Open Beta v1.05.1328.1 - Available now! (Steam Only)
Posted: Wed Apr 26, 2023 12:30 pm
Hi Everyone,
The latest ATO beta build is available now.
It is available on Steam only currently, via the open beta branch. Please use the following guide as reference if you need assistance in accessing the beta branch on Steam.
the changelog can be seen below:
* NEW FEATURE: Weapon-deployable platforms (initially aircraft).
Some aircraft can be carried as payloads from other platforms and released to fly. This allows moddeling various systems that are carried as payloads (with the full penalties of drag, weight etc.) and are launched weapons, but are actually recoverable platforms.
The DB3000 v499 database contains one such example the Altius 600 UAV, carried as a loadout option for the XQ-58A Valkyrie UCAV. More systems (like the D-21 and WZ-8 Mach-3 UAVs) are to be added in the future. The UAVs are launched just like tactical decoys, using a BOL launch mode.
* ADDED: Button to change cargo transfer destination unit in mission editor
* ADDED: #15024: [Lua] "Unit in Zone" in the lua template for operation planner triggers
* ADDED: Added the ability to view/edit the assigned cargo for cargo missions using a list of cargo consolidated by unit type. This is done with a new check box "Show items grouped by unit type" under the cargo item list in the cargo settings tab. (So for example if you have 1500 individual rifleman units in your cargo, you can click this to see one "0/1500 Rifleman" entry in the list instead of 1500 individual Rifleman list entries)
* ADDED: #15049: A button to clear all slug trails
* ADDED: Relinkable decoys: https://i.imgur.com/QKl41zf.png
* ADDED: #14903: [Request] Allow Rapid Dragon use with missions
* ADDED: [Lua] Integrated IsDecoy property (to existing unit-wrapper object) with new logic + displayed decoy info into print(unit). Example: https://i.imgur.com/Q3C2SqZ.png
* ADDED: Several new type-specific icons for ground units
* ADDED: You can now customize the size of unit icons, per-type and per-shape: https://imgur.com/a/3tVU6cr
* ADDED: The QuickSink-configured JDAMs (background: https://www.youtube.com/watch?v=41bCXburV2s) now correctly dive in front of the target ship and (try to) detonate under its keel (due to the CEP-based accuracy, the exact detonation point can vary). The underwater blast usually delivers much more severe damage than direct impact to the target ship.
* TWEAK: [DX11 renderer] Stamen terrain tiles display from server download if not found in local cache
* TWEAK: Air Ops screen cleanup
* TWEAK: Ground vehicles now require sea-going propulsion to operate at sea. Ground units with the 'Amphibious' capability code but without sea-going propulsion can cross water (incl. rivers, lakes etc.) at higher speeds.
* TWEAK: "Cargo Ops" window now shows group member names when viewing group cargo
* TWEAK: Ground units out of fuel/ammo automatically attempt UNREP from group members
* TWEAK: The calculation method for underwater shock now uses the empirical shock-factor formula (https://en.wikipedia.org/wiki/Shock_factor) to estimate the shock damage imparted on a ship or submarine from an underwater explosion.
* TWEAK: Aligned Editor "Set Unit" property menu items:
- Replaced 'Set unit fuel & airborne time' with a new 'Set Unit Properties' which does fuel, air/sea time and alt/depth.
- Replaced the 'Set time at sea' with call to the above.
* FIXED: Aircraft on cargo mission don't unload to specific destination facility
* FIXED: Aircraft on cargo mission may reload cargo at destination
* FIXED: [DX11 renderer] Stamen map layers not being shown
* FIXED: [DX11 renderer] Custom layers would crash for computer with cultures using "," as comma separators
* FIXED: Long-burn AAW missiles were not terminal-diving on their target if they were still boosting at the time (Example: https://www.matrixgames.com/forums/view ... 0&t=394652 )
* FIXED: #15050: Swapped message when indicating whether or not the program runs as administrator
* FIXED: [DX11 renderer] Custom layer images not rendering
* FIXED: Incorrect calculation of off-board passive sonar sensors (e.g. towed array) detection range modifier
* FIXED: Fixed case where amphib doesn't re-dock with parent ship during cargo mission
* FIXED: #15047: Area & ref point UI update issue when deleting tags.
