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[共享] DCS1.01c补丁

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发表于 2009-10-31 18:43:02 | 显示全部楼层 |阅读模式
DCS: Black Shark 1.0.1c patch (English)
http://www.digitalcombatsimulator.com/index.php?end_pos=2364&scr=products&lang=en
1.01C补丁改进,
谷歌翻译与原文

DCS: KA-50 BLACK SHARK 1.0.1
这架战斗机的收集,Eagle Dynamics2009。保留所有权利。所有商标,标识和版权均为其各自所有者的财产。
对于新闻和更新访问我们的网站:
http://www.digitalcombatsimulator.com
http://forums.eagle.ru
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警告!
版本1.0.1不在线(多人)与1.0版兼容。
曲目(任务记录)记录在1.0版将无法播放在版本1.0.1正确。
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修补程序安装
找到保存的补丁文件并双击打开,并按照指示。
在Microsoft ? Windows ? Vista的安装需要管理员权限。
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新修边机实施
除执行原有的微调,其中控制输入为1秒,让玩家能够迅速重新残疾人中心,他控制的新方法包含在版本1.0.1,使用不同的重新定心逻辑。在新的方法,控制输入被禁用,直到玩家返回控制,以中立的立场。这可以让玩家重新控制中心的顺利进行,尽量减少不必要的控制输入。
新剪的逻辑是可选的,默认情况下选中一经修补程序的安装。执行的微调可以选择在游戏选项游戏菜单。
该偏航(标题)自动驾驶仪通道功能也得到了重新设计。如果偏航率/秒在3度。当微调按钮被释放,自动驾驶仪将稳定在直升机的标题。如果偏航率大于3度/秒。,自动驾驶仪将稳定偏航率维持转机。
为执行新的微调控制盲区可以调整以下配置文件:
...脚本\飞机\ _Common \ FMOoptions.lua
有关的变量是:
HelicopterTrimmerMethod -剪执行选项:1 -原来,2 -新(默认选中)。
默认中立的立场(盲区),以及玩家必须返回其控制,重新启动控制输入(在对照'全动态的一半%!)
HelicopterTrimmerZonePitch = 0.05(5间距%)
HelicopterTrimmerZoneRoll = 0.05(5卷%)
HelicopterTrimmerZoneRudder = 0.1(10%偏航)
HelicopterTrimmerTauInverse = 7.0 -时间因素,考虑到玩家重新控制中心的时期使用原始微调的执行情况。
重要!上述值均录得跟踪播放。不要使用Windows ?记事本编辑的LUA文件。具有全UTF文本编辑器- 8的兼容性时,需要修改配置文件。

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新武器
以下无制导火箭已添加:
第S - 8OM -照明火箭。一旦发射,火箭飞行弹道轨迹。 17秒后,机头部分分开,一拖伞打开,照明弹,开始在一个八点二米率下降/秒这个耀斑为35秒烧伤。的S - 80-84(OM)的照明,旨在通过提供对特定区域的地形人工照明的航空和夜间条件下在其他战场力量的有效性火箭。
第S - 8OFP2 -爆炸,碎片火箭。该模型包括一个增加碎片效果和更长的弹头燃烧的火箭发动机。火箭的设计是对步兵和unarmored目标使用。
人工智能直升机现在可以聘请照明火箭用沥青了演习。
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新的三维模型
以下新的三维模型已被添加到模拟:
?9A331“Tor的”软件资产管理系统车辆丹尼斯“Goliaf_26”雅科文科。
?嘎斯66卡车的货物由丹尼斯“Goliaf_26”雅科文科。
?架UH - 1H“休伊”直升机由Eugene“竞”Hizhnyak。
?第S - 8KOM,第S - 8OM,第S - 8TsM,第S -由谢尔盖8OFP2无制导火箭“Serj_3d”Shamahin。
?斯坦尼斯科列斯尼科夫的电台发射塔。
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训练橡胶履带
一些培训轨道重写安德烈“AndreyA”阿菲诺格诺夫
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新卡-50涂装
尽管我们的目标是现实主义的标准一般为,我们决定加入家作为轰炸机飞机在模拟代表的所有国K-50。这样做的目的,专门用于支持在线(多人)的项目。
以下虚构皮肤在1.0.1包括:
?K-50 NewYear瓦列里(俄罗斯)“PallMall”Myagkhiy
