Author Archives: timesymmetry
Well here it is the report number 50.
This report took me some time; I was sure what I wanted to show and tell, but at the same time it was difficult to decide how exactly I wanted to do that.
But before go ahead with the report, let me just say that I still don’t have no idea when it will be released.
I’m trying to speed up everything that I can, but in this case was either bad luck or bad timing.
I was aware that this process could either be easy or it could take quite a while. Usually the worst part is having a cover that everyone agrees, I was expecting the same but surprisingly the new cover was immediately approved. The trailer also went by fast, but don’t worry, I feel as soon the release really picks up the pace everything will be resolved in only a few days
With that out of the way, let’s move on.
So, what exactly this report will be about?
Well to celebrate 50th report, this one will be quite different from others, this time the theme won’t be about a new mechanic or content, instead it will reveal the processes of making new aircrafts. But no! Not a tutorial.
I think this is quite an important topic as I’m certain that when the game is released, there will be very often questions about when some plane will be available.
To address that, this report will also reveal which units are currently in progress and which particular step they are in at the moment.
Also to play a bit, I’ll also show some images and hints of units that are to come.
Making a new aircrafts can be a though process. Making an entirely new aircrafts can range from 2 to 6 weeks. And making a new variant can range from a day to a week.
As expected, the time it takes can vary depending of the shape of the aircrafts but also the information available.
About this, some fun facts, the quickest family to make was the Mirage F1, the slower and most troublesome it was the EF-2000, it was so troublesome that it earned some kind nicknames from myself.
It is not that I don’t like that plane, but I also don’t know why, but it was a pain to make.
Usually, about the time spend, when we think of the production of the new aircrafts the most common thought is the modeling phase, but while that takes a significant amount of time, very often that is not the most time consuming step.
But well that is why this report is here; to give the players a better perception of steps required to make a completely new aircraft:
Everything starts with the gathering all the materials involved to the aircraft.
But in this phase is just randomly collecting stuff while surfing in the web, without any organization or plan.
This is because, and I must confess that in most of the cases when I start this phase I feel that I don’t know practically anything about that aircraft.
But this is where I start to get an idea the potential size of the aircraft. Some already surprised me for having a lot more variants than I expected
For this step I only use simple online searches, and stuff that was posted in the forums.
Also to note, this steps usually takes place while other units are in development, so everything can be gathered with no rush, but this also means when I start to this phase is an indication that that I plan to begin the development of this plane soon.
Notable families that are in this state:
This phase starts when I begin to be a lot more active in looking for all information available about the aircraft, so I can gather everything and plan the development.
By let me start saying this, it may sound strange, but this IS indeed the most time consuming phase.
Initially one may think that making the game model is the critical part, but in order do that a lot of information must be gathered to recreate the models as faithful as possible.
To achieve that and to be fast and accurately as possible a lot of references are required.
The internet can be a valuable source, but as expected not every information can be found there.
So other valuable source of information is the traditional books.
These are just some of the reference books I’ve been collecting. A lot of information can be found here that is hard to find anywhere else.
They have been a great help, not only at developing aircrafts but every other unit type.
There is another source for reference that I realized that could be extremely valuable in helping modeling the aircrafts, plastic scale models.
This idea came because I was already a modeler before starting this project, so one day I remembered that I had some aircraft models stored and tried to use them as reference. I was immediately surprised how helpful they can be.
Not only but especially in the modeling phase, most of the times some aircrafts have strange surface details that are hard to understand using only blueprints or even with the help of pictures, but the scale models provide a unique view to the shape of the aircraft without most of the noise that makes it hard to perceive it.
With this I noticed on thing, the better is my mental image of the aircraft the quicker it is to make the 3d model of it.
So usually before starting a new aircraft from scratch I play around with the kit to have a good perception how it is shaped.
Also after seeing how helpful they can be, I started to gather some kits.
Most of them I have them already build, but I still have a small backlog.
Usually I build them with enough time in advance so I don’t need to stop at the 3d modeling to wait to have the scale model to be finished.
Also here is part of the backlog that I here in the office:
From this you can already guess what will be the next aircrafts to be added.
Of course I’m not always able to have a scale model with me, in that case I need to use other references or try to see pictures of the scale model in the internet.
And here is the finished models I have here with me, they are also a good hint of what is to come of what is already being worked on:
Can you name all the models in this picture?
Fortunately for me, I already was a collector of aircrafts scale models before starting VT and back then gave them a proper finish, but now they are mostly used as reference material so they don’t need to be painted.
But on rare occasions, when I have the opportunity, I like to pickup one of these models make them into a finish display piece.
These are the ones I have here with me:
The D-21 already broke off from the SR-71.
The others models that I’ve build before starting this were already used as reference and while doing that they also suffered a lot of accidents in serving as valuable reference material, so usually after they finish the job I store them in a safe place.
And that is what usually happens to every after being used as reference, these models usually end up with some pieces broken
One poor guy was the F-35 kit, thanks to him I was able to understand the intricate surface details at the bottom f the aircraft, but at the cost that this kit suffered a lot in my hands.
The F-35B surrounded by other pieces that broke off and unused ammunition.
Considering this, I believe that it can be used in the credits the typical phrase, but in this case:
“Several Aircraft models were hurt during the development of this game”
But moving on, besides reference books and model kits, other valuable source for 3d modeling is aircrafts pictures, especially up-close, the ones known as workarounds.
Pictures that capture the whole vehicles are great, but these up close shots are the best.
There are quite a few sites that provide great pictures for that, although it can be hard to find stuff for the newer planes.
Practically almost all pictures that I use are from the internet, but although not very often I also gather some myself.
I would like to someday add this plane to the game, with this skin.
Notable families that are in this state:
- Mirage 5
- Mirage 2000
So after having everything the research, then it is time to work on the blueprints.
How this is done?
It starts by pacing all the gathered blue prints on top of others to see where the common parts are.
Sounds simple, doesn’t it?
But it can actually be quite tricky.
Right from the start I must choose the most reliable blueprint. For this blueprint it must have both a good resolution and accurate details.
After that, there is another tricky part, very often each blueprint has unique proportions, so overlaying two blueprints it can be very misleading in hinting shapes when in reality there is no change in that area .
After organizing several blue prints on study their relation they start looking like this
As you see the lines only roughly match, so it is important to have a good knowledge in where in reality these variants change.
