Report 059: Reestablishing communications

It really has been a while since the last report.

Initially I was thinking in releasing a report as soon the update becomes available, like has been usual, however there are still a handful of things left to be done.

However, I feel it has been quite a while since the last report, and I´m sure most of you are interested to see more details of the next update even if it is not fully ready. I’m not sure how much more time the next update will require to be complete, but I don´t want to make you wait much longer for the latest news.

Then occurred me, why not showing bits of the next update? In a way I feel that I have developed a bad habit in the way I presented the latest information with the reports. Now looking back, the size of the reports grew in each iteration and before I noticed they had become too overwhelming for me.

They were fun to make but they required too much time to have all the information and assets ready. So with this update I want reboot everything and start small again. The next reports may eventually start to grow, but hopefully I’ll be able find the right size to deliver interesting information at a good pace.

Now, about the actual content of the report.

As I said before a new update is coming soon, it is a big update and packs a lot of changes overall, one of them is the improved environment. Not much has been changed in the code besides expanding some functions, this improved environment is the result of giving more care and time to each individual level.

I´ll show you the result, but first, let me remind you the first mission from HT as it is available now:

So much white!

And now with the update:

A bit better.

These changes will be applied to all campaign missions and some challenges. What it adds is a bunch of additional parameters and allows them to be tweaked in the mission files, they can be changed in the map files as well, but the goal is for the mission designer make is own custom environment without having to make a duplicate map.

This is all I want to show for now, I have a lot more to talk about, but I hoe this way I can make reports more frequently.

Stay tuned, more reports will follow.

Report 058: Heating up the engines

Okay!

It is almost time, Vector Thrust will most likely release in the next 24 hours.

Before saying anything else, let me be clear, for release there were only two priorities, the Hollow Thunder Campaign and making a game as solid as it should be for a release. I mean with this, in gameplay and modding, and extra effort has been made to make the game adapt to missing textures, files or out of range values. To help the designer there is a new editor log that prints any critical situation but without crashing.

Of course, there is more new content in the release, but this has not been a priority. But as may know me, I´m always ready to add more content for VT, so there will be plenty of opportunities to add it later.

A game with open architecture like VT, there is no clear end for the development, but I feel a solid campaign and gameplay is what defines it as a full release

This world has been in development for a long time, I´ve seen some files that date back to 2007. (Would be interesting to find the date of the first file of VT, but that is a talk for another time)

Now is not the time for retrospectives, but I feel that the world could have been presented a lot sooner in the development. But fortunately with the release, we will now be able to see the world trough the perspective of the Hollow Thunder campaign.

Also! I almost forgot, the multiplayer has been fixed during joining and gameplay.

If you have played multiplier before you probably noticed a heavy lag on other payers. But that has been fixed! Actually it wasn´t lag! It was an issue in the code that made all NPC aircraft always move in the direction of the nose, this contradicts to the actual movement of the other player and that created a constant popping effect.

I hope with this multiplayer really takes off, because if it does I have greater plans for it.

But I´ll stop here for now, there is a lot more to talk about for the release, this is just the start. more reports will be available before the release has been launched.

So stay tuned!

Report 057: Preparations for release


It has been a while since I´ve posted a report.
You may have noticed that a while ago I´ve been much more silent; fortunately the Hollow Thunder development continued to reveal new stuff to keep things fresh.

Well, my lack of activity has been mostly because I was working in getting things ready for the release, and by that I mean stuff not directly related the game development.
There has been a handful of stuff that needed to be prepared before release could be done and that is where most of my time was spent on.

Now with most of that stuff was been cleared, the release has finally been scheduled to be happening in the end of June.

I sorry the lack of new builds and updates, but the release was intended to be earlier that this, but it really had to be delayed.
Personally, the best part of this is that, now that most of the boring stuff is out of the way so I can finally have more presence, this will be helpful as I plan to use that time to preview some of the new stuff that will be available in the next build.

And with that said let me begin with this:

I´ll also use this extra time, to attempt to add some additional features that would be left out if the release was sooner. I´m mostly interested in the steam workshop
But there are more that I´m considering in adding.

So for short, sorry for this lack of activity, I plan in the next days to again become more active in the forums and I´ll try to show some goodies regularly.