?K-50虚构DOSAAF计划(俄罗斯)由德米特里“Laivynas”科舍廖夫
?K-50虚构加拿大Camo1(加拿大)由Curt“闪电-鹰”Smolinksi
?K-50虚构German8320(德国)由Erich“ViperVJG73”施瓦茨
?K-50虚构German8332(德国)由Erich“ViperVJG73”施瓦茨
?K-50虚构RNAF 01(荷兰)由哈维尔“ESA_Cbhierro”拉米雷斯索托斯
?K-50虚构RNAF林木(荷兰)由哈维尔“ESA_Cbhierro”拉米雷斯索托斯
?K-50虚构Shuaiba地区管理局标准(西班牙)由哈维尔“ESA_Cbhierro”拉米雷斯索托斯
?K-50虚构Shuaiba地区管理局Arido(西班牙)由哈维尔“ESA_Cbhierro”拉米雷斯索托斯
?K-50虚构Shuaiba地区管理局Boscoso(西班牙)由哈维尔“ESA_Cbhierro”拉米雷斯索托斯
?K-50虚构比利时迷彩(比利时)由德米特里“Laivynas”科舍廖夫
?K-50虚构比利时特区(比利时)由德米特里“Laivynas”科舍廖夫
?K-50虚构比利时(比利时)由德米特里“Laivynas”科舍廖夫
?K-50虚构丹麦Camo1(丹麦)由德米特里“Laivynas”科舍廖夫
?K-50虚构格鲁吉亚Camo1(格鲁吉亚)由德米特里“Laivynas”科舍廖夫
?K-50虚构英国Camo1(英国)由德米特里“Laivynas”科舍廖夫
?K-50虚构挪威Camo1(挪威)由Alexey“无名”萨莫申
?K-50虚构美国Marines1(美国)由Alexey“无名”萨莫申
?K-50虚构美国Army1(美国)由Alexey“无名”萨莫申
?K-50虚构美国Marines2(美国)由Alexey“无名”萨莫申
?K-50虚构法国Camo1(法国)哈维尔“ESA_Cbhierro”拉米雷斯
?K-50虚构法国Camo2(法国)哈维尔“ESA_Cbhierro”拉米雷斯
?K-50虚构法国沙漠(法国)哈维尔“ESA_Cbhierro”拉米雷斯
?K-50虚构以色列Camo1(以色列)的谢苗“=抗体=疯狂”子民
?K-50虚构以色列Camo2(以色列)的谢苗“=抗体=疯狂”子民
?K-50虚构以色列Camo3(以色列)由瓦列里“PallMall”Myagkhiy
?K-50虚构乌克兰Camo1(乌克兰)由Alexey“= McWay =”Perovskiy
?K-50虚构乌克兰Camo1dirt(乌克兰)由Alexey“= McWay =”Perovskiy
?K-50虚构丹麦海军训练(丹麦)由克里斯“Chazz_BMF”汉森
?K-50黑色(俄罗斯)谢尔盖“柠檬石灰”切尔诺夫
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履带回放特派团之前开始(团介绍技术)
它现在可以创建任务与预录介绍轨道。
该过程以创建一个带有轨道的任务是介绍如下:
1。创建一个任务所需的触发器,图形和音频材料。
2。发射任务,记录介绍跟踪并保存它。
3。创建一个新文件,名为“continue_track与数字'1'里面。”该文件可以使用记事本创建或其他类似的程序。该文件应该是没有扩展名。
4。打开你的档案首场比赛(WinRAR的等),插入“continue_track”里面的“track_data”的循迹存档文件夹文件循迹文件。
5。重命名循迹延伸到MIZ。
因此,你将有MIZ文件,其中包括一个跟踪文件里面。当任务是启动,这条赛道比赛将于回来后,该播放器将自动移交控制。
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修改和使命触发器增加受保人
-规则
?删除的规则:玩家联盟
?新增了以下规则:
?使命取得更大的以外-触发规则激活时,选择超出了联盟规定的任务得分值。选择所需的联盟或单人,在这种情况下玩家的联盟将使用然后选择脱机。选择所需的使命评分值。
?渗流自控马不停蹄-触发规则激活时,选择联军捕获选定空军基地。选择所需的联盟,选择所需的空军基地。选择一个中立的一方将设置为中性,直到任何联盟地面部队进入空军基地范围内的空军基地。
?联盟自控FARP -触发规则激活时,选择联军捕获选定FARP。选择所需的联盟,选择所需的FARP。选择一个中立的一方将设置为中性,直到一方联盟地面部队FARP内进入FARP地区。
请注意,一个空军基地(FARP)被认为是捕获如果一个单位或者联军地面部队与2000米,是目前从空军基地(FARP)中心。如果从联盟地面单位存在或出现在这方面,空军基地(FARP)被认为是有争议的,不属于直到大联盟之一的战斗单位的联合政府,要么销毁。在空军基地的情况下(FARP)区包括从一个联盟,对手无寸铁的武装单位从其他单位的空军基地(FARP)将与联军部队抓获的武装存在。
-行动
?删除的行动:留言
?更名为以下行动:
?消息和延迟更名为文本递交所有
电动语音更名为声音要全部
?新增了以下行动:
O朗读给联盟-显示一个文本消息的对选定的时间内选定联盟所有玩家。选择所需的联盟,输入想要的文字信息,选择邮件的持续的时间。
O朗读给国家-显示一个文本消息的时间选定期间所有选定国家的玩家。选择所需的国家,输入想要的文字信息,选择邮件的持续的时间。
?声音要联盟-播放一个音频文件到选定的联盟所有玩家。选择所需的联盟,选择音频文件播放。该文件将被添加到任务档案。
