Public Test Branch patch notes-NOW LIVE

These patches have now made it to the default branch. I will keep updating this thread until the test and default branches deviate then I will start a fresh thread.

BahamutoD10/05/2018

@everyone Welcome to the public_testing channel. The public test build can be accessed by opting into the public_testing branch in the Betas tab of the game's properties window in Steam.

BahamutoD19/02/2019

v0.0.11f5 is now available on the public_testing branch (as well as default branch)

General

- Fixed: Player sometimes falls through terrain when spawning for the first time in a custom map

Equipment

- Fixed heat seeking missiles in "trigger uncage" mode not working properly while a target is locked on radar

BahamutoD18/02/2019

v0.0.11f4 is now available on the public_testing branch.

Units

- Added new drop tanks and conformal fuel tanks to AI F/A-26B equipment

AI

- Fixed taxiing aircraft not continuing if an aircraft ahead of them in line is destroyed

General

- Fixed incorrect material used on infinite terrain borders (broken in 11f3)

- Fixed "missing map" issue on campaigns and scenarios with packed maps when map is not in custom maps folder

- Removed temporary mission files

BahamutoD14/02/2019

v0.0.11f3 is now available on the public_testing branch. This should fix the mem leak reported by @ketkev and get rid of a bad hiccup after loading maps with the "hills" border type. I'll let it sit on public_testing for a little while in case something else broke due to the changes.

General

- Fixed memory not being properly cleaned up after unloading a map

- Fixed map loading procedure to remove hiccup after loading map with infinite terrain borders

BahamutoD13/02/2019

v0.0.11f2 is now available on the public_testing branch. This is also on the default branch.



A quick patch for some small issues reported since yesterday's major update.

One issue prevented mission 4 in the AV-42C "The Island" campaign from progressing unless the player happened to fly through an unmarked waypoint. All objectives in that mission should trigger as expected now.



Units

- Fixed Manta UCAV description in mission editor

Mission Editor

- Fixed: "M" key triggered measurement tool (not intended)

AI Pilots

- Fixed: pilot performing VTOL takeoff wouldn't execute a command given to them while taking off (affected Open Water mission)

BahamutoD12/02/2019

v0.0.11f1 is now available on the public_testing branch. This will be the same version as on the default branch once that goes live.

Units

- Fixed: radar gun turrets did not turn off radar when set to not engage enemies

- Fixed: radar gun turrets did not turn off radar when targets were no longer within range

F/A-26B

- Fixed issues when turning off radar while targets are locked/tracked

Wingmen

- Fixed: dead wingmen still responded to radio comms

General

- Temporarily disabled quicksave/load features

BahamutoD07/02/2019

v0.0.11p18 is now available on the public_testing branch! Just a few fixes for things I broke in the last round.

Desert Cobra

- Fixed issues with objectives in mission 3

Units

- Fixed AAA and CIWS did not turn off its radar when out of ammo

- Fixed error that caused gun turret to be stuck on firing if radar lock was lost while firing

- Reduced radius where AAA and CIWS turn on radar

- Fixed some issues with bombers' bombing behavior

- Fixed gun turrets that do not require radars not working

General

- Made it easier to grab scrollbar in vehicle configurator

- Fixed improper heightmaps packed in built-in campaigns (some units were underground in desert cobra)

I'm trying to get what's there right now to be as stable as possible so I can push it to the default branch. Once I push out a nice stable build I can start breaking things again doing radical changes in the test branch to really ramp up progress. Please let me know if you find any critical issues. Thanks all smiley

BahamutoD07/02/2019

v0.0.11p17 is now available on the public_testing branch!