Of course they are not used this way, they are worked individually, but they are placed this way not only to study the relation between each variant, but to also this give a rough idea how much space will be required in the UV mapping to cover all variants, this is very important as it helps me plan ahead unusual variants so I don’t need to re-map everything from scratch.
There have been some cases were that this didn’t happened, one example was the F-16XL, in that case I had to do the mapping all over again, that is why that variant was kept in development hell for quite a bit of time.
Notable families that are in this state:
- Mitsubishi F1/T2
So after the blueprints are organized, I pick again the most reliable, throw it to the modeling program and start working on it.
A development pipeline that I feel is the most efficient is making the first model not a known variant, but instead a combination of the most common elements.
This means that I´m actually making fictional variant that in the end it will be unused, but after exporting it to the game and confirming that is everything is ok, I go back to editing this variant and use it as base to make each individual variant, usually starting from the closest to the common variant and end with the wildest aircrafts.
However there are some cases that this can´t be done and requires making multiple planes from scratch, for example this family:
YF-23 and F-23 are very similar, and they may look identical at first sight, but the shape of the body is completely different.
Other example is the MiG-23-01 and MiG-23-11, completely different models, they don’t share a single vertice.
Notable families that are in this state:
- Super Tucano
This is where the panel lines and paint scheme are added; in this I’m also include the process of mapping the vehicle.
Something to note is especially the processes of mapping, this phase can vary greatly the time it takes depending on the planes, flying wings are usually the easiest to make, in other hand, some of the older and slower aircrafts have a lot of intricate details, like the Su-25, making this step much more time consuming.
Concept or fictional designs, most of the times are a breeze to make, because the panel lines are guess work based in similar aircrafts of the same time and maker while trying to stay faithful to the available material.
However as usual, real aircrafts require studying a lot of the blueprints and photos available to determine were the panel lines should be added. And I can’t use just one or two blueprints as a reference, there were multiple cases that these blue prints were completely wrong, in this case walk around photos are really important
Also, if you see this type of reveal:
It means that at least the model has reached this step, and while you may think it is ready to go to the game you will notice now that there are quite a few steps ahead.
Notable families that are in this state:
This phase is where everything is exported to the game.
Very often this process happens before everything from the steps above are completed, the reason for this is to proof-check the progress so far and be able to changes the texture or the model without scraping too much work.
This is one example of a unit that reached phase but it will have to back to the modeling phase to make some improvements.
Note: is not that I don’t like you, EF2000, but I cont feel a good connection between us.
In this process also includes adding audio and visual effects. After this point, the aircrafts can be used as a in-game preview like some that you already have seen.
In this process the concept and fictional variants also have the advantage, unless something as gone terribly wrong there is hardly any reason to go back to the modeling phase.
Notable families that are in this state:
- EF-2000 (this one will have to go back to modeling phase)
Well this is like the tin says, after the aesthetic part is ready, the model can finally be animated.
In this phase there no real difference in development time between real and concept models, the only distinction is that in the real models I need to be careful to animate the right moving parts. But even if I make some mistake it is quite easy to fix
Notable families that are in this state:
The following step is to gameplay values for the flight model and other details
If the game only had the very well know aircrafts, I have not doubts that the specs would have been base what is often perceived by the general public.
So it means an aircraft would be as good as it reputation.
But all this lesser known aircrafts and variants forced me to try something different.
Also one of the main design philosophies in the game is trying to be fair and avoid stereotypes.
So the solution was to make a system that would give me the game values depending on the easiest values to get weight, surface area, wing aspect ratio, etc.
But you may ask, how do you get the weight? Well, I use the same relation between volume and weight of a know variant or a very similar unit, as I’ve seen the values are usually very close so I have confidence this is the best approach.
These calculations were based in real flight dynamics, but I hardly believe they are accurate, but that is not the goal, go true aim is to everything be proportional and follow the same rules without bias.
This also completely fixes the problem of the fictional or wild variants; you probably may not notice the first time you play, but it is interesting to notice how much the performance changes with a simple modification in the wing design.
Notable families that are in this state:
After all that has been done this is the considered as the final step, so the aircraft can be released to the public.
This is where the aircraft is armed with its respective weapons, usually starting with the sub weapon, main weapon and ending with the special weapons.
But as soon it is equipped with the first two it can already be considered playable.
In this phase is also were I make the actual weapons for the aircraft in case there are not in the game yet.
After everything has been done, the last step is to add functional weapons bay. One reason for this goes to the fact that some units use very specific weapons and these weapons must be already done before adding the functional weapons bay so I can be sure they really fit inside.
Notable families that are in this state:
- F-22 (Weapons bay)
- F-35 (Weapons bay)
All the steps above are required the ones to make the aircraft playable, but in order to everything be truly complete, there is one other step required, make their respective challenge.
But to make good, tight and fun challenge, everything above must be truly complete, from the weapons selection to the aircraft behavior.
At the moment, only one third of the aircrafts available have cleared this phase, the rest is waiting for one of these reasons, either have their development truly closed, or waiting for new gamplay mechanics to add more variety in the challenges.
The early access will also help in this, not only to give more ideas, but also to balance the existing ones. During these last days I’m been organizing what will be released in the following updates and I plan to release a constant stream of a handful of challenges, probably less than ten, I feel that is enough to give time to everyone be able to play them before releasing the next update.
So that is it, I think the timing report was also suitable to give an idea what are the aircrafts more likely to appear after the early access release. I’m not sure if there will be another report before the release, but if that happens it will again back to the usual style.
Stay tuned, more reports will follow.
The new report is here, as it was mentioned before it will be solely about ships.
I will also take this opportunity to talk about the current build and actual release.
At the moment the game is in QA improving and fixing any issue. The idea is to release it as polished as possible and a lot has been done in that regard, but there are still some issues remaining and some of these were requested to be resolved in order to the game to be released.
At time of writing these are the issues that remain to be fixed:
- There is no draw screen received by the players during a multiplayer session after the multiplayer session timer has ended and none of the players have made any kills.
- Sensitivity is too high on the stick controlling the camera that the feature cannot be used while playing the game with a controller.
- The volume control panel is not functional.
- The controller doesn’t work in the sub menus
- The controller doesn’t have a default configuration.
- Using the machine gun greatly decreases frames per second
- Users unable to see the person who joins whilst someone is respawning
- The team lives count from the scoreboard doesn’t work in Last Team Standing game mode in a multiplayer session.
- The client hits on the host do not count during the first kill on the Deathmatch and TeamDeathmatch multiplayer modes.