Report 056: Beta

The beta is here!

In a way this event is very dear to me, is great to see it giving the final steps towards the release.
This project holds a special place in my heart, I’m not sure If I ever talked about the history behind this development, but if not I’ll do it someday.

Also, new report! It has been a while, I feel I’m already not used to this, but I definitely should write more, there are always interesting things to tell that are not just showcasing what it was done.
But about this report, first I’ll plan talk about that the beta has, then what didn’t make it and lastly I’ll talk about what will come next.

But before everything, I just noticed that there was an incubator patch that wasn’t be posted the change list, it is still important to tell because these changes are also in the latest update.

  • ADDED: first quick action play is pre made
  • ADDED a 30% chance of playing in quick action mode with an aircraft that hasn’t been unlocked yet
  • ADDED option to see and buy pass for aircraft that don’t have challenge
  • ADDED sob objects layers
  • ADDED the condition to not show “pull up” when fly bellow to low ceilings, (useful for tunnels)
  • FIXED the fire rate in the sub weapons
  • FIXED Lock sound keeps played when player pauses the game
  • FIXED displaying “map editor” when returning from a mission test
  • FIXED units’ sound being played when returning from a mission test
  • FIXED the crash when pressing esc during the splash logos
  • FIXED Crash on deleting a condition in mission editor
  • FIXED lose message being misaligned from the center of the screen
  • FIXED In-flight and action cutscenes were deactivated in past builds
  • FIXED missing skeleton file on Coldpigeon
  • FIXED SNB-02A misaligned with collision model
  • FIXED missing engine Animation for the F-22V
  • FIXED S-210B having SP weapons when is not intended
  • FIXED model skinning issues in X-16S
  • FIXED MiG-29IB being called UB in game
  • ADDED: F-16XL-1
  • ADDED: F-16YZX
  • ADDED ComplexM1
  • ADDED: AGM-124A
  • ADDED: N-156F (late) Challenge
  • ADDED: Have Blue 1001 Challenge

Now about the changes addition of the beta, first the something really important that may easily go unnoticed:


Pilots! Finally!
It is a simple a rough model, but I feel is enough for the purpose it is intended.
Not all aircraft have them but this will be added will the following updates.

More aircraft:
Although it may come as a surprise to some as these families are not the first that come to mind.

Still they are needed to make a more gradual evolution towards the J-31.

More bombers:

At this point I feel that the interdictors interceptors and penetration role is more than fulfilled for bombers. The next units to be added going to be the much needed cargo transporters and AWACS.
This goes to the idea someday the bombers may be playable, so this is gradually building the variety of available

But before that the B-52 model needs to be updated.

Glow trail:

I find the visual effect interesting but I feel it is hard to get used to certain situations.
But because this is mostly about personal taste there will be an option to make it like it was before
Although this can create some interesting stuff especially in a more Sci-fi environment.

the other change comes from a discussion on several threads.
This made me think it was time to cleanup some mechanics, in this case namely the challenge mode and other interconnecting systems.

This mode has evolved a lot since it was first debated, some things mutated into completely different shape that originally intended to be initially.
While this happened gradually some of the old mechanics remained linked to the user interface.

Most of them were the family points and levels for each game mode. These where initial meant to be used as requirements to unlock some aircraft. But soon after implementation the whole idea didn’t looked to be practical as it seemed on paper.

Also considering the game tries to be as customizable as possible, even in as small things how the lock behavior works, it would be great if it was less restrictive as possible.

So the family points were turned in into an alternative way to unlock new aircraft.
Whoever, the past unused system remained visible and admittedly, made this system less noticeable.

Still, considering that the VT can be easily edited/”cheated” this means points system must be as a nice and fair alternative to completing just one challenge, this also means the player shouldn’t have to grind that much to unlock the aircraft they want. Especially because I’m sure no one will willingly spend hours grinding to earn some points when they can simple open a note pad and change a simple value.

And lastly, due to the nature of VT, this means grinding can’t be used as way to increase the game’s length

Still I hope this new arrangement makes everything more intuitive and a more pleasant experience to everyone, and in these three options available use the way you like the most.

