This update finally brings wind! It is no longer an experimental option and can be set up for each mission in the mission editor. Pre-existing missions will not have any wind by default. Wind affects everything in the air — wings, parachutes, bullets, missiles, bombs, rockets, etc.
Bullets and rockets are now affected by drag — they weren’t previously. The targeting systems account for drag and wind.

Some new assets for the mission/map editors include a new airbase, a few ground units, and a destructible factory. The new Global Value objective type and some additional conditional nodes and properties allow additional flexibility in mission design.

I included a new PVP multiplayer scenario I’m working on called “Economy War”. In this game mode, each team has a shared budget. Assets such as factories and “gold mines” earn your team income over time. You will need to work with your team to destroy the enemy assets, drain their funds by forcing them to respawn or by destroying their AWACS, while defending your own assets and minimizing your costs. Its still a work in progress and I’m in the process of balancing costs and income, so give it a try and let me know how it goes!

What’s next?

I’ll continue to fix issues and on the public version while continuing to work on the next electronic warfare DLC aircraft.
The next major update (1.8) will release along with the DLC. A lot of work is going into how sensors, datalink, communication, and battlefield information is handled in order to allow for jamming, spoofing, inaccurate information, and other electronic warfare related mischief. Stay tuned!

The full list of changes in 1.7:

v1.7.0f20

General
  • Various optimizations, multithreading
  • Added wind (set by mission)
  • Added drag to bullets
  • Tweaked rudder aero and flight assist settings to allow more control in crosswind landings
  • Added wind-corrected flight path marker to HUD
  • Fixed: wings disabled when ground speed was less than 10m/s (changed to 1m/s relative wind)
  • ATC uses best runway for wind for take off/landing requests
  • Fixed: Akutan city colliders disabled when low LOD
  • Fixed issue causing TGP and potentially other targeting systems to break when an actor is destroyed
  • Slightly offset runway centerline lights
  • Potentially fixed issue occasionally causing missile smoke trails to be invisible
Multiplayer
  • Added “Economy War” experimental PVP mission
  • Asynchronously processs network messages for client to fix hang and crash when joining late in large missions
  • Fixed exploit that allowed player to enter multicrew seat without permission
  • Fixed forced alt-spawn desync for clients
  • Fixed: forced detection modes didn’t work in MP
  • Fixed glitchy ground unit movement in formations for clients
  • Fixed: There was no cost for damage when returning to briefing room instead of repairing at rearm station
  • Fixed: requesting picture/bogey dope stopped working for Team B AWACS if AWACS was previously killed
  • Fixed: SLAM Truck turret didn’t animate for clients
Mission Editor
  • Added mission wind settings
  • Added wind visualization option
  • Added wind transition event action
  • Added global value math actions (by Sypwn)
  • Added global value comparison node to conditional editor
  • Added “Any Landed Near Waypoint” conditional for air group
  • Added wind visualization option
  • Added variables in objective info to allow showing team budget or global value in objectives MFD page
  • Added Global Value objective type
  • Added “Any Gets Killed” conditional to unit groups and lists
  • Added shadow to unit labels to improve visibility over bright terrain
  • Added Backstop ER two-stage missile variant to allied Backstop SAM launcher
  • Added “Cost to Spawn” option for MP Spawns (cost is refunded if returning to briefing room at a rearm station)
  • Fixed: Destroy, Pick up, Drop off objectives didn’t work properly if units are respawned after objectives are restarted
  • Fixed: Couldn’t set voice profile for Team B AWACS in multiplayer mission
Equipment
  • Corrected M230 projectile and round weight
  • Fixed: Fixed-wing 20mm and 25mm ammo did not contribute to vehicle weight
  • Fixed: GBU-39 and GBU-53 steered slightly short of target
  • Fixed: Bombs landing near a ground target would sometimes inflict zero damage if the target is on a platform
  • Fixed: Hydra-70 x16 launcher weight was too high
  • Fixed: Fire and forget optical missiles/bombs always steered to center of target instead of point designted by TGP
  • Reduced Hydra-70 and AGM-27 damage
  • Slightly reduced 30mm damage
  • Reduced CAGM submunition damage
  • Increased CAGM-6 cost
  • Increased AIRS-T cost
  • Increased AGM-145 cost
  • Increased AGM-65 cost
Map Editor
  • Added Airbase 3
  • Fixed: Airbase 3 surface collider was disabled in editor
  • Recalculate water depth texture after painting terrain height
  • Fixed: terrain collider didn’t get recalculated after placing bases or painting terrain
Units
  • Fixed: Team A bunker had incorrect nav map icon
  • Added hillside bunker unit
  • Added destructible factory unit
  • Added SL-MRM launcher and radar vehicles (Team B surface launched ASMRM)
  • Fixed: certain ground units would spawn a small height distance above the surface
  • Fixed: T-55 AI had very small vision radius
  • Increased enemy AI plane vision radius to match allied planes
  • Slightly reduced various truck/humvee unit HP
  • Slightly reduced various SAM/radar unit HP
F-45A
  • Added E-bracket to HUD
T-55
  • Fixed TWR in front MMFD
AV-42C
  • Added center-stick option
F/A-26B
  • Fixed pylon and canopy livery UVs/detail textures