So as soon as these issues have been resolved the game I’ll enter the release process and the VT page on steam will likely turn visible.
I’ll also let you all know as soon this begins.
Also related to this I apologize, I’ve been less active in the past weeks because I was focused in resolving all the issues as quickly as possible. Now that there are only a few left it shouldn’t take long to go back to the normal activity.
Now onto the report itself, but this time the actual report was written by FlyAwayNow.
The introduction of aircraft in warfare has, among other things, sidelined the battleships that have reigned supreme over the seas and oceans. This is no truer than in Vector Thrust’s world, where in fact aircraft have become the go-to method for most militaries to strike targets in general. That hasn’t meant that warships in their entirety have been ruled out of the equation, and even as the constant threat of Anti-Ship aircraft descend upon battle fleets of the more archaic thinking military commanders, they won’t go down without a fight, as is the testament of every good captain of any worth.
Battlecruisers, arsenal ships, destroyers, landing craft, carriers of all sizes and specializations, Vector Thrust does not lack in the naval compartment, and the roles they serve in the world are no different than in ours.
Despite the rule of aircraft, the ships of Vector Thrust do serve a very critical role in the world in the form of an international effort in the f‡ x+q0%ÃºÂºcre Å x5110x9))-7110x740x690x6 of Ã®Ã¼Ã¶: ███████████████.
On that note, here are several of these ships which will be at the helm of that blockade, and indeed in most of the notable navies.
Looks like we’re back where we started. This is FlyAwayNow, your local Black Ops pilot, providing you my analysis of some of the naval units in VT.
Currently one of the larger conventional ships we have in the inventory, and I do stress when I say conventional, this is also one of the older designs, predating the Great War. With enough maintenance and upkeep this anti-surface warship has become the mainline naval powerhouses for some navies, even four decades after its design was drawn up. CIWS on this naval ship, and indeed present on most of the larger surface combatants up the survivability on this class of ship considerably, both in point defense, anti-munition, and of course you pilots who dare try to strafe.
It’s certainly no battleship, not many of those that class of naval ship are left in the world, however for you more privateering mercenaries, there is a considerable bounty on one such ship that’s even older than these Sovermenys…
These ships are a step up from the Karel Doorman-class frigates, competing with the Arleigh Burkes in the same role, however the stars of this report are ships that are bit more… exciting.
A smaller ship, more intended for recon in coastal regions and rivers, for those of you who are well read with ships of this particular design, the Sea Jet was the test bed for the more advanced Zumwalt-class destroyer.
Unlike the Zumwalt however this ship poses no tangible threat, given you aren’t flying a prop or give anyone that has a firearm on this thing any time to get a bead in your gloating flybys.
Still it has stealth properties and a low profile, so anytime you do see one of these things, you best hit it because they’re probably ferrying some sort of spec ops team and what not.
You see one flying a black and gold flag and a pretty looking mermaid on the bow though, don’t hit it, that’s mine for when the agency lets me have a weekend off.
A stealth ship of similar scope to the Sea Jet. Unfortunately, despite its looks, it is not a set piece of a secret spy movie in which a media mogul plans to control all of the….
This ship is a tad larger than most ships with its radar signature, but as no real point defense. Any pilot worth his or her weight should be able to knock this thing out with little difficulty.
You either put out enough firepower to call the bluff of some pilots or you don’t be seen at all. A common trend, a trend have personally observed so far in unit testing.
The radars across the entire spectrum of aircraft is not penultimate, a lowly radar set on a MiG-21 cannot compare to the F-22s or the Typhoon’s electronics, and even then our fifth generation fighters can hiccup when it comes to unit detection. This is one of those units that can give advance radar systems a run for their money, especially since the Sea Shadow’s signature is only as big as one of a fishing boat.
A corvette which has been designed within the last few years. Its main responsibility is patrol duties and ASW (Anti-Submarine Warfare). Equipped with enough munitions to make a bad day for an unprepared cruiser, submarine or soldier on shore leave on a beach, these ships usually hug the coastal areas of their respective navies, and are seldom seen out deep within the oceans.
As with most predatory creatures of the oceans and seas, they hunt in packs, and as such you’ll get off easy if you only see one of these things on your radar on sortie.
Not as much warships as they are landing craft, these things spearhead most coastal invasions. Needless to say that taking them down, or defending them, is imperative in such an operation. These things go hand in hand with the escort carriers.
That being said the next few are such ships.
Definitely on the smaller side of warships capable of launching and receiving flying machines, the P-48 is armed with a multirole turret up front as if to dissuade any attackers from interfering from its helicopter, VTOL, and UAV launching capabilities.
On the surface, this would appear like an upscaled Sea Shadow with an added armament and a helicopter platform.
Well its face value pretty much is its true value.
Another stealth frigate with the capability to launch helicopters and the sort from a flight deck in its rear, its design and skids speak to a low profile and a low radar signature, just barely higher than the Sea Shadow’s.
It packs a punch on its own from a dual five inch gun and I have some of the more idiot pilots get shot down trying to hit one of these things, so, despite how small these things might look, if it has a modern fire control system, for God’s sake, don’t go in thinking your twenty millimeters will beat out that thing’s aim. Unlike the damn Udaloys or Sovermenys, these things were developed rather recently. No captain of one of these things will want a MiG-21 taking one of these ships out unless you ram the ship with it.
A monster of an escort carrier, it’s probably the widest ship we have on record if we don’t count any of the EOS plans, and even then I’m pretty sure it is still the widest target out there in terms of naval targets.
Supporting helicopters, UAVs, STOL aircraft, and VTOL aircraft, this could be classified as the command center for any naval or landing operation. As such you are cordially invited to drop as much ordnance as you can on this thing.
Now this thing doesn’t have the full capability afforded to it like the Nimitz or the Admiral Kuznetsov, however it’s a bit more capable than the L-61 type.
If you’re looking for firepower and capability however, some of the more exuberant and well financed nations have put forth the following designs.
As big as the battleships of old, these arsenal ships basically have a twenty five kilometer kill radius with the massive payload of several hundred missiles of all varieties. Hull redundancies have made these things hard to sink, but not much lends itself to any point defenses admittedly.
Anything with such a long stick however, and a competent escort fleet, wouldn’t need point defense now, would they?
Of course such a ship would have an impressive defense fleet, so dealing with the Arsenal ship itself won’t be your only problem.