?声音要国家-播放一个音频文件到所选国家的所有玩家。选择所需的国家,选择音频文件播放。该文件将被添加到任务档案。
?停用集团-停用(删除从游戏世界)选定的单元组。选择所需的组的名称。
?完使命-部队的使命关闭。
O装置失效-设置一个从失败列表系统故障(见GUI的进一步信息手册失败)。选择所需的失败,发生%的概率,并在几分钟的时间间隔在此期间可能发生的故障。
?爆炸-生成爆炸。选择触发区中,将发生爆炸的中心。选择爆炸的米,地面以上的高度,并选择在抽象单位爆炸的权力。
?打碎单位-引爆选定的单位。选择对象(单位)的爆炸,以及在公斤烈性炸药爆炸的力量。
?烟雾标记-橙色烟雾生成一个标记。选择触发区,其中吸烟标志将在该中心启动。选择标志的米以上的高度地上。
?照明弹-生成一个照明弹。选择触发区中的照明将出现在中心。选择耀斑米的高度在地面以上的。这个耀斑烧伤2分钟,其间将下降1000米
?信号弹-生成一个信号弹。选择一个触发区中的照明将出现在中心。选择耀斑米的高度在地面以上的。选择的照明色彩(红,绿,黄,白)。
?特派团开办-这个动作只在multilpayer工程。它结束当前的任务和发射选定之一。当创建触发器,找到文件的任务即将展开。这应该被证明是有价值的工具来创建多人运动。
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僚机重新武装和加油
-在播放时,下面的模式(没有其他任务),wingmen将遵循的玩家,他在一个空军基地,航空母舰或FARP土地。
-如果僚机开始跟随玩家登陆,但播放器起飞前再次僚机土地的僚机将停止降落程序,并按照玩家。
-如果有降落,僚机的玩家,但玩家再次起飞的僚机将遵循的玩家。
-如果僚机已经降落后,玩家和玩家已关闭了他的引擎,僚机也将开始他的发动机关闭时,玩家的低于50%转子转速下降。
-如果僚机下的土地和他的玩家后,发动机关闭,但播放器发动机再次开始他的僚机将开始他也当玩家的转子转动了。
-如果在着陆后的玩家加油,在加油僚机也把他的状态燃料在任务编辑指定的金额。
-如果在着陆后的玩家获搜捕的僚机也将重新武装的任务编辑指定的有效载荷。他的大炮及对策也将重新填充。

注释:
-有没有办法发送僚机重新武装或没有自主的玩家加油。
-如果玩家登陆,重新武装,加油,并注意到他的僚机起飞前降落的僚机将遵循的玩家,放弃武装和加油。
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广播电台站脚本程序
现在可以对脚本广播电台的内容。每一个广播电台的脚本包含了一个或多个表中的音频数据块,每块是一个列表和音频文件/文件或目录的此类文件。每块可播放脚本按照下列变量:
1)开始时间-块开始在绝对的使命秒钟的时间(从6月1日)从00小时。当空或设置为'0',在特派团的块开始启动。
2)stopTime -块结束访问时的绝对秒的时间(从6月1日)从00小时。当空或设置为'0',将发挥的块,直到任务结束。
3)期间-时间块之间的激活秒。当空,或设置为'0'或更少的块将被激活一次。
4)interationQty -块激活的最大数量。这是合乎逻辑的使用只有在使用期间的价值这个变量。当空,或设置为'0'或更少的激活数量是不受限制的。
5)时间-激活的最大一块播放时间。如果留空,或设置为'0'或更小,但持续时间是无限的。
6)cycleQty -每块激活重放的最大数目。这是合乎逻辑的使用这个变量只有在变量'循环'设置为'假'。默认情况下,cycleQty = 1。
7)优先-块优先,任何自然数。数字越大,优先级越高。如果多个块活跃的同时,具有最高优先级值的比赛将于1。默认情况下,优先= 0。
兰特-随机化的块播放顺序。当设置为'真',是块文件将发挥随机顺序回来。当设置为'假',该文件将在播放'定义源'。如果'来源'指向的文件目录,目录文件将字母顺序播放。默认情况下,兰特=假。
9)循环-当设置为'true',该块将被播放了每个激活无限次。在这种情况下,变量'cycleQty'成为多余的,因为数量是不受限制的。当设置为'假',该块是播放时由'定义cycleQty',或多次出现,如果没有定义,它扮演一次。
10)中断-当设置为'true',目前的音频文件播放,可以在另一块激活更高的优先级设置音频文件中断。当设置为'假',较高的优先块只会开始播放该文件时,正在播放的低优先级的块内结束。默认情况下,中断=假。
11)来源-一个音频文件或目录表。目录定义线都必须以“/”或“\ \”字符。音频目录的根文件夹<DCS:BS文件夹> /声音/样片。
例如:
[“玛雅克”] =(
名称=“玛雅克”
类型= BEACON_BROADCAST_STATION,
位置=(
纬度= 44.744348,
经度= 40.093099,
高度= 220.0,
当然= 0
),
频率= 125675000.0,
功率= 1500.0,
调制=“上午”,
内容=(
[1] =(
开始时间= 86400 * 10 + 43200,
stopTime = 86400 * 10 + 4.326万,
期间= 3600,
优先= 1,
循环=假,
兰特=假,
cycleQty = 2,
来源=(的“D:\ \声音\ \ Sound01.wav”,的“D:\ \声音\ \ Sound02.wav”)
),
[2] =(