Mission Editor

- Added default behavior settings for sea units

- Custom maps are now copied ("packed") into the scenario/campaign folder when scenario is saved*

- Fixed audio resources not being cleaned up properly when event actions referencing them are deleted

- Added "Platform" static object

- Added ability to move static objects

- Fixed: Orbit Waypoint event action on single unit did not apply radius and altitude settings

Weapons

- Fixed ARMs sometimes having trouble locking targets

- Added launch zone indicator for IR missiles

- Added AIM-120 x2 mount for F/A-26B equipment

- Added AGM-88 launcher for F/A-26B outer external tank hardpoints

- Added larger droptank to F/A-26B equipment

- Added conformal fuel tanks to F/A-26B equipment

F/A-26B

- Increased gear suspension spring and damper values

AV-42C

- Increased internal fuel capacity by ~14%

Units

- CIWS and AAA units use now radar to track targets

- Reduced the accuracy of gun turrets that do not use radar tracking



Notes:

* Maps are copied and included with scenarios so they will always be included when shared, without having to include

the map separately. Also, it guarantees that the scenario is played on the version of the map it was intended to.

Changes to the original map file will not be reflected in the scenario unless you repack the map

(Tools/Repack Map in the mission editor). Existing scenarios that do not yet have the map packed will still

get the map from the CustomMaps folder. Once they are opened and saved in the editor, the map will be packed.

Only a single copy of the map will be shared among all missions in a Campaign, but stand-alone missions will each

have th eir own copy of the map they use.

BahamutoD01/02/2019

v0.0.11p16 is now available on the public_testing channel

General

- Added first 3 missions to an F/A-26B campaign

Map Editor

- Added 'docks' structure

- Updated afmtnshills

Mission Editor

- Added "Unit List" conditional node

- Fixed: value of Is/IsNot property on unit conditional nodes remained when changing to property where it's not accessible

General

- Fixed cockpit mp3 radio not playing in stereo

Radar

- Fixed: unloaded terrain (beyond visual range) did not occlude radar

Weapons

- Added "trigger uncage" mode to heat seeking missiles

- Added SideARMs to FA-26 loadout

- Fixed SideARM exploding immediately when radar signal is lost momentarily

Wingmen

- Fixed Radar On/Off voice command not working

AI Pilots

- No longer jettison external tanks while evading missile

- Fixed issue when pilot that was going to refuel was interrupted by enemy fire

- Fixed bug that caused AI pilots to have difficulty firing anti-ship missiles

BahamutoD26/01/2019

v0.0.11p15 is now available on the public_testing branch!

Mission Editor

- Added non-targets list actions for AI pilots

- Fixed unit conditionals giving incorrect results for dead aircraft

- Added MP3 support for audio resources audio

- Added Radar On/Off event actions for AI pilots

Units

- Fixed droptank attachment point location on ASF-58

AI Pilots

- Improved bomber routine for avoiding terrain and not self destructing

- Fixed: AI pilots could see enemy fire from infinite distance

- Adjusted behavior for reacting to RWR contacts

- Fixed some issues with airbase navigation (affected tanker in The Island mission 1)

Wingmen

- Added Radar On/Off voice/MFD command

General

- Added options menu for toggling particular voice profiles

- Changed MP3 streaming library to NAudio

- Added "New Objective" notification to HUD

- Fixed: distant radars sometimes showed on RWR even when blocked by terrain

- Made a cool graphic for map loading screens

BahamutoD18/01/19

v0.0.11p14 is now available on the public_testing branch.

Mission Editor

- Added priority targets actions for AI pilots

Radar

- Fixed ranges for some radars being truncated by old values

AI Pilots

- Improved anti-radiation weapon usage

- Fixed: AI pilots don't engage targets (broken in 11p13)

General

- Set "Advanced Radar Physics" feature permanently enabled

BahamutoD16/01/2019

v0.0.11p13 is now available on the public_testing branch!

Mission Editor

- Added distance/radius measurement tool

- Fixed: setting base team did not actually apply the team change in-game

- Fixed blank screen when launching mission caused by unit group conditionals

Units

- Added storage tent building as destructible target

- Fixed missing hitboxes on enemy carrier's IR missile launchers

- Fixed: Allied carrier was invincible

AI Pilots

- Fixed broken ASM usage

- Fixed bombers' behavior against moving targets

Map Editor

- Fixed roads not loading if previously placed out of bounds when saved

- Fixed city blocks being downgraded on "recalculation" step when placed near airbases

- Fixed disconnected intersection mesh when placing road intersections on hillsides

- Fixed north heading runways being labeled 00 instead of 36

Weapons

- Fixed broken CCRP auto release and PIP TGP mode for unguided bombs

General

- Fixed: Menu background music continued to play in a mission if it didn't go to the configuration scene

- Added grouped unit icons for air units in MFD map

- Added HUD display mode to ARAD system

- Fixed bug in heatseeker code that caused log spam and lag

BahamutoD07/01/2019

v0.0.11p12 is now available on the public_testing branch.