Now that we talked about what this beta update adds, let’s talk about what didn’t made it

New death and game effects,
This is something that was very unfortunate to not be included. But at the same time it is something very easy to include in the next update.

Currently that are several big units, fully armed and everything, but their death animation, by this I mean the explosion, is far from impressive or even interesting. This new feature was only tested in some units and not fully applied to any model, but now it is possible to make the model start to explode and burn as it gets more damage.

Weather effects defined by mission.
Although not very requested I’m sure everyone is interested to be added as soon as possible, the only issue why this wasn’t applied in any mission/challenge is because it was implemented vary late for release and then I’ve found some issues. I fear that it could have greater problems so it wasn’t applied to any new challenge released

3d mesh used as explosions.
This is another important visual feature, there are some explosions that need to be more artistic and detailed, this means the traditional way of doing effects are not enough. With this is now possible to make effects out of 3d animated models.


[this is an effect that was used for testing, for this purpose it must be as noticeable as possible]

I think you all already haven and idea in what effects this will be useful.
Actually I add to upload again the build because I’ve noticed in time there was a 3d explosion active.
For anyone interested in this you can find how to activate it in the “SimpleExpl_water.ini” onf the effect folder.
Later this will be implemented to reactor as well, I’ve plan to after this is enabled update some of the missile exhausts and other effects.

And the last thing that wasn’t completed, very sadly for me was the revamped campaign.
I’ve been talking about the revamped campaigns for a while. Some steps can actually be seen in this update but most of it had to be pulled off. But just to be clear, when I mean revamped, I mean something almost new.

The development of this beta was going well, however I made two “mistakes”, first to address what has been said before in the forums I wanted to make new maps, and more unique to those that are available now. However in this process required time to study new ways and gave less time for the actual missions.

As usual, some code issues to join the party, nothing serious, but they always a time waster.
But the real mistake I see here is that I’ve saved the biggest and most elaborate missions for last.

As the paned release date draw near I has forced to leave something out to the beta, but still believing that it could be released I continued to work on it, however the fatal blow came when I realized I wouldn’t be able to finish the first map on time.
I don’t want to say much about it, but this map and the first missions is extremely important for the campaign.

Immediately after I’ve considered every solution that came to mind, I was going to add something to make the campaign skip the first mission. But then, almost at the last moment I felt this was not the best way to deliver the campaign so I removed most of it and fall back the previous version instead.

Then what next?
Well at this point, the process should be to close each individual section of the game.

What happened with the campaign was a good lesson, fortunately was on beta not on release, but to prevent similar issue, the first area to be 100% should be the campaign. As soon the content that was initially planned beta is complete, the campaign will be released to the public, but after that that rest will be added only in the final EA Update.

The rest of the challenges will be done next; making the campaign first will also help in providing new maps and content to play around in the challenges.

But in the immediate future, what to expect the next updates?
First, there are some challenges and units specs that need to be fixed.
Then add the weapons they were left behind and then add the pilot model to all aircraft.

I feel that these last days I’ve been a bit slow due to the stretch that it was to release the beta, but I hope be able to release the next update on Sunday/Monday like usual.

Stay tuned, more reports will follow.

Report 055: Incubation complete

This report is to mark the last update for the Incubator (at least for now).
Now that the new mechanics are more stable, the next update can be available in all other branches and it will be like any other update with the addition of new units and challenges.

The incubator was a very useful tool for enabling the development very delicate mechanics while continuing to provide feedback to the players, without this the players wound have any other choice other than being out of the development loop while this build were unstable.
Also considering how useful it was, I might use it sometime again as a preview of an upcoming build, in order to fix and the issues that manage to pass through the test before making it as a default build.