* FIXED: Minimaps crashing the Game
* FIXED: "Edit Boats" can add the wrong type of unit when number is 'Applied'
* FIXED: Exceptions on Docking Ops window
* FIXED: #15023: Operation planner H/L hour didn't use standard hour format
* FIXED: Strike Plan doesn't work as expected
* FIXED: #15014: Aircraft bouncing on altitude band (especially in flame and double flame)
* FIXED: #14918: Strike Mission WRA not discriminating between Escort and Striker munitions
* FIXED: Copy decoys was changing them in actual units + fixed datablock for decoys units
* FIXED: Decoy being displayed as they should in the "losses & expenditures" count
* FIXED: Un-assigning unit changes condition of a non-operating unit
* FIXED: #15061: Ford Showcase - ScenEdit_SetEMCON doesn't toggle sensors
* FIXED: Ground unit may refuse to move after re-supplying from fixed facility
* FIXED: #15053: [DX11 renderer] Selecting mission areas through the mission editor moves the map to the mission area correctly without the apparent positions of icons and mission areas desynchronizing from their correct map-relative positions.
* FIXED: [DX11 renderer] Map render does not flash to another area of the map (sometimes the poles) and back in certain situations including startup because of latitude and longitude being confused with each other.
* FIXED: Flightplan weapon WP not fixed when reloading a scenario
* FIXED: Ground unit UNREP fails after one time, or to group lead by group member
* FIXED: [DX11 eenderer] Surface range sensor circles continue to draw when unit is not facing north. #15019.
* FIXED: RTB with shift+RMB could sometime fail
* FIXED: #15048: [Event Editor] "Unit is Damaged" Trigger goes off multiple times for the same unit
* FIXED: Aircraft on A2G attack were descending to minimum launch altitude for the weapon even if the weapon had an AGL/ASL max launch altitude
* FIXED: Unable to add custom weapon records to aircraft loadout in ScenEdit
* FIXED: Security vulnerabilities in outdated 7z.dll (replaced with current version)
The latest ATO beta build is available now.
It is available on Steam only currently, via the open beta branch. Please use the following guide as reference if you need assistance in accessing the beta branch on Steam.
the changelog can be seen below:
* NEW FEATURE: Weapon-deployable platforms (initially aircraft).
Some aircraft can be carried as payloads from other platforms and released to fly. This allows moddeling various systems that are carried as payloads (with the full penalties of drag, weight etc.) and are launched weapons, but are actually recoverable platforms.
The DB3000 v499 database contains one such example the Altius 600 UAV, carried as a loadout option for the XQ-58A Valkyrie UCAV. More systems (like the D-21 and WZ-8 Mach-3 UAVs) are to be added in the future. The UAVs are launched just like tactical decoys, using a BOL launch mode.
* ADDED: Button to change cargo transfer destination unit in mission editor
* ADDED: #15024: [Lua] "Unit in Zone" in the lua template for operation planner triggers
* ADDED: Added the ability to view/edit the assigned cargo for cargo missions using a list of cargo consolidated by unit type. This is done with a new check box "Show items grouped by unit type" under the cargo item list in the cargo settings tab. (So for example if you have 1500 individual rifleman units in your cargo, you can click this to see one "0/1500 Rifleman" entry in the list instead of 1500 individual Rifleman list entries)
* ADDED: #15049: A button to clear all slug trails
* ADDED: Relinkable decoys: https://i.imgur.com/QKl41zf.png
* ADDED: #14903: [Request] Allow Rapid Dragon use with missions
* ADDED: [Lua] Integrated IsDecoy property (to existing unit-wrapper object) with new logic + displayed decoy info into print(unit). Example: https://i.imgur.com/Q3C2SqZ.png
* ADDED: Several new type-specific icons for ground units
* ADDED: You can now customize the size of unit icons, per-type and per-shape: https://imgur.com/a/3tVU6cr
* ADDED: The QuickSink-configured JDAMs (background: https://www.youtube.com/watch?v=41bCXburV2s) now correctly dive in front of the target ship and (try to) detonate under its keel (due to the CEP-based accuracy, the exact detonation point can vary). The underwater blast usually delivers much more severe damage than direct impact to the target ship.
