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Tiny Combat Arena, a simulation-lite, yet fun polygon-shaded flight simulator

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Asid:
0.11.2.1 Bugfixes Patch
Tue, June 20, 2023



SUBTITLE (Max 120 characters. Appears on top of event or announcement detail page)

Hello! This is a small patch to address some lingering concerns from the new HUD.


Changelog

Improvements:
- Bomb prediction now goes out to 30 seconds from 10 seconds
- DLZ time to impact now reads a max value of 30 seconds from 10 seconds

Bugfixes:
- Third person camera UI no longer appears in chase when HUD is active
- Instruments always draw on top of the HUD
- Mission fail text no longer persists between Arena missions
- Bomb CCIP X has returned

Asid:
0.11.3.2 Customizable HUD Colors
Tue, 4 July 2023



RGB HUD

Hello, this is a smaller patch to finish the customizable HUD colors and clean up some lingering issues with the HUD. When I started the HUD rework, it was my intention to support color customization, so most of the work involved here was the UI and making sure everything set colors correctly.



Options are split between the HUD and instruments. These are different enough, especially if the border option is used on the instruments, that it felt better to be able to use different colors between the HUD and instruments.




Changelog

New Features:
- Customizable HUD and Instrument colors

Improvements:
- Ground target "bricks" on radar made wider

Bugfixes:
- Bomb CCIP affected by HUD color
- When FPM disabled, bomb CCIP should no longer display the fall line going to nowhere
- HUD/instruments fade out during blackout/redout
- Third person camera UI no longer appears in chase when HUD is active (for real this time)

Asid:
0.12.1.2 Changelog
Thu, July 13, 2023

A full Steam new post regarding progress on the island and upcoming updates will be coming soon.


Changelog

New features:
- New island terrain featuring hills, rivers, bridges, and a tunnel
- New line rendering used on roads, runway markings, landmarks, and scenery objects
- New buildings featuring LODs to maintain consistent detail density
- LODs updated for many existing buildings
- New fog rendering
- Bases moved around
- Murasa is now a large airbase
- New scatter system using pre-defined scatter positions (Still EXPERIMENTAL!)
- Faux "HDR" when looking at the sun darkens objects
- Lit windows at night time

Improvements:
- Building shadows made optional
- Map selector handles longer names better
- Arena runs in its own independent scene (back end dev change but hopefully doesn't cause bugs)
- When in arena map, fog is disabled

Bugfixes:
- Fixed typo on instant action Strike not allowed button

Asid:
Island Terrain Progress Update: Playable on Tester's Branch
Fri, 14 July 2023



The new terrain is getting integrated into the game. In its early status, it'll be missing features and still needs development, but I'm excited to finally share it. Terrain has long been a really difficult problem for the game. I had a very specific style in mind, and terrain tools simply moved in a totally different direction from that.

A few months ago, a new tech artist was brought on board to specifically help with this and the work they've done has been stellar. The tools that I always said would have to be created in order to get this terrain, have been created, along with many new graphics features I didn't have the time or ability to do myself.

The new map is now available on the Tester's branch!



The new map has been made available on the Tester's branch of the game while the kinks are still being worked out. It's not fully featured yet, and most significantly does not have any Arena missions for it yet, but they are coming soon.

This small(ish) island is where the game's set of small and straightforward tutorial missions will take place, each introducing the different mechanics that are at play in Arena. The final game will feature an additional map on which the Arena missions will be set.

Here's the highlights of what's available in the 0.12.1.2 Tester's patch!

    New island terrain featuring hills, rivers, bridges, and a tunnel
    New line rendering used on roads, runway markings, and scenery objects
    New buildings featuring LODs to maintain consistent detail density
    LODs updated for many existing buildings
    New fog rendering
    Bases moved around
    Murasa is now a large airbase
    New scatter system using pre-defined scatter positions (Still EXPERIMENTAL!)


A New Line Renderer



This is one of the features I was most excited about, so much so that I want to specifically highlight it.

A stylistic trick of older flight sims was to directly draw lines in order to convey detail, but also to keep things readable. For example, in B-17 Flying Fortress roads were drawn using these lines. They can also be used to add detail to models up close, a trick that Flanker 1.0 was extremely fond of.

In Tiny Combat Arena these lines are now part of the model and terrain import process. Roads and runway markings are now drawn with them, so that a distance they don't flicker and alias in a way that makes them unreadable. Various scenery objects around the map such as the bridges also use them to add details like railings and doors when seen from up close.

This is a very old fashioned trick from when every triangle mattered, and drawing lines was cheap. Ironically, today, drawing lines and incorporating them into models is a very non-trivial manner! However with the new tooling it only requires a specially named object made of lines, then a custom importer takes care of the rest.

Asid:
0.12.2.1 Now available on the Tester's branch
Sat, 12 August 2023



Strange reflections of natural light and no cause for alarm.
Collision handling with water and the VFX have been vastly improved. Airburst variant of the Mk82 and dud munitions have been added. New evening lighting effects!




Changelog

New features:
- Effects when aircraft "slide" on water
- Engine wash effects for water
- Flyover effects over land
- Effecs for fuselage collisions with water
- Debris hitting water splahes and gets destroyed
- Water applies damage over time
- Air and water explosion effects for use by vehicles and weapons
- When killed by water, camera is closer and looks at impact
- "Dud" munitions when weapons impact something before their ArmTime
  + Dud munitions play collision impact effects on impact
  + Duds create Rigibdody impulse proportional to kinetic energy of impact
  + Duds do impact damage proportional to the kinetic energy of the impact
- Effects for when a munition airbursts low over ground or water
- Effects for when munitions explode from airburst/proximity fuzes
- Effects for when munitions impact water
- Buildings have meshes for lights at night time
- Mk82 Airburst
  + Mk82 with increased splash radius and 30m airburst fuze
- "Convoy Attack" loadout which uses the new Mk82 Airburst
- Streetlights added to main roads with lights visible from a distance
- Modular helipad models created and populated around the island

Improvements:
- Water made "slippery"
- Flyover effects triggered by airspeed rather than throttle setting
- Flyover effect handled per-airframe rather than per engine nozzle
- Optimizations to Flyover and engine wash effects
- All collision impact effects (hard, soft, dirt, ground impact, and impact explode) tweaked
- Debris hitting the water
- Bright water splash effects for weapons
- Fence shadows added to Kogasa
- Inroads for Kogasa/Nazrin
- Buildings baked into navmesh
- Terrain colliders centered terrain meshes to improve physics precision (fixes wrong material detected for weapons/collisions)
- Removed base offset from vehicles now that navmesh is way more accurate
- Grass colors tweaked
- Old islands color palette tweaked to match new islands
- Wire roads added to old islands
- Old island buildings use new prefabs
- "Evening" time of day made late enough that lights are on
- Added buildings to populate the small islands

Bugfixes:
- Landing gear non-functional on water
- Navmesh for big island continuously connects roads and bridges
- Fixed misaligned navmesh areas
- Terrain sorting prioritizes grass over water
- Improved terrain material detection
- Multi-select dialog wouldn't show second page under certain circumstances
- Flexible select dialog doesn't change size when going between pages
- All strategic targets have correctly assigned airfields again (fixes rearming in instant action)

JSON:
- Renamed "Mk82Snakeye" to "Mk82SE"
- Added SplashWater", "SplashHard", and "SplashSoft" to "WeaponEffectProperties, used for dud impacts

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