But now moving on, at this moment it is already available a new build in the incubator:

  • FIXED: hiccup during campaign levels just before spawning new units
  • FIXED: showing KMH when using knots
  • FIXED: not reading sub mission actions and triggers when testing a mission in the editor
  • FIXED: achievements connection (get ready for a lot of pop ups telling you that you unlocked new achievements, the data to unlock this achievements have been recoding since the earliest versions)
  • FIXED: Mig-21PF challenge
  • FIXED: Su-37 Challenge
  • FIXED: restriction on XF10F-1 access
  • ADDED: fixed fire direction for sub objects
  • ADDED: Mph measurement
  • ADDED: action to configure or set damage Limit
  • ADDED: option to ignore collision check and use only proximity (useful for bullet hell weapons)
  • ADDED: descriptions in the editor for each action and trigger

(Don’t forget in the next build the players won’t be able to use the cheat to automatically unlock all units)

But that is not all for this report, besides talking about the incubator build I find it is the right to reveal something:

I’ll use this opportunity to reveal all the planned super weapons.
However this reveal does not include the super weapons that will appear in Juniper/Hollow Thunder, that reveal will be for another time.

None of the design is in scale, as all of them will greatly vary in size and role. These roles can from offensive, Air space denial or just support units.

Stay tuned, more reports will follow.

Report 054: Countermeasures

New report is here!
But no, there is no new update available at this moment; this report is actually just to talk about the next build.
There is nothing special to be shown here, just a simple explanation of what is to come.
The reason for this is because the next update will be very important, if not the most important update in all early access (in gameplay perspective) and the way it will be delivered has to be a bit different, this means it won’t be immediately available in the main branch.

The reason for this is because this update introduces a lot of new gamplay changes that I’m sure some of them will interfere with the existing content.
At the moment I’m making the final test to fix all the issues that I find, but it is always possible that there are way more that to ones I can find.

That is why the next update will be more like a preview that will be available only on Beta to allow anyone interested to test and find any potential issues before releasing the real update in the main branch.

I also need to point out something, do not expect new content, there will be changes in loadouts and some fixes in some missions, but the purpose of this update is not to add content. Most of the upcoming content is ready, but it only be added in a following update after there are the guarantees that these new gameplay improvements don’t have any undesired effects.

But now let’s talk about these improvements


For anyone that does not understand what this means is when you aim slightly ahead of the target so it increases the chances to hit the enemy by the time the projectile reaches that point. Basically it is like using the same as the helper that players use when dogfighting.

You may ask, how is this important? Well it is, I can guarantee you that just this change alone would be enough to require the next update to be released as test build first.
While this is a very simple change, it has a high impact in gameplay and overall difficulty of the game.
This means all AA units are now a LOT more dangerous, not just flying head-on, the moment you are near them there is a high risk of being shot down, so I recommend from here on avoid flybys near enemy units.

In addition, as this update will take a few days to be available it is possible that I also add the ability for the AI pilots use lead when aiming their guns.


Something that has been bordering me is how the AI controls some units. As there are units with very distinct specs, there were some where the AI isn´t able to have a precise degree of control when maneuvering them.

The goal of the AI is not to turn them into robotic and high precision maneuvers, but I think it is important, the AI should be able to adapt to any specs.
The biggest factor for being displeased with the previous control system is that even with all the collision avoidance routines, there were cases where the AI was simple unable to perform the correct maneuver to avoid collision.

So I think it will be interesting to try to dogfight with the new AI, they also make better use of acceleration to perform better in tight dogfights.
I might still use the old style but to give to AI personas with low piloting skills.


This update adds the ability to destroy all projectiles (with the exception of bullets and small shells).
However, only a few can be locked by normal aircrafts, most of the projectiles can only be detected and locked by CIWS.

This addition is to simulate a method of interception projectiles that is usually referred as hardkill.
The system in the game is simple, with this update most of the projectiles have HP like any other units and they will be damaged by a direct impact or a blast radius. By extension, explosions with large radius may neutralize all surrounding projectiles.

This can make a very effective way of defense, even with low Hp if you are able to neutralize any threat you become more impenetrable than any armor.
However there are some exceptions and weaknesses to this, small projectiles like bullets and shells won’t be possible to intercept.
And the ability to intercept will vary accordantly to the incoming projectile and specs of the defense system.

The defense systems must have enough time to aim and lock to be effective, not only that but it is always possible that they simple miss the target.
Actually, considering all tests I made up to now, the probability of interception is quite low, especially you choose a good angle to engage the target. Besides that, is always possible that the defense system is already aiming to another target.


This is the standard flares and chaff.
The code was already in the game but in a dormant state, it required some tweaks and a final test to be sure that everything was alright.