However the concept of the Arsenal ships leave it vulnerable if the electronic advantage is not in its favor. Arsenal ships are named such in large part due to the armament they carry, however the amount of missiles they cram inside themselves doesn’t leave for much else. Aegis cruisers or even AWACS aircraft are required for the combat effectiveness of this ship to be fully brought to be…
_end of ships report.
Probably you may have been looking forward to this, but the EOS-04 wasn’t included in this report.
There were two reasons for this, one is that the weapons systems are still being studied and tested, and the other, a boss unit should deserve its own report.
Also I wasn’t able to include the Zumwalt on time, but that can be saved to another report, also I feel that even with all these ships, the current selection and variety is still small but that will be improved over time.
And finally to conclude this report, just to say the next will be the report 50, to celebrate the number that report will be special.
Stay tuned, more reports will follow.
As the title says this report will not be about game editors, specially the mission editor
The editor has already available in the past, but because at that time, as the game was still on the process of implementing gameplay elements that would drastically change the core code, this made editor be considered lesser important to avoid refactoring every time a new mechanic is included and helped by the fact that at the time making new missions wasn’t really the main concern.
But now, as all the mechanics are in the core code, there won’t be any drastic change in the core code for the time being so the mission editor can have all the attention again.
This is especially important as the editor it will be on of the main flag ships of the game.
While the game is fully customizable and while everything in the game can already be edited using just a note pad, nothing should be beat the experience of using an editing tool.
For the release, main concern for the game editor, is to have the Mission and campaign editor fully ready. These two were considered the most important because, not everyone will have the possibility to add the aircrafts they wished to the game because for this it his needed some skills in modeling and texturing, and this may not be their cup of tea. But making new missions is completely different, everyone should be able to make them if helped with a good editor, and probably everyone has already a handful of ideas waiting to be realized.
Following this idea, the campaign has already been added, it hasn’t been mentioned before but the campaign editor is near 90% completion, at the time what only lack is complete the tool that selects which skins the player will be use in that campaign and setup the trigger to automatically unlock aircrafts and weapons
As for the mission editor, it already had an drastic overhaul.
Thanks to the challenges mode, it is being extensive and intensive tested. This lead to the introduction of new helper and optimizations to make the mission creation a lot easier and fun.
To be completely honest the first challenges I made felt like a chore, I felt something was mission with the editor, I wondered for quite some time, but as soon I had a solution I implemented it. And after that, as more missions were made the editor continued to evolve and now it is really easy to use. At this point I still have more improvements I wish to add, but it is already very usable.
But even now, I can imagine that a first timer may feel lost with it, as there isn’t any tutorial available. But this is something that can be resolved with tutorials.
But besides editor, I must confess the sometimes I become lost in making the scenarios, but for another reason, with the content available it is easy to make nice scenes and building a virtual world.
But the best part is saving the mission; fly a close by and then dropping some bombs in the place.
That picture above wasn’t the case, because it was just a quick demonstration, as you can see that is pretty empty outside the shot view range.
But this can potentially be very useful in creating cutscenes new the ground.
Also this can be misleading, but the roads weren’t added in the editor, they are part of the map.
Lately there have been some tests in making ground surfaces with higher detail and unusual structures.
(hint: tunnels, etc)
Also, about those vehicles in that screenshot, some haven’t been reveled yet, it a nice opportunity to do so,
First the M1069:
A variant of the hmmwv converted to be able to transport cargo and ammunition.
In the same way, the Type-73, is a variant of the Type-81 also converted to be a truck,
As for the aircraft that is in the right upper corner:
It is a reconnaissance UAV, the RQ-3 Dark star
But now going back to the editor.
Here is something it was recorded to show how quick and easy is to make a mission.
The criterion was to make a mission were a bomber is spawned 10 seconds after play and the player’s goal is to destroy it:
It took only 3 minutes to setup everything.
The video was recorded as is, so in the editor mode there will be a period without any sound.
One of the design philosophies is to be able to make missions as quick as possible, so has it was mentioned above, there has been added a lot helps and other tools that enable making missions with a few clicks.
But what do you think of this quick preview?
Are you interest in trying?
This report was something that I found that it could be interesting to shown now, maybe the next reports will be about other topics besides content, but the next will be about the new ships as it was promised.
Stay tuned, more reports will follow.
This time the update is to announce something different.
As it was hinted before, it is about the AI.
It has the expected improvements in making the AI more effective in killing the player; this update is also introduces something in a completely different direction.
But before that, let me confirm, the AI is now smarter with a more fine tuned logic that also fixes one noticeable bug the would result in the AI not avoid crashing to the ground, now if that happens is by their own mistake and not due to bug in the logic.
Also the AI players will now dynamically chose between the special and main weapon by considering the battle condition, ammo and each weapon characteristics, but like everything else, the personality may affect the selection, so it is not really a matter of always selecting the most effective weapon.
And that’s it, now we have an even more lethal AI. Awesome!
But in other hand, this also becomes a problem.
Veteran players or anyone that is skilled enough will probably be able to deal with them on even terms. But what about the players that jump into the game for the first time?
They are almost certainly jumping into a world of pain.
Something I also noticed with the existing AI, it actually does not work well in highly scripted missions, they are too unpredictable and engage the player in their own ways, it is great to create an emergent gameplay, but not so much if you want to create a sequence of well coordinated events.
This is also an issue, as the VT wants the players to create their own campaign, this could limit some scenarios.
For both of these reasons it was made new and alternative type of AI, that from here on it will be referred as the “Grunt type”, and the AI type that was here from the start it will be referred from now on as the “Ace type”. And this new grunt type was made to be used mostly on campaigns and normal missions.
But how different is the Grunt from the Ace type?
Right from the start, this new AI is the complete opposite of the Ace; it is bland, predictable and easy to shot down.
To have a better idea, the grunt type is the regular AI you will probably find in other similar flight games.
They rely on numbers and while they can still harm the player, their lack of skill is used to make the player feel like a true ace always in control of the battlefield.
In short the Grunts are best used for easy levels, large numbers, or heavy scripted levels.
Aces are best for bosses, or dynamic battlefields.
But that is not everything that is added in this regard.
To help the level design it was added two small tricks that can be applied to any unit and both AI types.
One that was inspired by the older Ace Combat, if you played them you probably may have noticed that some aircrafts on the global map simply do not move unless you get too close them. Although this not very accurate, this is very helpful in the level design, otherwise these enemies would simple move away from the area they were supposed to be protecting.