* TWEAK: [DX11 renderer] Stamen terrain tiles display from server download if not found in local cache
* TWEAK: Air Ops screen cleanup
* TWEAK: Ground vehicles now require sea-going propulsion to operate at sea. Ground units with the 'Amphibious' capability code but without sea-going propulsion can cross water (incl. rivers, lakes etc.) at higher speeds.
* TWEAK: "Cargo Ops" window now shows group member names when viewing group cargo
* TWEAK: Ground units out of fuel/ammo automatically attempt UNREP from group members
* TWEAK: The calculation method for underwater shock now uses the empirical shock-factor formula (https://en.wikipedia.org/wiki/Shock_factor) to estimate the shock damage imparted on a ship or submarine from an underwater explosion.
* TWEAK: Aligned Editor "Set Unit" property menu items:
- Replaced 'Set unit fuel & airborne time' with a new 'Set Unit Properties' which does fuel, air/sea time and alt/depth.
- Replaced the 'Set time at sea' with call to the above.
* FIXED: Aircraft on cargo mission don't unload to specific destination facility
* FIXED: Aircraft on cargo mission may reload cargo at destination
* FIXED: [DX11 renderer] Stamen map layers not being shown
* FIXED: [DX11 renderer] Custom layers would crash for computer with cultures using "," as comma separators
* FIXED: Long-burn AAW missiles were not terminal-diving on their target if they were still boosting at the time (Example: https://www.matrixgames.com/forums/view ... 0&t=394652 )
* FIXED: #15050: Swapped message when indicating whether or not the program runs as administrator
* FIXED: [DX11 renderer] Custom layer images not rendering
* FIXED: Incorrect calculation of off-board passive sonar sensors (e.g. towed array) detection range modifier
* FIXED: Fixed case where amphib doesn't re-dock with parent ship during cargo mission
* FIXED: #15047: Area & ref point UI update issue when deleting tags.
* FIXED: Minimaps crashing the Game
* FIXED: "Edit Boats" can add the wrong type of unit when number is 'Applied'
* FIXED: Exceptions on Docking Ops window
* FIXED: #15023: Operation planner H/L hour didn't use standard hour format
* FIXED: Strike Plan doesn't work as expected
* FIXED: #15014: Aircraft bouncing on altitude band (especially in flame and double flame)
* FIXED: #14918: Strike Mission WRA not discriminating between Escort and Striker munitions
* FIXED: Copy decoys was changing them in actual units + fixed datablock for decoys units
* FIXED: Decoy being displayed as they should in the "losses & expenditures" count
* FIXED: Un-assigning unit changes condition of a non-operating unit
* FIXED: #15061: Ford Showcase - ScenEdit_SetEMCON doesn't toggle sensors
* FIXED: Ground unit may refuse to move after re-supplying from fixed facility
* FIXED: #15053: [DX11 renderer] Selecting mission areas through the mission editor moves the map to the mission area correctly without the apparent positions of icons and mission areas desynchronizing from their correct map-relative positions.
* FIXED: [DX11 renderer] Map render does not flash to another area of the map (sometimes the poles) and back in certain situations including startup because of latitude and longitude being confused with each other.
* FIXED: Flightplan weapon WP not fixed when reloading a scenario
* FIXED: Ground unit UNREP fails after one time, or to group lead by group member
* FIXED: [DX11 eenderer] Surface range sensor circles continue to draw when unit is not facing north. #15019.
* FIXED: RTB with shift+RMB could sometime fail
* FIXED: #15048: [Event Editor] "Unit is Damaged" Trigger goes off multiple times for the same unit
* FIXED: Aircraft on A2G attack were descending to minimum launch altitude for the weapon even if the weapon had an AGL/ASL max launch altitude
* FIXED: Unable to add custom weapon records to aircraft loadout in ScenEdit
* FIXED: Security vulnerabilities in outdated 7z.dll (replaced with current version)