I´ll assume all of you are already aware what are the countermeasures, so I’ll move on to explain how they work in the game:
Each missile now has an electronic HP, in the game is called softkill HP.
Soft kill means when something is neutralized without damaging it physically.
In contrast, the CIWS use the hardkill measures.

Also each aircraft’s countermeasures can have different effect values, but for now, to be simpler all flares will have the same strength; the only element that will change is the SK HP for each missile.

But this is not that linear, there are several factors that affect the flare effectiveness.

There is the distance, the closer is the seeker to the target the more effective is the flare, the rate of release and the acceleration level of the targeted unit, if it is using afterburner it will take a lot more flares to be able to elude the seeker

In a way, this has been set in order to the player to be able to make a rough guess how many flares it will need to neutralize a missile, however, at same time all the variables and conditions make it hard to have accurate guess.
I sure the result will be that some players will try to use only the bare minimum while others won’t bother and it will waste flares like crazy.

Also, something very important, releasing flares don’t just make the seeker lose track of you, but also make it aim towards it.
So it is quite dangerous to continue to use flares after the seeker has been neutralized because they may aim to a new flare and explode near the player

Ok, let’s stop for a moment, I’ve been taking only about flares, but there is also the chaff, these are used to neutralize radar guided missiles, while flares only work for heatseakers.
Normally in the media we only see the use of flares, because they are cool and a lot more noticeable than chaff, but that doesn’t matter here, flares or chaff are completely ineffective against the wrong seeker. So it is important to be aware which seeker is in use to avoid wasting the wrong countermeasure.

For this, here is a tip, normally medium/long range missiles are radar seekers, while close range are more often heatseekers, with that in mind if you know the unit, the loadout it usually carries and where it was fired you can make good guess which countermeasure to use.

Also, for the players that are not concerned about that, there is the option to release all countermeasures at the same time.

But there is also another type of countermeasure, besides the expendable type, there are also passive countermeasures.

These don’t need the player interaction; they automatically create a surrounding field that any hostile missile that enters the field will be affected, even if it is not aimed at this target.
This type of countermeasure is usually less effective in soft killing the enemy, only if the seeker stays too long in the area of effect it will be neutralized, but due to the speed the missiles usually have this will hardly happen unless the area of effect is quite large. Instead, the purpose of this effect is to affect the accuracy of the seeker and lower the amount of active countermeasures required to soft kill the target

Part of a design choice, passive countermeasures are only applied to units that use noticeable ECM built-in by default, because for now it is not possible to select this type equipment in the louadout menu.

Some units that use this are:
P.125 ECR
S-37
Su-39MK2

(I’m probably forgetting some, but they aren’t that many, which is unfortunate considering the number of aircrafts that are available.
I have some ideas to expand this to other units, like being to select extra equipment as part of the loadout, with some performance penalty of course, however I don’t see this as a possibility for anytime soon, but it is something that would make units like the A-10 have an interesting teamwork role in dogfights)

And finally,


This is something that I’ve been feeling the need for quite some time, this allows the player to quickly test any missions that is currently working on without having to go to all the steps in battle scenario just to be able to test a mission.
This option allows to quickly jump to a mission with any aircraft and with any weapon.
Sure this allow players to play with units that are not unlocked, but I think in this case, at least at this moment, there is no reason to hinder usability for this kind o restrictions.

Also it has been added the possibility to save missions in a separate folder instead of the battle scenario or campaigns, this is for modders to maintain a better workspace without having the actual game filled with test missions

there are two other mechanics that I plan to add that may be included in this update:


After the bomb aiming system was fixed, I realized something that was bothering me for some time, bombing is actually, boring, and guided bombs are even more boring.
Basically what I´m saying is that there is no meta game in the bombing mechanics just aim a pixel to be over the enemy and that´s it.
To make it more interesting, each bomb should have it own CEP (Circular error probable), that will change accordantly altitude, speed and if the player is leveled.

This will also be applied to guided bombs, so each bomb will have his own level of accuracy that will also change to the aircraft used. Some planes will have increased accuracy, but event then the player must manage the CEP instead of just randomly throwing bombs.

Of course, for carpet bombing adepts, this will be irrelevant, but that is a waste of ammo.