But to better fit VT this trick was been slightly changed from “The AI will only act if they are in the player’s view range.” to “The AI will only act if they are in the enemies’ view range.”
So if you have an AI partner the meets these agents they will fight properly without the need of the player intervention.
Another trick, is the hidden state, this makes any unit even if they are non stealth, hidden from the global map until they have been spotted once. This is great for ambushes, surprise attacks or even eater eggs.
Both these tricks are very simple, but open a lot of possibilities of making missions, something that should be explored not only in future missions, but also to be implemented in all that have been done before.
Something also to be revised/updated, the weapons loadouts.
The new idea is to make conceptual special weapons more likely to be found on conceptual aircrafts, prototype weapons and prototype aircrafts and fictional weapons on fictional aircrafts.
This is not golden rule, is more a guide line for arranging the loadouts for the aircrafts.
Let’s use this as an example, the UA-10D.
The ucav version of the A-10, a conceptual design evolved from the A-10C.
And it will be equipped with the AGM-124 Wasp
This weapon is like a real micro missile pod, it was made to engage multiple tanks at the same time.
And an example of a fictional weapon, it is not noticeable from this screen, but it is armed with a Gatling gun that starts to fire when is close to the target.
Despise the novelty it may have, it is only useful against large targets.
And finally something you will probably hear more from me in the future.
We need more ships!
The problem is not much about quantity, is more about their role in the missions.
Due to all the weapons systems some ships contain, each are like a small boss.
The problem lies in that most modern ships have very advanced Anti-air systems that can track aircrafts beyond visual range, this created a situation where one side we have completely inoffensive ships and the other side highly lethal ships.
So the real problem is that there is very little in between, as a result what is really need is more ships that serve as point defense with different characteristics to help bridge between the both extremes of difficulty.
To ease the content creation the new ships you will see added in the future will likely be either conceptual/speculative or fictional designs.
Here is a preview of you can expect to see in the future:
The STAC is a conceptual Trimaran carrier design; part of the “Avpro project”.
Also, all the ship units will be revised as well in other to have their own sub subsystems be independently targetable and destroyable like a regular boss.
And that’s everything for now.
Stay tuned, more reports will follow.
As promised this is report is to announce that I came back from GDC and into active development again.
I took a day off to rest, but I still feel that I’m recovering from the jet lag.
Also this report will be divided in two parts, the first is about the development that I manage to make in the last week just before going to the GDC, and the last part is my thoughts about that trip.
The followings are very small changes that have a significant visual impact.
The main one is the tweak of overall aesthetic, now the terrain and overall look have more vibrant colors.
Here is a comparison shot of the old and new version:
The idea was to too advantage of the cel shaded look and have a more distinct bright colors
The other one was on effects; it has been tested before but now has been fully realized; now all missiles and rockets have more noticeable flares.
New explosion effects have been added:
The last change that was added was to improve the aircraft’s visual feedback, especially for units that don’t have an afterburner. This new change makes the engine slightly glow red as the as the throttle increases.
Also as a correlation, the aircrafts no longer instantly afterburn, now each aircraft has a short period where the acceleration gradually increase.
Let’s start off with what was probably my own issue, because I never went to the GDC before, but I was expecting more a games festival, but the business aspect is the main theme of this event, so it was a bit disappointing in that regard.
But this is more of my impression, because I actually spent little time inside GDC.
Besides enjoying a city that I haven’t been before and be able spend a few days without touching the development of the game, something that I wasn’t able to do in ages, which was also great to step a bit back and see things in a different perspective.
But what really mattered and I think it was overall the most valuable experience I gained with this trip, was to be able to hear other developers’ stories.
In the last week, I spend the whole days with other game developers that iceberg is also publishing, namely Start Drive, Star Lords and Star Port Gemini 2. They are all great guys and besides enjoying my stay I used that opportunity to hear everyone own stories.
It ranged from their development priorities, missteps and stories of best and the worst moments and actions of their own community.
I also noticed that I was making a mistake, my priorities was to develop the game, then talk to the community and much later when I had time, talk a little with the press.
They told me that no matter the quality of the game I’m making, if I don’t leave my cave to spread the word no one will know or care what I am doing.
So, learning from what they said, from here on, that the main priority should be to talk to any press whenever I have the chance because, they combined with the community, are the most important factors that will determine if a game relevant or not.
This should not be translated in the time invested, but for example at the start of the day, which should be done first.
But besides all that, I have to say, I was very positively impressed by the Icebergs, I was already grateful for their support, but meeting them in person I saw that they are really great.
So I can say this trip was absolutely positively, made me grow as a person and as a professional, it also inspired me to immediately jump into to the development and make VT even better.
Before closing this report, I took a lot of pictures in this trip, but they were more about hanging out with these guys and probably not very relevant to this report.
But I’ll leave here one picture of me with the Icebergs and Star Lords and Star Port Gemini 2 developers in the last day of my stay.
Stay tuned, more reports will follow.
This report has finally arrived.
This one took awhile, I feel this report was probably the toughest to make. Not by its own fault, but the production was always interrupted other matters.
One of them is, as some probably already know, but I’ve been invited by the Iceberg to go to the GDC next week.
And the preparations for the trip and the event, made it more difficult to find time to finish this report
But now thinking back, this made me realize, a report per month is not a good flow of information, especially if we want to build anticipation for the release, so in the future I may have to see alternatives or use help to add faster reports.
This image was already shared in the forums but as there may be others that do not know it here is the mock up of the final HUD:
The final HUD has some revisions from this mockup, but this is what you can expect how it will look.
I feared that the cyan color could be difficult to read, but in actual gameplay against multiple lighting conditions everything worked fine so far, still it can be change at any time in the configurations.
Also in this Hud is now customizable, I won’t say “fully”, because unlimited customization won’t be possible as some of the UI elements are placed and moved dynamically to adapt to every aircraft and game mode, but it is possible to completely reskin the UI elements.
As for the family that will be presented in this report, the F-35, this family is somewhat unique as it main aircrafts are is still in development and there are already lot of speculative designs.
While some appear to be more credible, it’s safer to assume that this in a special family composed mostly by fictional units.
But something I always wondered is why, besides the significant amount of fictionally designs that popped up in the last years, the F-35 doesn’t seem to share the same amount of popularity of other modern aircrafts.
Also this family has a lot preproduction designs, much earlier than the X-36, but at this point there were skipped and only to be added on later date.
