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Bon ! je n'arrive pas a activer mon tacpack
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Major SDK back-end infrastructure changes
Full support for third-party aircraft integration
No longer requires the Superbug and thus may be installed interdependently
Aircraft-specific TacPack.ini for developer configuration of weapon stations and countermeasures
Developer security signing and validation for protecting designer-specified files from unauthorized modifications. Note that altering protected files will cause TacPack-enabled aircraft to fail validation in multi-player, thus forcing a user kick from sessions in which the host has enabled anti-cheating.
New weapons
AIM-54 A/C Phoenix AAM
A/G rockets of various types including WWII/Korean and modern-era variants
Selectable gun calibers, number of guns, and firing rates
Additional bomb types including WWII/Korean and modern-era variants
Additional drop-tanks including F-14 and F-86
Graphic Enhancements
Assets now feature enhanced geometry up to 2K poly/object
Assets now feature dedicated 1024 baked textures
HMD support
A/G target designation
A/A target acquisition and tracking
Gyroscopic gunsight support
Other New Features/Improvements
Greatly improved CIWS targetting prediction code
Greatly improved CCIP prediction accuracy
Tanker improvements (better racetrack, follows carrier if spawned within 10nm of locally controlled carrier)
Improvements to radio tuning
After successful carrier trap, brakes will be auto-applied until tailhook is raised, to prevent rolling off the deck
Support for variable gun firing rates
Flight Director/Auto Pilot performance/behavior improvements
Bug fixes
Fixed bug that had limited the simultaneous number of objects the TacPack could handle to <500 (Now it's <1000 as per SimConnect limitations)
Fixed issue where FSX would delete weapons that got too close to the ground, preventing them from exploding
Fixed issue where strict version checking was kicking people incorrectly in MP
SAM sites now properly removed when all their members are destroyed
FLIR should no longer cause severe FPS hit on extreme-widescreen (EyeFinity, Surround, TH2G, etc) setups
Object creation policy now properly respected for all objects in MP (previously crash objects were still being created, leading to issues on non-TP servers)
For more detailed changes on a point version basis, please see the version history section of the TacPack documentation
New weapons
MK-82LD
MK-83LD
MK-84LD
MK-82 Snakeye
In-game load manager
Provides non-persistent loadout changes from within the simulation
Honors TacPack MP host preferences for loading/refueling restrictions
Accessed from FSX menu|Views|Instrument Panel|Loadout Manager
ACM loadout preset customization
Loadout packages may now be fully customized
Unlimited packages may be saved
ACM Memory Unit (MU) programability
The new ACM MU tab allows the aircraft to be pre-programmed with many avionic values ranging from waypoints and flight plans (sequences) to bomb release programs.
MU programs can be saved as files which may be distributed to other players to easy replication of mission parameters
MU programs are instantly loaded the moment the aircraft spawns
Helmet-Mounted Display (HMD) support
May be used for A/G target designation
May be used to point A/A radar in the boresight ACM mode (within gimbal limits)
May be used to point AIM-9 in the boresight (uncaged) mode.
Enabled with SHIFT+CTRL+H
Updated external aircraft model textures
Texture sheets are now "baked", meaning ambient light occlusion has been added directly to the textures for a more realistic look
Same resolution and layout in order to (mostly) maintain third-party livery compatibility.
Updated VC textures
Textures are fully baked with light mapping and ambient occlusion.
Textures consolidated into 2K and 4K sheets.
Draw calls reduced by 15% and overall texture bandwidth remains approximately the same
Updated weapon models and textures
Technically a TacPack feature, all weapons now feature enhanced geometry and dedicated 1024 baked textures
Many other improvements and bugfixes