This is just a fancy way to call the situation where an aircraft flying at low level becomes undetectable to a unit flying high in the sky.
This is to give a tactical tool for units like the A-10, Su-25 or jaguar be able to avoid or surprise enemy fighters.
If you are trying to lock to these units a simple solution is to lower the altitude and then the radar may be able to pick up the target.

Also, the closer the aircraft flies to the ground the higher will be the chances to pass unnoticed.

And this is what the next update will introduce.
At the moment I’m still fixing issues that were introduced with these mechanics, I’ll make this build available as soon all of them are corrected.
I’ve no exact day when that will happen but my guess is that it should be in the next days.
I’ll also let everyone know how this update will be available, because I´m not sure if I’ll use the “Beta” or create a new branch for this.

With all this changes I challenge you to fight the Ziz again.
Think this will be a good training because the Leviathan and others will arrive soon.

Stay tuned, more reports will follow.

Report 052: F-14

The report of the latest update is finally here, although this is not that special because the update I’m talking about was already released some time ago, the v0.9101 and v0.9102 versions.

Because this delay, I believe there is little to be said that you may not aware by now.

In other hand, now that the early access has been released I can’t make the mistake of assuming that everyone already owns a copy, so feel that I should post a proper report for them, but I apologize for this report being more simpler than usual.
In the next update I’ll try to release everything more properly timed.

As I said, this will be short report, only to reveal the new aircraft:

Let’s start with the G-303E,

It is not the very beginning of the F-14 family, but the rest of the elements will be added later.


It can be easily distinguished by the single tail.
(Speaking of prototypes, I also like the other proposals that competed against the G-303, but I’m not sure if I ever be able to add them)


The YF-14 was already in as a preview, but I feel I should post it here to have a complete family


The changes in the F-14 versions are usually very small, but you can easily spot them if you know the differences, in the YF case it uses larger wing fences.


This version of the F-14A uses the new tail, some of the F-14A did in fact used this tail, but after a file all F-14A produced were build using the definite tail.


The F-14B also known as Bombcat is an upgraded version of the F-14A which feature all the improvements of the F-14A+ plus a few new avionics.


Live most mass produced F-14, the overall aesthetic are exactly the same, which the only exception being the censors under the nose.


The F-14D, the final mass produced variant, the improvement is mostly only avionic and a glass cockpit, so everything else stays the same.


The Best way to distinguish the F-14 from the earlier models, is that the F-14 has two sensors are side by side under the nose.


F-14D Quickstrike features an improved radar and modifications for more stand-off weapons like the Harpoon, HARM and SLAM (Standoff Land Attack Missile) missiles.


This new version is mostly an avionics upgrade, so there isn’t much difference compared to the F-14 besides the ability to carry a more variety of weapons.


The ST21 stands for Super Tomcat for the 21st Century, it is upgrade over the Quickstrike which features a new glove area, the glove was enlarged to take the place of the extended glove-vane of the F-14A model.


Another noticeable modification is the single piece windscreen. This would have given the pilot a much better frontsight compared to the older Tomcats.


The AST-21, one of the final branches in the F-14, this variant has been adapted to excel it attack capabilities.


For what I gathered, there is no external change in the aircraft, so it will always be hard to distinguish this and the ST-21

And that is all the F-14 that have been added, does is this mean that this family has been completed?
Absolutely not.

There are a lot more variants to be added, but most of them will be fictional, as this is a very popular aircraft, there are quite few interpretations how more advanced variants should look.
I’ll try to address some of those interpretations in a way I see fit and then, to completely close the family, I’ll add one last unit, probably the one you will most likely look forward to, the STF-21.
There is very little information about this unit, so it will be an interesting challenge to build this last variant.


I’ll also start to post here the change list.
This information is more useful for anyone that is already able to play, but in the next reports I’ll explain everything in detail.