So let’s start with the main unit:
The F-35A is your run of the mill Fifth Generation multi role fighter. Conventional Takeoff and
Landing, something noteworthy in this family, this variant has internal cannon.
Intended to replace the F-16 in capabilities, this first variant of the F-35 is reasonably the smallest when compared to its descending variations further down the line.
The next unit is the F-35C, very similar to the A variant, also a multirole, but with much larger wing spawn that allows it to fly at lower speeds.
However it does not have a gun installed by default.
The F-35C variant is capable of dealing with operations expected on carrier deployments, thus leading to such features such as its ability to fold its wing and the capability for catapult launches. Its larger wings built for slower landing speeds also speak to a larger payload and range.
Similar with the A version but with no gun and two seats, the F-35D is for training proposes.
As usual like most trainers it offers better capabilities against ground units, at the cost of additional weight.
The F-35E, a fictional multirole, it was heavily inspirited in the YF-23 wing layout, making this variant the most easily identifiable of the entire family.
The F-35E, besides the new wing designs, it is oriented on stealth, ECM, and solo capabilities. Ideal for deep strikes in enemy territory, this is perhaps one of the most advance aircraft the player is able to fly.
Coveted by regular air force pilots and well-to-do mercenaries alike, the F-35E’s capacity for the art of war is only kept back by its pilot’s ability.
The F-35M a delta winged attack variant, much like the FB-22 and its own variations. Increased
wingspan and payload size at the cost of mobility.
While still capable to engage fights, his forte is against ground units
The F-35U is a strike variant with is a revised version of the M variant with larger wing spawn.
Although at first impression it may look like it is more agile than the last one, but this variant actually loses some mobility in comparison to the F-35M due to the additional weight.
But on other hand it allows it to fly at lower speeds and higher altitudes.
Another functional design, the F-35X is dedicated fighter that follows the trend of adding reverse swept wings in conventional aircrafts.
The F-35X is a fighter variant with FSW to enhance maneuverability like it is usual for this wing design, but also gains all the typical disadvantages of this type of wings.
Even without the TVC engines of the Su-47 or the lightness of the F-16 FSW, this is actually the aircrafts with the highest pitch rate in all the game at the moment, making it the beast of the tight turns.
The FB-35 is the ultimate Strike variant, perhaps a design inspired in the FB-22C.
Very specialized in attack ground targets, but has very poor mobility. However to compensate that, the FB-35 has the lowest frontal RCS in all the family.
This is not the final list of F-35 variants, so don’t be surprised if you see another F-35 variant on the battlefield.
Also you may have noticed that there is no B variant, the reason is because there is no VTOL nor landing mechanics at the moment, so this variant will be postponed until this feature has been added.
This was something I was interest in fixing for quite some time ago
In the alpha, all the performance specs of the units were given based on what was the most popular perception of the capabilities of that aircraft. In a way it was great since it made as most of the units performs as what people expected of them.
But the problem started when it were added units that never appeared before in any media.
They didn’t carry any preconception like the others, so how good would they maneuver? To avoid this issue, the performance of these variants was mostly a variation of any existing similar unit.
The result was ok, but I wasn’t completely satisfied, because this made that some of the crazier variants feel not so different than the original.
Other idea I also wanted to debunk is the mobility of the aircrafts is higher as the technology advances; this idea is very common on other games of the genre, but not very accurate.
This idea meant that an FB-22-5 would be more maneuverable than a smaller and lighter F-5.
So my idea to fix this was to make a formula that can generate the performance values by imputing known attributes, like volume, engine thrust, wing aspect ratio, surface area, etc.
Since we are dealing with a lot of obscure aircrafts, there are some of the values are guesses by what it’s available, for example weight is determined by volume, using a similar ratio of weight/volume of another known aircrafts with similar shape and era.
It is safe to assume that this formula is far from being scientifically correct, but it actually follows the aerodynamic principles of how these elements affect each other. Still, the point is not to make an accurate simulation, but more a coherent and proportional representation of each aircrafts attributes.
But to my surprise, actually some attributes that some aircrafts had before are quite close to the new ones.
Also, with this you can expect that lighter fighters like the F-16 with relative low weight and fly by wire technology to be much more agile than other more modern and heavier aircrafts.
This is also great because these results are completely unbiased, and while they can still be refined they already display far more interesting characteristics than before.
Before closing, as it was mentioned above, the next week I’ll be attending the GDC the whole week, so if you are going there too I hope we have chance to meet.
But for those that will unable to be present I’ll try to make a report after this week, to share everything that was relevant.
In that week I’m not sure how available I’ll be to reply to comments or forums post, but I’ll try to stop by whenever I get the chance.
As for the future report there is still a lot of aircrafts to make the official reveal, some have been already hinted, other appear in screenshots, but future reports may probably be a little differently, they could be either directed to mechanics, weapons or other types of units.
Stay tuned, more reports will follow.
The Super Air contest ended almost exactly a month ago.
For those who don’t know, it was a contest for the community to submit their own designs for a super aircraft to be added in the game.
The contest itself was widely successful and congratulations to all the participants for sending such awesome designs.
For anyone that missed this contest, I highly recommend you to take a look at these great pieces in the forum.
But as for the entries, it was very hard to select a winner. If possible I would simply just add them all, however to follow the rules of the contest and to not impact the development schedule, only one will be selected to be included in the release.
It was mentioned that the winner would be thanked in the game credits, however after seeing such great results I believe all al the entries should be thanked. (Everyone that participated, please send me a private message with your real name, or I’ll contact you later)
However, while all the designs would have been very interesting to have in the game, it is unfortunate that it will not possible to add them in time for the release, but don’t worry, their addition is something to look forward in future.
Also before announcing the winner, (if you haven’t looked down already), the contest was so interesting that I’m considering the possibility in the future make other contest for other type of units.
Now the winner, this was tough, but thanks to the Iceberg staff in helping by sharing their opinion, the following result was decided by choosing the design the most votes.
And it this one:
If you haven’t guessed already it is the S-24A Nigthhound made by KnX
Thanks KnX for submitting such interesting design, here is in the usual reveal:
And this was the submitted entry:
Also thanks to everyone who participated as well.
But for everyone else, what do you think of the winner? It was your favorite? Or you were betting on other design?
Stay tuned, more reports will follow.
As the contest is over, and very soon it will be announced the winner, so it’s time to share more news.