Mission Editor

- Fixed: units could be clicked on through UI windows

- Added some conditionals to player unit

- Added unit group conditionals

- Disabled selecting sub-units in unit conditional (not implemented yet)

- Fixed issue in conditional editor where certain properties were not being saved properly

- Added Bases tab and "base editor" to set military base names and teams

- Fixed: air units could be commanded to land at enemy carriers

Map Editor

- Added runway direction labels to airbase

- Fixed airbase collision mesh

AI

- Implemented RTB and rearm voice commands for wingmen

- Fixed AI AGM targeting for moving targets

- Fixed bombing behavior for moving targets

Units

- Fixed AI VTOLs attempting to take off vertically when spawned in hangars

- Reduced ASF-30 TWR

- Added rearming/refueling behavior to ai pilots at airbases/carriers

- Added rearming stations to each spawn point on aircraft carrier

- Fixed landing behavior of ASF-30 and ASF-33

- Fixed ground units stopping short of destination when using "Move To" event action

- Added sea-skimming behavior to ships' anti-ship missiles

- Disabled AI plane collisions when taxiing

Weapons

- Increased damage of AIM-9

- Fixed explosions not doing damage when they originate inside a hitbox

- Added target lead prediction to HUD CCRP cues for moving targets

General

- Added first pass at ATC communications

- Optimized airbase taxi lane pathfinding

- Added option to hide helmet in FPV for wide-FOV HMDs

- Fixed MFD map display sometimes having incorrect depth

- Moved intro carrier scene position to indoors

- Changed background music

BahamutoD13/12/2018

v0.0.11p11 is now available on the public_testing branch.

Mission Editor

- *Added conditional node editor

- Added conditional mission objective type

- Added conditional trigger type

- Added invincibility field to AI units

- Added "Set Invincible" event action for AI units

- Added "Cancel Objective" event action for objectives.

- Added ability to select units by clicking on them in the world

Map Editor

- Added city structures to static prefabs

F/A-26B

- Added locked target name in Radar UI

AI

- **Added voice commands for announcing missile shots (fox, rifle, etc)

General

- Fixed issue with seat height when restarting mission and body physics is disabled

- Fixed briefing audio not playing

- Fade audio on transitions to prevent harsh sounds when loading into cockpit



- *There are only a few conditional nodes available at the moment, so if you have any suggestions for other useful nodes, please let me know.

- **Calling out "fox" or "rifle" etc when firing missiles on a target will dissuade your wingmen from firing on the same target until your missile has exploded, to save ammo

BahamutoD09/11/18

v0.0.11p10 is now available on the public_testing branch!

General

- Fixed missing trees in Akutan map

- Fixed shallow areas around cities in Akutan map

- Added map editor button to VR game menu

- Fixed issues with mission objectives MFD page after restarting mission

- Fixed issues with runway queues when restarting mission

- Fixed AI pilots not waiting for runway clearance when taking off from rear entrance of runways in Akutan map

Units

- Fixed incorrect map icon for enemy bomber

BahamutoD08/11/18

v0.0.11p9 is now available on the public_testing branch!

General

- Clear cluster bomb submunitions when restarting mission

- Fix missing objectives when restarting mission

- Fixed spectator camera not resetting when restarting mission

- Fixed hardware input bindings not loading when launching editor from intro scene

Map Editor

- Early version of new road tool



This took longer than I wanted, but the new road tool is to a point where you can start playing around with it. It's more flexible than the one we had previously, and you can even use it to create bridges. There's still a lot of room for improvement - the generated roads are kind of ugly and it doesn't integrate with the city paint roads yet.(edited)

BahamutoD19/10/2018

v0.0.11p8 is now available on the public_testing branch!