循环=真,
兰特=真,
interruptable =真,
优先= 0,
循环=真,
来源=(的“D:\ \声音\ \我的音乐/”)


在这个例子中,2块的脚本。第一块包括两个用一个绝对的目录d个文件:\ \声音\ \ Sound01.wav和d:\ \声音\ \ Sound02.wav。第二块包括在文件目录位于D:\ \声音\ \ MyMusic /。
第一个块的开始时间设置为12点,6月10日(从0小时,6月1日)计算。这一次是脚本的公式86400 * 10 + 43200(每日秒× 10天+四点三二万秒)。第二块开始时间是没有定义,因此它会开始发挥使命的开始。
第一块设置为3600秒之内。所以每次播放后,该块将被重新每隔一小时。这一套这种行动可以用来广播电台定期标识符或新闻广播等
第一块设置为一个更高的优先级比第二块(0)(1)。当两个块活跃的同时,第一个块将中断第二,因为第二块的设置为中断=真实。
首块文件将发挥该命令脚本,因为'兰特'设置为'假'。在第二块,兰特= true,所以文件的选择将随机。
第一个块被设置为仅播放了两次(cycleQty = 2)。第二块设置为周期=真实,将发挥无限次。
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驾驶舱查看
鉴于新的座舱控制模式已被添加,结合鼠标点击鼠标的外观和模式。
鉴于以下三个循环模式是通过与组合键[LALT + ?]:
1。无标准视图控件单击模式
2。与视图控制相结合的模式,然后点击启用
3。没有标准点击查看模式
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到多人变化
1。为了minimuize由服务器在作弊possibiliby多人,是一家文件和文件夹的检查制度已经实行客户机上。如果选中的文件的内容/客户端的文件夹不匹配的服务器的内容,客户端将无法连接到服务器。默认情况下,服务器设置检查文件夹“\配置\武器”。具体文件和文件夹进行检查可以在下面的配置文件中设置:“\配置\ network.cfg”,使用“integrity_check”参数。
2。扩大了网上服务器的脚本possibilites。有关更多信息,请参阅“\脚本\网\”。
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广告系列的改善
有几个变化已向格鲁吉亚的石油战活动,以提高游戏:
*各种身份不明的脚本错误修复
*玩家死亡扣分删除
*冷对那些没有固定的时间安排问题的工作开始
* Vista的警告取消
*上删除,以避免混淆特派团的任务类型的名称
*现在是51和100之间的额定提供一切进攻性任务
更随机出差由于玩家总是想最大
得分在100
*任务部队的力量现在开始50分的玩家。
第三章*雷达膜删除。
*侦察区增加至3000多米的
在路线点*广告系统已较少出现现在的机会。

-------------------------------------------------- --------------------------
修复的错误和错误:
*修正了一个空中目标的僚机不正确的影响的报告。
*修正突然振荡各种人工智能飞机和调整角速度率。
*现在人工智能直升机着陆后关闭的落地灯和后台了。
*人工智能直升机现在将检查过关FARPs(没有其他飞机降落,并在该地区的敌军)。如果FARP不可用,它们将寻求一份转接选项。
*攻击直升机将能够攻击时,赋予的'反舰使命的船只。如果可用,反舰导弹,反坦克导弹,无制导火箭和重型炸弹可用于这项工作。小口径非制导火箭和大炮将不会使用。
*减少的情况是,人工智能直升机试图在目标通过洛杉矶消防梗阻(地形)的可能性。
*减少人工智能直升机一个地面降落时发生碰撞的可能性。
*修正错误造成的认可直升机悬停进入到一个大炮进行时,在大于最大射程。
*在尽自己的反坦克导弹,人工智能现在悬停直升机将在敌人的威胁,从已知的安全范围,而等待他们的wingmen用尽自己的导弹。
*修正在人工智能从悬停时,直升机发射可见光垂直振荡。
*如果任务的命令在执行登陆,人工智能直升机完成后会恢复秩序,而不是重新加入玩家着陆。
*修正了人工智能的直升机目标射击时炮吊舱。
*现在人工智能飞机袭击后在一个块的目标。
*阿人工智能飞机制造集团率先将不再离开了,他的武器是前组的其他成员扩大了目标区域组完成攻击。
*的OH - 58D现在将参与这一炮吊舱。
*从事人工智能飞机不会忘记破坏敌人的飞机,仍然是一个威胁。
*苏- 25T将抛弃从右边商店和左翼交替。
*修正崩溃从数据链接功能与行动的具体顺序产生。
*修正错误造成的认可直升机用“跳经与船的甲板上的第一次接触”。
*修正错误造成的认可直升机错过的彼得大帝甲板停机坪。
*玩家wingmen将按照玩家的行动,如果他启动,然后关闭从冷启动的发动机。
*玩家现在可以重新加载wingmen对库兹涅佐夫甲板。
*修正错误记录时,试图在以前用来存储跟踪文件夹中的轨道,但由于删除。
*修正了在多人断触发器。
*每一个新的文本消息将引发的“凸点”上一次了。
*修正Weapons.dll目录坠毁有关单兵携带防空部队指挥官。
*添加了微调“点击”声音效果。
*新增功能在ABRIS信息菜单显示高度和角度看,目前磁偏角,以及范围,从直升机关系到这一点。
*修正错误时,我选择在一个静态的单位模板函数。