While some of you are patiently waiting to other news that aren’t aircrafts, I ask you to wait a bit more, at this state the game is being polished for the final aesthetics, (UI and HUD included) so it probably won’t be any video until then
This post will be about a new family. And speaking of aircrafts, the reason as the usual aircrafts news have been a bit slow is because, as probably has been mentioned before, multiples aircrafts are being developed at the same time, so each family takes longer to be completed. However, like when it was in alpha funding, I was waiting for a family to be fully completed first before sharing it here.
But on second thought, I find it useful to post an incomplete family.
For those o have seen the Su-25 news post, I announced that aside from the campaign mode, all aircrafts must be unlocked in the Challenge mode before they can used. These challenges consist in completing a small number (3~7) of quick missions and after completion it will be reveled more aircrafts to unlock if they are a direct evolution.
So considering this, it is better not to disclose all aircrafts to maintain a certain degree of exploration and surprise, otherwise some players can be laser guided to unlock the branch that leads to variant they are aiming to. (This can still happen if you have some knowledge of the evolution of that family in reality)
Also something to note, although the aircraft counter as reached 200 in the last days, After seeing their presentation in the challenge mode, with their structured evolution, at least in my perspective, made them appear that suddenly aren’t that many after all, and it would have been more interesting if it had even more aircrafts to have countless braches that lead to a completely different evolution. But what is available it is already an interesting experience.
But now onto the aircrafts, as promised it is the F-22. But like it was mentioned above, this is not the complete list that will be present in the game.
This time we start with the most well know variant that in this case it was the only mass produced in this family.
I believe the F-22 doesn’t need any sort of presentation. The only part worth to point out is this is a fighter aimed only at the air superiority role.
Meaning that his attack capabilities are very lacking, but something that latter variants will try to improve.
This is the very common B variant that was also considered to be made for the F-22. Following the tradition, the B variant adds two seats to the base model.
As usual, the two seats are for flight training; maybe the cost of an each unit was decisive in abandoning this idea, so it is only a concept.
Something to be aware is that two seated variants usual have more defensive awareness than the single seated version, also in the game, the use trainer aircrafts help unlocking other variants faster.
The F/A-22 Spiral 5 is almost identical to the F-22A, the biggest difference it is in the avionics where it adds air to ground capabilities
With new upgraded electronics this F/A-22 Spiral 5 as become a true multi role variant. Since most of the changes were internal, it doesn’t have any significant change in performance.
The F-22V, with a more radical design improves the maneuverability of the aircraft with the expense of stealth.
The F-22V is a pure dogfighter and a fearful foe thanks to the asymmetric thrust vectored nozzles. Also while it lost some performance in the stealth department it remains as stealthier as other aircrafts of the same generation.
A natural evolution of the F-22 in expanding the multirole capabilities
Also something to note, this variant and most of the following aircrafts in this list are usually labeled as “FB-22”, to avoid confusion, variants with similar names were given alternative names. In this case this variant was renamed as F-22U.
The F-22U a multirole variant, it focuses more in the ground capabilities rather than air. But is still is one of the most balanced FB variants in this list.
F-22UL, a fictional variant tuned for high speed interceptions. It can be distinguished by other variants by the high sweep angle in the wings.
The F-22UL is, as stated above, a High speed interceptor; this variant’s avionics also has been tweaked to also maximize BVR engagements.
Another the FB concept, this variant can be easily recognized by some players, it can identified by the delta wings and new intakes that are very similar to the standard F-35.
The FB-22A is a strike aircraft, suited for supersonic flights. While still competent against other fighters, the greatest strength is really against ground targets.
A lesser know variant compared to the one above, but usually referred as the “Tailess FB-22”, on first impression is identical to the FB-22A, but without tail, however if you look carefully the layout for the moving parts are completely different to compensate the lack of a tail.
The FB-22C is another supersonic strike variant, without the tails to generate drag, this variant has slightly higher top speed than the FB-22A variant.
Also thanks to that subtraction, this variant is one of the stealthiest around, making it suitable for supersonics interdiction strikes. There is no mistake in perceive this variant as 5th generation F-117.
The FB-22-1 is also one variant that can be mistakenly identified with other if not looked carefully. On closer inspection it can be noticeable some elements that reveal that this units is overall larger than the standard F-22A.
The FB-22-1 is a multirole variant, and while this aircraft has a FB designation it not really more effective against ground targets than the Spiral 5.
Something notable is that this aircraft has tougher armor and carries more weapons in the weapons bay, however is has the same drawbacks as any heavier plane.
The FB-22-2 instead of going for the same direction as the -1, it has gone back to the base model stretched the length and added delta wings.
This variant is the easiest to identify from the back as it is the only in this with LO engines.
The FB-22-2 is a subsonic strike variant, differently than the FB-22A and FB-22C, the change in width and large wing spawn make it more suited for subsonic speeds. Also thanks to the more compact engine and enlarged body, it can carry more weapons in weapons bay.
The FB-22-3 as regressed again to the base model and this time it just adds a large wingspan. Besides improvements in the avionics, this aircraft has support to wing mounted weapon bays.
Like the one before, it is from here on, all the following variants, included the FB-22-3, focus exclusively in subsonic attacks. The large wing spawn it has creates a significant drag to lower the standard maximum speed.
The FB-22-3 finally solidified the path to take for the following iterations of the FB-# variant. With this, the FB-22-4 is a direct continuation of the ideas of its predecessor. The best way to identify this variant, besides the large width is the end tips of the wings being parallel with the body.
The FB-22-4, like the one that came after, is a subsonic attack aircraft. And thanks to the very large wing area it can reach a high service ceiling, this combined with the stealth capacities, it allows it to evade some defensive system by just sating high in the sky.
And the final variant of the FB-# line, the FB-22-5 takes the ideas of his predecessor, and tweaks them to the extreme. With the exception of the flying wings, it is very rare to find a fighter with a larger wingspan than this one and this is the widest of all F-22 variants.
This variant is also easy to identify thanks to the prolonged nose that was added to offer better visibility for the WSO.
The FB-22-5 is what it should be expected of the result of successive experimentations and iterations towards a specific goal.
This variant is a pure subsonic strike variant, it was made to perform exceptionally well in that regard, but is far from being suited to any other use.
And this is all the existing F-22 variants currently in the game. But don’t be surprised if you end you seeing more in the release of after it.
While these units have been reveled, it will not be show how the evolution braches are organized; this is to incentivize your experimentation with unknown variants.
Also, after seeing all these aircrafts, what is your favorite variant in this list?