v0.0.11p8

Map Editor

- Implemented LODs to cities

General

- Restarting a scenario will no longer require reloading the entire map

Advanced Radar

- Added radar cross section values for ships (should fix anti-ship missile guidance)



= Please check how the performance has changed around the city in the included test map. (It should be an improvement :P)

= Since the large custom maps take a while to load, I thought it was necessary to be able to retry a scenario without having to reload the entire map every time, so instead of reloading the scene, it will just clear out everything and reset the scenario. This means I need to keep track of every object generated during a scenario so they can be deleted before the mission is restarted. I think I have everything (units, broken off wings/debris, bullets, flares, rockets, missiles, jettisoned weapons, canopies, ejection seats, etc) but I may have missed some things, so if you notice anything odd between mission restarts, please let me know.

= With the new radar system simulating the effects of ground clutter, the ability of anti-ship missiles targeting missiles is affected by whether the missile is sea-skimming on approach (ships have sky as a background) or if the missile is approaching from higher altitude waypoints (radar is looking down at ships surrounded by water, hard to make out). I haven't tested them in all situations yet so this is another thing to look at.



Thanks for all of the feedback!

BahamutoD16/10/2018

@everyone v0.0.11p7 is now available on the public_testing branch!

v0.0.11p7 Map Editor

- Added Heightmap generation mode

- Added terrain height painting tools

- Added desert and arctic biomes

- Added endless terrain border mode

- Added city painting tool

- Temporarily disabled road tool

Environment

- Added shallowness and shore effects to water shader

- Reduced memory usage of map generator

- Added tree collisions (optional)

Vehicles

- Added illuminated elements to dials and knobs



I'm pushing this update so you can have the opportunity to play with the map editor's heightmap generation and terrain/city painting features, and give feedback on those.

I've also included a couple of sample maps, as well as a sample mission for the F/A-26B in one of the maps.

I have temporarily removed the road tool since it's a bit broken and in the process of a rewrite.

Due to major changes to the map editor, custom maps created on earlier versions of the game are no longer compatible.

BahamutoD08/09/2018

v0.0.11p6 is now available on the public_testing branch

v0.0.11p6 General

- Fixed occasional issues when spawning on a carrier

F/A-26B

- Added HUD warning for folded wings

- Wings will start folded if spawning on carrier

- Reversed RWR switch to match orientation of Radar switch

- Added MFD Brightness knob

AV-42C

- Added MFD Brightness knob

Equipment

- TGP and laser/optically guided weapons will be affected by terrain occlusion

Radar

- Fixed issues with missiles magically reacquiring radar locks

Mission Editor

- Fixed bug where selecting units in the units tab stops responding sometimes

Units

- Added ASF-30 fighter/attack jet (Enemy)

- Added Anti-Radiation missiles to AV-42 and F/A-26B AI equipment

- Added pilot ejection animations to AV-42 and F/A-26B AI

- Fixed bug where AV-42C AI wouldn't use AIM-9 x2 and x3 racks

AI

- Fixed bug where AI pilot got stuck if you cut in to refuel right after they disconnect from boom

- Improved AI pilot air-to-air guns aiming

- AI pilots engage enemies detected via RWR

Wingman Voice Profiles

- Added "Ranger" by The Loan Ranger

- Added "Templar" by Scruffy TitanSlayer

BahamutoD29/08/2018

v0.0.11p5 is now available on the public_testing build on Steam!

v0.0.11p5 F/A-26B

- Added AGM-88 HARM Anti-radiation missile

Units

- Added enemy heavy bomber

Equipment

- Added guidance and range info to HUD for Antiship missile

- Fixed Antiship missile not starting path at selected GPS waypoint if preceeding path points exist

General

- Fixed: unintended launch warnings when planes drop bombs

- Added recently new weapons to each vehicle's Quick Flight campaigns

Wingman Voice Profiles

- Added "Apricot" by 10-4 Apricot

- Added "Guard" by Guardsman111

- Added "Jazzy" by Jasmine

- Added "Mustang" by Ducky

- Added "Gryphus 1" by Mrlool23

- Added "Tesla" by Tesla

- Added "Bones" by floatybones

Quicksave

- Added persistence to TGP and TGP mfd page



The previous few builds had a whole bunch of 4k screenshots included, which is why the download size doubled. Sorry! They have now been removed. FYI screenshots you take with the spectator cam get saved to the Screenshots folder in the game directory.(edited)