* OSA和职权范围的资产管理系统将不再能够参与的目标,同时移动。
*修正在多个重载火箭发射火炮系统错误。
*修正错误,从静态造成铁路单位安置。
*战车现在攻击建筑物,构筑物内放置目标点。
*调整了防空系统对船舶的动画。
*增加了最大范围的M - 109A6帕拉丁至22公里。
*静态祖- 23单位现已确定在F12键查看状态栏。
*触发激活音频文件,将不再打开,如果声音在游戏中选择了。
*重新设计的任务编辑模板菜单。
*重新设计的火炮系统的射击力学。在每一轮的运动矢量现在将直接取决于桶的位置。
*修正错误导致不正确的曲目播放时使用的Kh - 25(在多人)导弹网络。
*的R - 800的频率旋钮将不再跳过去'0'时,正在被下调。
*删除的能力,文本添加到百科全书。
*播放器弹射将不再算作一个航海日志中死亡。
*一个警告,现在的任务时,创建一个新的任务编辑器中,而不必保存前一个。
*修正了多人从一个在输入字段的左侧点击之后很长的昵称输入造成的屏幕上的崩溃。
*修正该缺陷可能导致崩溃当玩家直升机的静态对象相撞。
*删除的能力,编辑在输入选项飞机选择文本。
*现在,就可以修改后重新命名它的有效载荷。
*修正该缺陷可能导致不正确的轨道播放时使用的微调。
*添加了“风化”为AH皮肤- 64A条。
*修正错误,防止轴曲线设置为默认的输入选择。
*修正了登陆和航空母舰甲板上降落清算顺序。
*修正错误领导的Leopard1模型纹理文物。
*修正错误防止在地图上放置一个模板对象的选择。
*盟友和敌人都会列在屏幕上正确简报当玩家选择他国土耳其。
*玩家将不再被报告为在多人成为客人,如果他已经在嘉宾名单。
*广告系列将不再回滚一个任务,如果玩家存在的任务之前,联合国暂停了。
*耀斑将不再推出后,翼尖被销毁。
*新增试点模式的YAK - 40型和固定与此模型在米罗拉耶Vodi机场雷达站塔楼的纹理冲突。
*修正退出时崩溃长期任务。
*现在将跟踪记录锁在暂停使用。
*多人游戏中的服务器列表菜单现在对齐时,垂直滚动条存在。
*在后卫的M6静态单位损伤模型已得到修复。
* '60'秒,现在将显示如ABRIS文本字段'00'秒。
*大师警示灯,现在动画时,映射到一个双杆操纵。
*当重新开放任务,选择在一组对象将正确地显示其组编号。
*修正了在百科全书错误。
*随后的输入项,以在相同的输入选项按钮,将自动删除以前的输入项。
*修正了该缺陷造成大飞机结构的阴影。
*修正错误造成的,在街机模式雾团的图形构件。
*新加的自我小口径火炮弹药销毁20 ... 30毫米示踪剂烧伤后进行。
*修正了在出租车和人工智能飞机take-off/landing程序错误。
*苏- 24M服务,现在使用的S - 24非制导火箭。
*的B - 1B签证将不再使用加力时征税。
*修正了播放器上FARP产卵时,直升机在后一前FARP起飞灭失的情况点。
*新加的能力,旋转模板时,将他们在地图上。
*该范围的KH - 65巡航导弹已得到修复,从250公里到2500公里。
*修正在ABRIS国家发展银行数据库。
*博曼(的车)静态的单位现在将出现在游戏中。
*现在可以攻击直升机巡逻艇。
*修正错误阻止发射经过长期的路线大炮。
*空现在报告降落时的方法和风速。
*现在人工智能飞机攻击斯瑞克配对补助金计划与大炮的车辆。
*在米格- 27K将不再自我毁灭射击时,从塔下的机身无制导火箭。
*的B - 52现在将正确地运用巡航导弹。
*该提康德罗加巡洋舰将不再攻击陆基鱼叉座位里程目标。
*修正崩溃从对X MFD的选择使用,造成52专业操纵杆。
*修正了当机使用Alt -在与船舶的使命TAB键。
*修正了各种三维模型轻微的缺陷。
*修正许多其他小的错误和失误。
* Vista用户使用多内核系统现在将自动设置为使用所有核心亲和力。
*最大坡度的地面部队可以遍历有所增加,以避免单位卡住旅行时越野。
*玩家可以登陆移动列车。
*激光开关运作已得到纠正。
-------------------------------------------------- ---------------------
已知存在的问题及解决方案
?的ATI Radeon:使用催化剂9.4(及以上)的司机是众所周知的原因可能崩溃和图形的构件。为了解决这个问题,禁用催化剂临时代办(右键单击桌面上- “Catalyst?控制中心- ”图形设置“ - >三维- ”催化剂人工智能- >“禁用催化剂大赦国际)。
Eagle Dynamics,2009
?收藏的战斗机,2009

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. 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 揟or?SAM system vehicle by Dennis 揋oliaf_26?Yakovenko.
?GAZ-66 cargo truck by Dennis 揋oliaf_26?Yakovenko.
?UH-1H 揌uey?helicopter by Eugene 揋K?Hizhnyak.
?S-8KOM, S-8OM, S-8TsM, S-8OFP2 unguided rockets by Sergey 揝erj_3d?Shamahin.
?Radio transmission tower by Stanislav Kolesnikov.