Stay tuned, more reports will follow.
This time there is something different to talk about.
You all know VT already offers an insane amount of aircrafts right?
But sure, we still want more, or would have preferred if some families were added instead of others.
But this time the issue is different. Some days ago I came to a realization.
A game with such large selection surely will have a few overpowering super aircrafts, right?
Ok, even if is not a wicked design, I bet there is some special aircraft that can be unlocked after clearing a campaign, right?
And that’s the issue.
While the game as a large quantity of aircrafts, it has very few original ones and those are quite balanced will all other aircrafts making them almost indistinguishable from the rest.
For a game like VT is like almost mandatory to have at least one super aircraft.
To address that, new aircraft could have been quickly conceptualized and added to the game, but that is the standard procedure.
Instead of that, I want to keep the tradition of VT hearing the community, so I prepared a contest that allows all players to submit their own design:
Here are the rules in simple text:
- The Design can be computer drawn or hand drawn and scanned.
- The design can be posted on either facebook or in the dedicated forum thread.
- It must be submitted two images of 3 view of the design, one in black and white to show the shape and the panel lines and other in color with the default skin applied.
- In the submission, it must be stated the name of aircraft and a description of performance.
- The submitted design can be created by making a montage of existing blueprints.
- For weapon loadouts it must use real world weapons for main and sub weapons slots, but it can be added up to 3 fictional special weapons. If is that the case for each weapon must be submit their one design, description and capabilities.
- The submitted idea is more important that the visual presentation, however the presented design must necessarily be clean and easy to read.
- Perspective views are not necessary, but that can be included to better portrait the design.
- The contest ends on December 31.
- The winner will be announced the following month after the contest is over.
- The author of the winning design will have is name engraved in the credits.
You can find the dedicated forum page here:
Tip: consider that this super aircraft may be eventually used against you, so it must be beatable.
And here is an example how to submit a design to the contest
Sub weapon: GSh-30-1
Main weapon: R-60
Special weapon 1: R-77
Special weapon 2: R-60M
Special weapon 2: Kh-29T
And that’s all, good luck for all interested in summiting their designs, and I look forward to see your creativity.
If anyone has any question related to the contest, it can be asked here in the comment section
Since the last update, a lot of new aircrafts have been done, a few of them have already been revealed in some way, however not all these new aircrafts have they family fully completed, so that is why they are taking some time to be present.
And that is where the Mirage F1 comes in, as it is one of those families that is entirely completed and already in the game.
For those o know, in the list it was present some time ago about which aircrafts will be in the game, it was stated the mirage family was in. What didn’t specify, was which unit it was, the mirage family is too big to be grouped in a single collection, so it was divided smaller groups. The Mirage 2000 is the most common in games and is guaranteed that will be in, but besides that one, the Mirage F1 also fits perfectly in the timeframe that game tries to focus and is far less usual to be present, so it was selected to be in as well.
The first version of the Mirage F1, this version was developed for flight testing. It uses the Mirage III radar; it can be identified by the shorter rounder nose.
This is a fighter version with the most basic package for air combat and as expected it has weaker avionic from the rest of the family.
The main and most known version of the Mirage F1 is the C variant with the latter C standing “chasse (fighter)”. This version has the finalized design that will be very little changed over the next variants.
As stated above this is air superiority fighter but it is far from useless against ground targets.
It follows the Mirage 1C variant and adds more internal improvements; it can be identified by the stretched nose to accommodate a refueling probe.
It maintains the air-superiority fighter role but adds new avionics to improve protection with better early warning capabilities.
After the success of the C-200, this variant born this as reconnaissance role, it can be identified by the added cameras installed under the nose.
As stated above the Mirage F1CR is a reconnaissance variant and it is fitted with a new radar capable of terrain mapping, as a result it the boosted ground attack capabilities while retaining some capabilities of previous variants.
The Mirage F1CT evolves from the CR and replaces some avionics and cameras and fits instead a laser range finder under the nose.
The CT version uses some elements that were applied to the CR to make a full-fledged ground attack variant, with improved avionics to fill that role with the capability to use laser guided weaponry.
Evolving from the C-200 the Mirage F1E remains very similar to its predecessor.
It is with the Mirage F1E that there is finally a element in this family that is a multirole aircraft, this is noteworthy because since this aircraft was initially design with that possibility in mind. As a result there was no need to make any drastic change in the airframe.
An important note is that this variant uses Sidewinders instead of Magic and Super 530 AAM missiles.
Following the evolution of the F1E, it has applied one last modernization to increase the service life of the aircraft, the Mirage F1M it is very hard to distinguish from other variants, but very often is fitted with chaff/flare dispenser just above the ventral fins, something that other units didn’t had as a built in package.
The Mirage F1M continues to be a multirole variant and the improved avionics and with the addition of built-in countermeasures, this makes it one of the best variants in this family.
This variant also uses sidewinder missiles.
The Mirage F1AZ diverge from the main branch, this is one of the easier variants to distinguish, it has a rangefinder and an antenna under the nose.
While all produced units use the normal engine, this variant in the game went ahead realized the idea of fitting a RD-33 engine (a mig-29’s engine).
It remains with the “mass produced” label because this variant really exist, however with the RD-33 engine it should be really considered as “concept”
This variant is a ground attack variant, similar to the CT variant, but it uses different technologies. The Mirage F1AZ is very good attack aircraft but it has much weaker capabilities as fighter than the CT.
The Mirage F1_M53 is a variant completely unrelated to the M variant, it born from the original C to become a evolved variant capable o carrier operations.
It has slightly stretched fuselage and refueling probe is stored inside of the right side of the nose.
The Mirage F1 M53 has been fitted with all the avionics in order to be the multirole aircraft. It also has a new engine capable of higher performance with little cost in additional weight.
The mirage MF2000 another branch diverging from the main family, this one evolves from the E variant to become what some considerer as the “Super Mirage F1”.
Although visually there’s no significant change besides the laser designator below the nose.
The MF2000 is a multi role aircraft; this variant uses the latest avionics with combination of some of the Mirage 2000. While derived is an older design, these changes make it a viable fighter against early 4th generation fighters.
And this is all for the Mirage F1 family, on contrary to some families, this one is more sober with no exotic variants in it. The downside is the variants are very similar to each other with only a few having a really noticeable feature. But regarding to that, visual variety will be compensated with the aircraft of the next report.
Stay tuned, more reports will follow.