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The new update is already available in all builds, I´m now working in the announcement, it should be available soon.
@Soviet_One of course I don't mind, feel free to talk about your works here.
Actually this effect won’t be available in this update, just found that it doesn’t display properly in some missions for some reason
@ szboudreau01 yes, that effect, when the camera or object moves too fast it leaves a trail behind. The SWL-3 leaves a similar effect with the red lights but a lot shorter.
Yes, I’m planning on doing that, I will also link it to the aircraft’s Nav Lights, it will working side by side with the existing glow maps. The current glow texture will be for permanent glow but the other will be able to turn on or off.
Also speaking of glowmaps, in the next update the all glow will leave a trail on the screen, I like a lot the effect, but it will be possible to still use the previous version in case someone doesn’t like it.
Also the next update should be available in the next 5 hours.
About displaying missies in the loading, Ffr that I think it would be best just to automatically remove the outline when displaying in the loading.
But I can add a option to force removal of the outline, but the removal of the toon shader I would leave that for the modders
The alpha strike will overwrite the ripple rate to fire everything in stock in around 1-3 seconds.
I’ll add configuration options for the ripple of the bombs/rocket as well.
As for playable content, it will add a battle scenario and 13 challenges, but it is possible to have a few more.
The multi lock weapons will all aim towards the main target during the Alpha strike.
Unguided bombs and rockets will also be fired, but they won’t home towards the target.
As for splash damage, sure. After that Alpha strike all weapons will take longer to recharge in the next 50 seconds.
But about the multi lock, with this update it will be possible to configure how the multi lock behaves in the options menu or during gameplay using the command window
The update will be on Monday
In the next update it will be available something that will be very useful against bosses, but also for itano lovers.
Press “change weapon”+”fire main weapon” at the same time and you will perform an Alpha Strike.
In two seconds the aircraft will unload everything that it has against a single target.
@ Guest, It will be in incubator first, I'll probably release a another update in the next days, I have a bunch of aircraft and challenges waiting to be added because I didn't had time to test them.
Yes, until I go to sleep is still Sunday for me. Just need to fix some issues in the editor that I wasn’t aware and then I’ll prepare the upload.
Most likely late Sunday
The game plays mono, but if it is mono the audio device forces the sound to be placed in local space. In this cases it will only be heard if you are near the point [0 0 0].
Mono is for explosions, engine sounds, etc and Stereo is for UI elements and radio voices.
The next update will add some new playable content, but it will be more about tweaking the rest of the aircraft, warhead blast range and add a few more weapons.
It has been added some new features, like the option to add branching choices in the cutscenes but those will likely only be visible when the improved campaign becomes available.
No, it should work as usual, I´m making the revised campaign in a different folder, but I used the old campaign to make some test and forgot to set it back the way it was before the upload.
But what version you are using? it should be a new version available 0.9116 and it should fix that issue.
I have plans for it in the campaign, but we will see if I can really add it soon or not.
There are a few more aircrafts for the bomber category that I need to add, after that I will go back to the playable aircrafts again
A new incubator version is now available, this version adds some fixes in the mission editor I wasn't able to do in the last build, but it also adds the loadouts for F-15 & F-16 that SpootKnight made.
I’ll post a steam announcement soon, I’m just waiting for the exe for the standard branch finish compiling and then I’ll post the list of changes.
@bornloser you mean online? There wasn't any change directly in that mode.
@Nergal01 there is a laser weapon example, no model yet, but go to the L1WAC-8_SP weapon.
Damage = "300"
projectile = "XSCL-3_Beam"
warhead = BULLET
Sometimes I forget the purpose of the incubator branch.
I´m not sure how much it will be done during this week because of the holiday, but around Friday I´ll release the next update in the incubator branch even if it doesn't have everything I want for the public branch.
I think is actually more stable than the existing version, especially in the editor, but some content I´ve been working is not ready.
But after the release I´ll continue to update it until is ready to go to the default branch.
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)