--------------------------------------------------------------------------
TRAINING TRACKS
Some training tracks are rewritten by Andrey 揂ndreyA?Afinogenov
-------------------------------------------------------------------------
NEW KA-50 SKIN TEXTURES
Despite the realism standards we aim for in general, we抳e 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 揚allMall?Myagkhiy
?Ka-50 Fictional DOSAAF Scheme (Russia) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional Canadian Camo1 (Canada) by Curt 揃litz-Hawk?Smolinksi
?Ka-50 Fictional German8320 (German) by Erich 揤iperVJG73?Schwartz
?Ka-50 Fictional German8332 (German) by Erich 揤iperVJG73?Schwartz
?Ka-50 Fictional RNAF 01 (Netherlands) by Javier 揈SA_Cbhierro?Ramirez Sotos
?Ka-50 Fictional RNAF Wooded (Netherlands) by Javier 揈SA_Cbhierro?Ramirez Sotos
?Ka-50 Fictional SAA Standard (Spain) by Javier 揈SA_Cbhierro?Ramirez Sotos
?Ka-50 Fictional SAA Arido (Spain) by Javier 揈SA_Cbhierro?Ramirez Sotos
?Ka-50 Fictional SAA Boscoso (Spain) by Javier 揈SA_Cbhierro?Ramirez Sotos
?Ka-50 Fictional Belgium Camo (Belgium) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional Belgium SAR (Belgium) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional Belgium Olive (Belgium) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional Denmark Camo1 (Denmark) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional Georgia Camo1 (Georgia) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional UK Camo1 (United Kingdom) by Dmitriy 揕aivynas?Koshelev
?Ka-50 Fictional Norway Camo1 (Norway) by Alexey 揘oName擲amoshin
?Ka-50 Fictional USA Marines1 (USA) by Alexey 揘oName?Samoshin
?Ka-50 Fictional USA Army1 (USA) by Alexey 揘oName?Samoshin
?Ka-50 Fictional USA Marines2 (USA) by Alexey 揘oName?Samoshin
?Ka-50 Fictional France Camo1 (France) by Javier 揈SA_Cbhierro?Ramirez
?Ka-50 Fictional France Camo2 (France) by Javier 揈SA_Cbhierro?Ramirez
?Ka-50 Fictional France Desert (France) by Javier 揈SA_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 揚allMall?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 揅hazz_BMF?Hansen
?Ka-50 Fictional Worn Black (Russia) by Sergey 揕emon 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.
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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抯 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抯 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抯 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抯 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抯 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抯 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抯 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.
--------------------------------------------------------------------------
SCRIPTING BROADCASTING RADIO STATION PROGRAMS
It is now possible to script the contents of broadcasting radio stations. Each broadcasting station script includes a table of one or more audio chunks, each chunk being a list audio files and/or a catalog of such files. Each chunk can be scripted to broadcast according to the following variables:
1) startTime ?chunk starting time in seconds of absolute mission time (starting from 00 hours on June 1st). When left blank or set to ?? the chunk starts at mission start.
2) stopTime ?chunk ending time in seconds of absolute mission time (starting from 00 hours on June 1st). When left blank or set to ?? the chunk will play until mission end.
3) period ?time in seconds between activations of the chunk. When left blank or set to ??or less, the chunk will be activated only once.
4) interationQty ?maximum number of chunk activations. It is logical to use this variable only if a period value is used. When left blank or set to ??or less, the number of activations is unlimited.
5) duration ?maximum playback duration of the activated chunk. If left blank or set to ??or less, there duration time is unlimited.
6) cycleQty ?maximum number of chunk playbacks per activation. It is logical to use this variable only if the variable 慶ycled?is set to 慺alse? By default, cycleQty=1.
7) priority ?chunk priority, any natural number. The greater the number, the higher the priority. If multiple chunks are active simultaneously, the one with the highest priority value will be played. By default, priority=0.
rand ?randomizes the playback sequence of the chunk. When set to 憈rue? the chunk files will be played back in random order. When set to 慺alse? the files will be played back as defined in 憇ources? If 憇ources?points to a catalog of files, the catalog files will be played back alphabetically. By default, rand=false.
9) cycled ?when set to 憈rue? the chunk will be played back an unlimited number of times for each activation. In this case, the variable 慶ycleQty?becomes redundant, because the quantity is unlimited. When set to 慺alse? the chunk is played back as many times as defined by 慶ycleQty?or, if not defined there, it plays only once.
10) interruptible ?when set to 憈rue? the audio file currently playing can be interrupted by an audio file activated in another chunk with a higher priority setting. When set to 慺alse? the higher priority chunk will only begin to play back when the file currently playing out of the lower priority chunk ends. By default, interruptible=false.
11) sources ?a table of audio files or catalogs. Catalog definitions lines must end with the ??or 揬\?character. The root folder for audio catalogs is <DCS:BS folder>/Sounds/Samples.
Example:
["Mayak"] = {
name="Mayak",
type = BEACON_BROADCAST_STATION,
position = {
latitude = 44.744348,
longitude = 40.093099,
height = 220.0,
course = 0
},
frequency = 125675000.0,
power = 1500.0,
modulation = "AM",
content = {
[1] = {
startTime = 86400 * 10 + 43200,
stopTime = 86400 * 10 + 43260,
period = 3600,
priority = 1,
cycled = false,
rand = false,
cycleQty = 2,
sources = {"d:\\Sounds\\Sound01.wav", "d:\\Sounds\\Sound02.wav"}
},
[2] = {
cycled = true,
rand = true,
interruptable = true,
priority = 0,
cycled = true,
sources = {"d:\\Sounds\\My Music/ "}
}
}
In this example, two chunks are scripted. The first chunk includes two files with an absolute directory d:\\Sounds\\Sound01.wav and d:\\Sounds\\Sound02.wav. The second chunk includes a catalog of files located in d:\\Sounds\\MyMusic/.
The start time of the first chunk is set to 12:00, June 10 (counted from 0 hours, June 1). This time is scripted by the formula 86400 * 10 + 43200 (seconds per day x 10 days + 43200 seconds). The start time of the second chunk is not defined, so it will begin to play at mission start.
The first chunk is set to a period of 3600 sec., so after each playback, the chunk will be reactivated every hour. This kind of set-up can be used to broadcast regularly scheduled radio station identifiers or newscasts, etc.
