscope that is available in the real machine, but do to framerate break-downs using the
periscope and the tv, which would both be active at the same time, we decided to not implement this feature.
Framerate management is as important to a developer as smooth textures or appealing visuals.
If we can’t implement some feature due to framerates, it hinders the experience for the end-user.
I can only provide an example: On an average system, the simulation see’s 30 FPS with an activated TV.
With the TV and periscope activated, the best we could benchmark was 15 FPS. Because of this,
we couldn’t agree to implementing it. We didn’t want to throw a new feature in that was not usable and
improve the customers experience. A picture of the periscope was shown on our facebook page earlier.
To clear the air about it: no, it is not a periscope of a EC665 Tigre HAD.
Sadly, we finally also decided to scratch the sniper version for now and probably for good,
because in DCS there is no real use of a sniper and would only be able to hit soft targets at a max range of 300m.
Instead, we decided to change the sniper version to a minigun version that, if it works out well,
would be accessible as multicrew. This is what we plan as an update for the Gazelle in 2018,
but we have no timeframe yet when this will exactly happen, because it also depends on the core coding.
This and multi-crew both require more information from Eagle Dynamics before we can really improve those features.
We will continue to work closely with Eagle Dynamics to help make the Gazelle a smooth and effective product.
Looking to the future and into 2018, as already mentioned, we gave away the BO105 project so we can’t guarantee a release for 2018.
The split ate a lot of resources and time unfortunately, but for 2018 we already have a strong game plan.
replace all of that with this: We are a small team, but many of our core testers are actual pilots,
some with military obligations and can only provide energy and time as available.
Thankfully, our testers and core employees who have some insight into the exciting projects in the future
and want to see these projects to completion as badly as many of you.
We want to extend a grateful and humbled thanks to all the talented people who applied for the programmer’s slots.
Our first actions for 2018 will be interviews with the individuals that applied.
We really want to grow our programmer department to produce faster code to devote more time and resources for the detail tuning.
About the programming, I had to learn that the fine-tuning is about 30% of the coding, which Patrick already knew.
We’re working with Eagle Dynamics and, in 2018, an aircraft manufacture to fine-tune our code process and produce a product
with a higher degree of fidelity.
The team at Polychop loves anything that flies and particularly, anything that spins.
Therefore, we want to branch into the interesting realm of civilian aviation and hopefully see some of our loyal customers
on other platforms. We just haven’t decided which yet and want to make a smart choice. Our team is so small that
any time we devote into a project is going to be about quality, not quantity and the choice of a non-military simulator
must provide the company with the resources to continue improving with technology.
About fixed wing products, we cannot say much because our team is still too small to work on fixed wing in addition.
This might change through the course of 2018.
And finally, we hope to open a Polychop discord channel so you, our loyal customers,
are able to interface and receive direct input with the developers, testers and people who desire you’re raw input.
So maybe now and then we will have a friendly chat.
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At the end I also want to send out a personal note of acknowledgment to the people that supported
the current development in the background.
Without these friends, this would have not gotten as far as it already has and the community of this bird is amazing.
My girlfriend might have to buy me a Stetson one day when we visit friends overseas.
That said, I put up a rendering of the 3d model in a state that it has been earlier this year without textures.
Currently, we are not sure yet into which simulation this 3d model will be implemented in the end, but it will happen.
So, thank you for reading and your continued support.
In the end, our goal here at Polychop is to provide you with the most realistic and immersive product that we can.
We wish all of you and your families a delightful Christmas season 2017 and a good jump into the year 2018!
Your Polychop Simulation Team