FIXED: F-16A Block5 Challenge
FIXED: F-16C Block30 Challenge
FIXED: F-104G-HA Challenge
FIXED: Crash caused by using the Action to change music
FIXED: FB-22-1 engine effect
FIXED: FB-22-3 engine effect
FIXED: FB-22-4 engine effect
FIXED: FB-22-5 engine effect
FIXED: FB-22A engine effect
FIXED: FB-22C engine effect
FIXED: Crash caused if an unarmed scene object uses an AI

ADDED: the turret sub object now stops firing if their parent or any allied unit is in the line of fire
ADDED: the possibility to use Grunt type AI in skirmish mode
ADDED: the possibility to change the size of mission bounds in skirmish mode
ADDED: the possibility for turret type sub objects be placed in a different orientation
ADDED: now the player gains play points even if he quits the mission
ADDED: Optional change target behavior where it selects the target close to the center (it can be activated in the options menu)
ADDED: option to rotate the camera around the center of the aircraft
ADDED: Waypoint mechanic for AI missions including escape and patrol routes
ADDED: G-303E Aircraft
ADDED: F-14A Aircraft
ADDED: F-14B Aircraft
ADDED: F-14D Aircraft
ADDED: F-14D Quick Strike Aircraft
ADDED: AST Aircraft
ADDED: AIM-9M1 missile
ADDED: AIM-9M8 missile
ADDED: AIM-54A missile
ADDED: AGM-65A missile
ADDED: G-303E Challenge
ADDED: YF-14 Challenge
ADDED: F-14A Challenge
ADDED: F-14B Challenge
ADDED: F-14D Challenge
ADDED: F-14D Quick Strike Challenge
ADDED: Stress damage to AOA maneuvers

UPDATED: YF-14 special weapons selection
UPDATED: JST-21 special weapons selection
UPDATED: J 35 Mod 4 Challenge
UPDATED: All sidewinder users before 1982 will use AIM-9M1
UPDATED: All sidewinder users before 1995 will use AIM-9M8
UPDATED: YF-16 can now equip as a special weapon the AGM-65A
UPDATED: F-16A Block5 can now equip as a special weapon the AGM-65B
UPDATED: default joystick dead zone to 200
UPDATED: Accentuated the difference of the campaigns difficulty levels (the player in easy and normal mode have more HP)
UPDATED: changed music in the intermission menu
UPDATED: changed music in the mission fail menu

UPDATE 0.9102

FIXED: change target option not saving configuration
FIXED: “Center” type of the change target mode not selecting some targets
FIXED: bore sight
FIXED: F-14A Gun position
FIXED: F-14B Gun position
FIXED: F-14D Gun position
FIXED: F-14D Quick Strike Gun position
FIXED: AST-21 Gun position
FIXED: F-14B special weapons
FIXED: AST-21 special weapons
FIXED: missing animation for the AST-21
FIXED: missing texture details for the pylons in F-14A
FIXED: missing texture details for the pylons in F-14B
FIXED: missing texture details for the pylons in F-14D
FIXED: missing texture details for the pylons in F-14D Quick Strike
FIXED: missing texture details for the pylons in AST-21
UPDATED: YF-14A Challenge, now it easier and uses the AIM-54A weapon


Well to at least add something new to this report, I’ll talk about the upcoming update.

The main improvement will be the completed campaign editor, the version you have at the moment is limited in some functionalities, like setting the skins which a playable aircraft can use. And lacked a unlock system were you were give access to buy new aircrafts after you clear the mission or campaign.

This is related to the idea that I’ll be focusing the modding capabilities in the next updates to have everything ready for when I add the steam workshop support.

As it was mentioned before, this next update will also introduce new families, like the F-4 and MiG-23, I will continue to add new aircraft families in the following updates until all of the initially planned aircraft are in, it will be only after that I’ll focus in adding the variants to compete the family structure.

This reminds me, I need to post a report stating what is planned for early access. It will list the essential features and content to go to beta and full version. Although you can be sure that I’ll add more than that (to satisfy my own desires and to address content/feature requests), but that is not the end, I can always add more stuff after release without having to resort to DLC. I just don’t want to stay to long in early access.

Delays are bound to happened, but my goal at the moment is to have it feature complete six months after it was released in early access.

As for ETA of the next update, there is quite a few steps missing in order to be completed, in addition to that I’ll need to take a least a full day to test everything since I made a few changes that may affect the gameplay code.

And that is it for now.

Maybe one more last question, the F-5A is leaving texturing phase, in your option is better for the update to wait for it, or to release as soon as possible?

Stay tuned, more reports will follow.