The first chunk is set to a higher priority (1) than the second chunk (0). When both chunks are active simultaneously, the first chunk will interrupt the second, because the second chunk抯 is set to interruptible=true.
The file in the first chunk will be played in the order scripted, because 憆and?is set to 慺alse? In the second chunk, rand=true, so file selection will be randomized.
The first chunk is set to only play back twice (cycleQty=2). The second chunk is set to cycle=true and will play an unlimited number of times.
---------------------------------------------------------------------------
COCKPIT VIEW
A new cockpit view control mode has been added, which combines the mouse look and mouse click modes.
The following three view modes are cycled through with the key combination [LALT+C]:
1. Standard click mode with no view control
2. Combined mode with view control and clicking enabled
3. Standard view mode with no clicking
---------------------------------------------------------------------------
CHANGES TO MULTIPLAYER
1. In order to minimuize the possibiliby of cheating in multiplayer, a system of file and folder checks on the client machine by the server has been implemented. If the contents of the checked files/folders on the client side do not match the contents of the server, the client will be unable to connect to the server. By default, the server is set to check the folder "\Config\Weapons". The specific files and folders to be checked can be set in the following configuration file: "\Config\network.cfg", using the "integrity_check" parameter.
2. Expanded the scripting possibilites for online servers. For more information, see "\Scripts\net\".
---------------------------------------------------------------------------
CAMPAIGN IMPROVEMENTS
Several changes have been made to the Georgian Oil War campaign to improve game play:
* Various identified scripting errors fixed
* Player killed point penalty removed
* Cold start on missions that do not have fixed timing issues
* Vista warning removed
* Mission titles based on mission type removed to avoid confusion
* All offensive missions now are rated between 51 and 100 to provide
more random mission assignment due to players always trying to max
score at 100
* Force on force missions now start player at 50 pts.
* Radar SAMs in third chapter removed.
* Recon zones increased to 3,000 meters
* AD systems at route points have less chance of appearing now.

----------------------------------------------------------------------------
FIXED BUGS AND ERRORS:
* Fixed the incorrect bearing report by wingman for an airborne target.
* Fixed sudden oscillations on various AI aircraft and tuned angular velocity rates.
* AI helicopters will now turn off their landing lights after landing and spooling down.
* AI helicopters will now check FARPs for clearance (no other aircraft landed and no enemy forces in the area). If the FARP is unavailable, they will seek a divert option.
* Attack helicopter will now be able to attack ships when assigned the 慳ntiship?mission. If available, anti-ship missiles, anti-tank missiles, heavy unguided rockets and bombs can be used for this task. Small caliber unguided rockets and cannon will not be used.
* Reduced the likelihood of a situation in which AI helicopters attempt to fire on targets through a LOS obstruction (terrain).
* Reduced the likelihood of a ground collision by AI helicopter when landing.
* Fixed the bug causing AI helicopters to enter into a hover when engaging with cannon at greater than maximum range.
* After exhausting their ATGMs, AI helicopters will now hover at a safe range from known enemy threats while waiting for their wingmen to exhaust their missiles.
* Fixed the visible vertical oscillations in AI helicopters when firing from a hover.
* If tasked with an order while performing a landing, AI helicopter will resume the landing approach after completing the order instead of rejoining the player.
* Fixed the aim of AI helicopters when firing cannon pods.
* AI aircraft will now attack targets inside a block post.
* A group lead of AI aircraft will no longer leave the group over the target area when his weapons are expanded before the rest of the group finishes their attacks.
* The OH-58D will now engage with the cannon pod.
* Engaged AI aircraft will not forget about damaged enemy aircraft that remain a threat.
* The Su-25T will jettison stores from the right and left wing alternatively.
* Fixed a crash resulting from a specific sequence of actions with the Datalink function.
* Fixed the bug causing AI helicopters to 搄ump?upon first contact with the deck of a ship.
* Fixed the bug causing AI helicopters to miss the landing pad on the deck of the Peter the Great.
* Player wingmen will follow the player抯 actions if he starts and then shuts down his engines from a cold start.
* Player wingmen can now reload on the deck of the Admiral Kuznetsov.
* Fixed the error when attempting to record a track in a folder previously used to store tracks, but since deleted.
* Fixed the broken triggers in multiplayer.
* Every new triggered text message will 揵ump?the previous one down.
* Fixed the Weapons.dll catalog crash related to the MANPAD commander unit.
* Added a trimmer 揷lick?sound effect.
* Added functionality to the INFO menu in the ABRIS to display the altitude and magnetic declination of the currently viewed point, as well as the range and bearing from the helicopter to the point.
* Fixed the error when selecting a static unit in the ME template function.
* The OSA and TOR SAM systems will no longer be able to engage targets while moving.
* Fixed reloading errors on multiple launch rocket artillery systems.
* Fixed the errors resulting from the placement of static railroad units.
* Combat vehicles will now attack target points placed inside buildings and structures.
* Tuned the animation of air defense systems on ships.
* Increased the maximum range for the M-109A6 Paladin to 22 km.
* Static Zu-23 units are now identified in the status bar of the F12 view.
* Trigger-activated audio files will no longer play if sound is turned off in the game options.
* Redesigned the Templates menu of the mission editor.
* Redesigned the firing mechanics of artillery systems. The motion vector of each round will now be directly dependent on the position of the barrel.
* Fixed the bug causing incorrect track playback when using the Kh-25 missile online (in multiplayer).