BahamutoD24/08/2018

v0.0.11p3 is now available on the public_testing branch. Just a quick fix.

v0.0.11p3 AV-42C

- Fixed non-functional Mic knob

Mission Editor

- Added preview voice button for wingmen units

BahamutoD24/08/2018

@everyone v0.0.11p2 is now available on the public_testing branch!



v0.0.11p2 General

- Added 4K screenshot button to S-Cam (saved in Screenshots folder in game directory)

- Added support for Oculus SDK *

- Modified behavior of twist knobs to appear more natural

- Fixed joystick behavior when grabbed at odd angles

- Added nav map icon for player-launched GPS weapons

- Moved settings window to flat panel display

- Added mic switch to each vehicle's comms panel

- Added wingman voice commands **

Units

- Added allied heavy bomber (B-11)

AV-42C

- Fixed overlapping in mini MFD fuel page

- Fixed hover/altitude autopilot label alignment in HUD

- Began implementing anti-radiation missiles

F/A-26B

- Added material emission to jet nozzles with afterburner

Radar

- Chaff effects on missiles with Advanced Radar setting

AI

- Added radio messages for several more wingman situations

- Added "Zeus" wingman voice profile by TheClockArm

- Added "Junior" wingman voice profile by Slothulhu

- Added "Death" wingman voice profile by ddDeath_666

Quicksave

= Added persistence to more vehicle components: ***

- Switches, levers, knobs, etc

- Weapon loadout and store counts

- Countermeasure stores

- GPS targets

- Battery and fuel levels

- Engine throttle, spool, tilt

- Landing gear state

- APU status

= Added persistence to timed events



* Once default branch update is live, there will be a VR mode option on startup,

but for now you must go to "Set Launch Options" in the game properties window

and type: -vrmode oculus

** Try voice commands out by turning on the Mic switch on the right side panel and

saying telling your wingmen to form on you, attack your target, disengage, spread out, etc.

Requires Windows 10.

*** The quicksave feature is still far from useable

BahamutoD02/08/2018

v0.0.11p1 is now available on the public_testing branch.

The main change here is the option for the new radar system. This will eventually be the standard for the radar simulation, but since it's a work in progress, it's not enabled by default.

v0.0.11p1 Units

- Fixed enemy ship gun turrets aiming too low.

- Added enemy bunkers

- Added MK-82AIR to AI AV-42C equips

- Fixed rocket boats still shooting a rocket after being killed

- Added exterior lights to AV-42 and FA-26 AI units

AI

- AI pilots no longer select weapons that are too weak to damage their target

Equipment

- Fixed error when switching to AGM with no TGP attached

- Show HUD message when AGM selected and no TGP attached

- Fixed aim direction of rocket pods for F/A-26B

- Improved accuracy and added lead prediction for rocket CCIP when TGP has target data

Akutan

- Added bridge and another road to airbase

F/A-26B

- Switched cockpit instrument labels to lit shader

- Added instrument lighting switch and dimmer knob

- Tweaked engine fuel drain (decreased)

A/V-42C

- Adjusted aerodynamics

- Added G-limiter switch

- Tweaked engine fuel drain (increased)

- Fixed log error spam caused by certain text elements

Radar

- Began implementing advanced radar effects *

- Added directional indicator on RWR for launch warnings

- Improved RWR behavior when detecting missile locks

General

- Added more communications commands in MFD

- Changed reply messages for rearming request to make more sense

- Fixed experimental wind affecting vehicle in configuration scene

- Fixed missiles' proximity detonation sometimes failing at high relative speed

- Added velocity vectors to air unit icons in MFD map

- Added fuel/thrust info page to right mini MFD on both vehicles

- Began implementing quicksave feature **

I thought I would post all the patch notes for the Public Test build here in the Steam forums so that those not on the Discord server can keep up to date with the game progress.