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About the Restless Bonds, the development of that campaign is the main reason that next update is so late.
But the next update won’t include any change, because I’m thinking that probably all the missions should be released in a single update.
However the next update will include some stuff that was added for that campaign like bombers, other units, weapons, etc.
@Fulcrum-F & szboudreau01
After some consideration how to do a beam weapon that shows in the map before firing, I realized that for it to work the way we all expect, it must be a scripted weapon, not something we can add to a unit. But I´ll add that very soon because I´ll also need it for the campaign, but what I´m working now is laser as weapon for any unit or sub object.
It still need some extra work in this weapon type and some other elements, but I´m trying to see if I can release the next update this week, it would be great if it was close to Christmas.
It only needs to be able to use some extra reactors and effects, but this type of weapon can already be used as a precision laser like the falken, a true Wave Motion Gun that damages any target close to the beam, or as a active defense that neutralizes in a limited FOV any projectile with high precision.
Yes, that was because it was easier to see if it was working if the source was a static spot.
But it would be great if you could really request and aim an allied strike.
Still in progress, but already fun to use:
They continue to be neglected.
But I’ll try to add as many as I can in the next release, I just finish some code that is open at the moment and then I’ll release the update. One of those things I need to complete is laser type weapons, this is important to also include the Blackstar in the update
Sorry I can't give an accurate estimate when it will be in the game, at the moment the of the campaign is taking most of the development time, so it can take a couple of weeks to be available.
Yes, I usually forget to add/remove something before the upload
About the A-10 the truth is that I forgot to add the new values in the game until now, after that thread about that it, I measured the surface areas again and it did lead to higher turn rate than before but after that I simply forgot (“I’ll add before uploading”) to add it to the game files.
As for the F-313, a canard exactly in the center of mass is useless for pitch, also it doesn't use fly by wire from what I’m aware.
The specs for the F-313 were the result of the same calculation formula that I use for all others. I didn’t nerfed intentionally.
But I noticed now that the max speed for the A-12 family is not right, I’ve placed the wrong values in the generator.
With the addition of the countermeasures in the last update I concluded my plans of adding new gameplay mechanics.
So there is really nothing big to code for the time being, instead what I plan to do now is tweak and polish all existing features, especially make use of some to the code that is dormant in the game.
There are some new stuff that I plan add to improve the gameplay, but it is nothing more than small scale changes.
What I´ll be really working in the next two months is the revamping the Restless bounds campaign, I´m already working on it but this is something that it won't be immediately seen in the next updates.
PS: the OFAB-100 has a very small blast radius, maybe that is the reason why is so ineffective against the Abrams?
only if the drone is really a aircraft/bomber unit, because a unit firing a projectile that can fire another projectile can already be done by modifying the PDM-01A.
that is actually done, it was added at the same time as the PDM-01A, but I would like to make an example first, do you have any idea what I can do? (something simple please)
The result will be more stylized than realistic, but this is more just for fun.
Also these maps are ignored by the quick action mode.
Yes, and air Density modifier as well.
Yes you can easily add custom skybox, just need to add the texture+material and change the name of the material that is used in the VR map1.
I'm actually planning to add at least one space map, just for the lulz, I was interested in adding it in this update, but I’ve just found and fixed some important issues that were causing the game to crash during gameplay, especially on larger battles. So instead I’m going to release what I have at the moment, it won’t be a full-fledged update but it will bring important fixes
@ John_Silver I think I’m starting to understand what you are asking, but can you explain better in this thread
before the comment section starts to mix everything?
I see, then I create a special material name for them
This can be used in any version, but what you need is a pack of hardpoints that use a independent texture. In this case they will use the "mat_Solid2" material name and will get the color from a small texture (maybe 256 x256). Every new skin will need to use both the texture for the main model and hardpoints.
I´m not sure if I´ll be able to do this tomorrow, but I´ll try because it will be useful to be included in custom aircrafts
Not yet, I always forget about that that unit, I´ll see if I can add the special function it in the next update
@John_Silver you can kill any unit by script, but first you need to give it a (unique) individual ID, or use a group ID. then create the action to remove the unit, and set to remove by killing it.
As for the textures, you can send them to me if they are already corrected, or if you prefer, you can tell me what skins need adjustments and will adjust them myself
Thanks, but in this case I don’t think there is the need to bother you with that, I can easily make a macro to change the originals
@ Raptor_101 I think is the first time I’ve seen your design but I actually like it a lot more than the harpy.
@ Raptor_101, I still need to improve that level, I´m going to add decals in the background. But this was a good test, before this I couldn't imagine that I would find so many issues by adding just a simple sky box.
I had the feeling that the time for the F-4D was too tight.
as for the cockpits I didn't followed any particular example, just added random colors and configurations so they could be used as examples for custom skins.
Yes IB is one of them, but I´ll add it in the next update, I´ll make a pack with more units and challenges.
But it is great that you liked the new style, I've been using the Red Fox as my guinea pig.
I was going to include two fictional MiG-29 but in the end it wasn't possible when I saw that I didn't had enough time to test them properly. But after this update there is nothing major to add in the code, so I can now focus more on the rest.
It is hard to pinpoint anything special; this update was mostly to conclude the implementation of the new mechanics, it is more about tweaks and bug fixes.
I don’t know if it is interesting for you, but it has been added a new map meant to be used for “VR training” in some challenges.
Unfortunately no, only a few aircraft were added in this update.
Let me first finish the game. After he code is finished I can spend all the time making additional content.
The new version is now available in the incubator branch; it will be exclusive to this branch while I make the final tests to see if everything is alright. If all is ok, I’ll then release the same build for default and beta branch.
I’ll provide the change log when this build becomes available in the default branch.