* The R-800 frequency knobs will no longer skip past ??when being turned downward.
* Removed the ability to add text to the Encyclopedia.
* Player ejection will no longer count as a death in the Logbook.
* A warning will now appear in the mission editor when creating a new mission without having saved the previous one.
* Fixed the crash in the Multiplayer screen resulting from the input of a long nickname followed by a left click in the input field.
* Fixed the bug leading to a possible crash when the player helicopter collided with a static object.
* Removed the ability to edit the text in the aircraft selection of the Input Options.
* It will now be possible to edit a payload after renaming it.
* Fixed the bug leading to possible incorrect track playback when using the trimmer.
* Added a 搘eathered?skin for the AH-64A.
* Fixed the bug preventing axis curves to be set to default in the input options.
* Fixed the sequence of landing and deck clearing aircraft carrier landings.
* Fixed the bug leading to texture artifacts on the Leopard1 model.
* Fixed the bug preventing the selection of objects placed on the map by a template.
* Allies and enemies will be listed correctly in the briefing screen when the player selects Turkey as his country.
* A player will no longer be reported as becoming a guest in multiplayer if he is already in the guest list.
* A campaign will no longer roll back one mission if the player exist the mission prior to un-pausing it.
* Flares will no longer be launched after the wingtip is destroyed.
* Added pilot models to the Yak-40 and fixed the texture conflict between this model and the radar tower at the Mineralnye Vodi airport.
* Fixed the crash when exiting a long mission.
* Track will now record use of padlock in pause.
* The server list in the multiplayer menu will now align when a vertical scroll bar is present.
* The damage model of the M6 Linebacker static unit has been fixed.
* ?0?seconds will now display as ?0?seconds in the ABRIS text field.
* The Master Caution Light will now be animated when mapped to a HOTAS.
* When re-opening a mission, selection an object in a group will correctly display its group number.
* Fixed a number of errors in the Encyclopedia.
* A subsequent input entry to the same button in the input options will automatically delete the previous input entry.
* Fixed the bug causing large aircraft shadows over structures.
* Fixed the bug causing graphical artifacts in missions with fog in arcade mode.
* Added self-destruction for small caliber cannon ammunition 20?0mm after the tracer burns out.
* Fixed a number of errors in the taxi and take-off/landing procedures of AI aircraft.
* The SU-24M will now utilize the S-24 unguided rocket.
* The B-1B will no longer use afterburner when taxing.
* Fixed the player spawn point on the FARP in cases when the helicopter was destroyed after a previous FARP take-off.
* Added the ability to rotate templates when placing them on the map.
* The range of Kh-65 cruise missiles has been fixed from 250 km to 2500 km.
* Fixed the NDB database in the ABRIS.
* BOMAN (FO vehicle) static units will now appear in-game.
* Helicopters can now attack patrol boats.
* Fixed the bug preventing artillery from firing after a long route.
* ATC will now report the landing course and wind speed on approach.
* AI aircraft will now attack the Stryker MGS vehicle with cannon.
* The MiG-27K will no longer destroy itself when firing unguided rockets from pylons under the fuselage.
* The B-52 will now correctly employ cruise missiles.
* The Ticonderoga cruisers will no longer attack land-based targets with Harpoon ASMs.
* Fixed the crash resulting from the use of the MFD selector on the X-52 Pro joystick.
* Fixed the crash when using ALT-TAB in a mission with ships.
* Fixed a number of minor defects with various 3D models.
* Fixed numerous other minor bugs and errors.
* Vista users using multi-core systems will now have affinity automatically set to use all cores.
* The maximum slope angle that ground units can traverse has been increased to avoid units getting stuck when traveling off-road.
* Player can land on moving trains.
* Laser switch operation has been corrected.
-----------------------------------------------------------------------
PROBLEMS AND KNOWN SOLUTIONS
?ATI Radeon: using Catalyst 9.4 (and up) drivers is known to cause possible crashing and graphical artifacts. To solve this, disable the Catalyst A.I. (right-click on the desktop -> Catalyst?Control Center -> Graphics Settings -> 3D -> Catalyst A.I. -> Disable Catalyst A.I.).
〦agle Dynamics, 2009
㏕he Fighter Collections, 2009
发表于 2009-10-31 18:58:29 | 显示全部楼层
461啊…拿这个版本也测试一下吧…DCS补丁版本太多了1.01,1.01a,1.01b,1.01c…晕了
发表于 2009-10-31 19:06:24 | 显示全部楼层
友情提示,安装1.0.1正确无无的同学没有必要再装1.0.1c
后者只是修复了一些安装语言上的bug
发表于 2009-10-31 19:10:21 | 显示全部楼层
卸载DCS的飘过~
发表于 2009-10-31 19:14:23 | 显示全部楼层
很少进的飘过..
发表于 2009-10-31 20:17:43 | 显示全部楼层
准备卸载的路过
发表于 2009-10-31 20:20:41 | 显示全部楼层
翻译很囧的飘过
发表于 2009-10-31 20:25:55 | 显示全部楼层
已经装了任何版本的1.0.1的玩家,无需安装此版本,但可以下载备用,以后直接升级至1.0.1C
 楼主| 发表于 2009-10-31 23:00:32 | 显示全部楼层
报告443,
我已从DCS1.0装完汉化版,然后打了1.01补丁,(一切正常,自动变为英文版),然后再打1.01C补丁,目前一切正常
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