We are pleased to share the latest development report on the DCS: CH-47F that focuses on completing the Digital Automatic Flight Control System (DAFCS) modes. https://t.co/VMUm2u5DnC
Community member Waffler11 has already updated his repaints for the Native MSFS2024 Accu-Sim Comanche, starting with this great retro livery (interior details too!).
Repaint: https://t.co/jX9nZq7dkz
Store: https://t.co/2Eu0jDG1PV
#FlightSim#AccuSim#MSFS2024
Freedoms greetings Helldivers,
We want to share an update on our most recent patch. It was originally planned for Tuesday, but a last-minute certification issue caused a delay. The team is now targeting delivery by the end of this week, with staff ready to work over the weekend if needed. There’s still a small chance the issue won’t be fully resolved by Friday, which could push the patch to next week. We’re doing everything we can to deliver it this week and will provide an update on Friday either way. Thanks for your patience and understanding.
As we previously shared, we have pushed back our content releases, including Warbonds, to focus on fixing performance, bugs, and balance. The upcoming patch includes many bug fixes, performance optimizations and a weapons/enemy balance pass – not included in the list below. We want to share a smaller list of optimizations with you ahead of time so that you can get a better idea of what’s coming, and then the full patch notes will go live with the patch as usual.
Optimizations for the upcoming release:
- Optimized status effects
- Optimized physics by only enabling powered ragdolls when needed
- Optimized physics body handling for damage calculations
- Optimized Automaton units and NPC eyes, by changing them from particle effects to shaders
- Optimized AI behaviors by analyzing and stripping out redundant code
- Reduced stuttering during drop-in sequence for missions on Hive Worlds
- Improved audio IO performance
- Snow distribution and overall look has been reworked
- Improved performance by tweaking LOD settings for characters
- Optimized asset distribution for several planets types
- Optimized scattered assets such as grass on various planet types
- Optimized asset distribution in Hiveworlds and Terminid caves
- Optimized asset setup and geometry for assets used in Hiveworlds and Terminid caves
- Optimized status effect physics and particle systems while maintaining visual feedback and fidelity
- Optimized various Automaton explosion VFX
- Optimized Acid Rain effects during Acid Storms
- Optimized Dragonroach fire attack VFX
- Made various optimizations to the fire system, including particle and light optimization.
- Improved performance by optimizing the rendering of several shaders
Thank you, Helldivers, for your patience and unwavering commitment to Managed Democracy. Your courage and restraint from calling in orbital strikes over patch delay, keeps the galaxy free.
For Freedom!
MAJOR ORDER: In the early stages of the Second Galactic War, a daring Helldiver raid on Wasat liberated a top-secret Automaton Data Center, codenamed Database One. Ongoing efforts to decrypt this data have so far been of limited success.
However, intel discovered within the recently-freed Ultramafic Mine on Mintoria has identified an opportunity for a breakthrough.
Enemy files indicate that data caches on MENKENT and AESIR PASS may contain encryption keys that would unlock data concerning two enigmatic keywords from Database One:
The key on MENKENT would unlock intel regarding Vessel 00; the cache on AESIR PASS would unlock intel regarding the Nucleus.
This presents a critical choice. The Automatons are expected to purge all data from one site as soon as the other is compromised. Very likely, only one encryption key can be recovered.
The Helldivers must choose which intel to prioritize. They are ordered to liberate MENKENT or AESIR PASS.
Greetings Helldivers,
We know many of you have been experiencing issues including performance drops, stability hiccups, freezes, and the annoying audio bugs.
We’ve seen the feedback across Discord, forums, Reddit and our dashboards. You’ve been loud, clear, and absolutely right to expect better. We also recognise that our recent updates haven’t hit the mark, and our silence hasn’t helped. That’s on us. We read all of it and we are hard at work creating a roadmap to address this.
Starting with the good news: there is an incoming update (mid October-ish) where we’ll start chipping away at:
-Some key crash fixes
-Fixed the Primary weapon/Side-arm audio that stops during a mission
-Minor performance improvements
-Long overdue bug fixes, like Charger footstep sounds (pretty useful) or weapon audio stopping mid mission
-No more landing on caves
-A Balance Pass (we’re unleashing Niklas & Lennart)
For some of the bigger performances pieces unfortunately we can’t wave a ‘short-turnaround-magic-wand’, nor would a 60 day patch fix them fully (rather it would be duct tape where we need to solder); so we’re working on a bigger development plan as to how we can address some of the larger concerns. Short term, we think the above will make a noticeable improvement, and beyond that we’ll keep working on the top issues you keep raising.
In the future, we’re planning more transparency and more talk! We’re looking to share more about the processes, performance and how we got here, plus further improvements and evolution. For starters expect another post next week to kick that off.
Between the Xbox launch, the Halo: ODST Legendary Warbond, the free Into the Unjust update, and other surprises, we’ve welcomed a ton of new players, brought back veterans, and delivered a lot of content. Now, it’s time to double down on fixes, polish, and better communication.
TL;DR
We hear you, we want things to be in a better state, we are taking it very seriously, we will continue working and sharing.
Thanks for sticking with us!
For Super Earth!
The Arrowhead Dev Team