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21
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on October 07, 2025, 12:52:23 AM »
Reentry has been updated to 0.99.89 - Rendering, Bug Fixes
Mon, 6 October 2025



This update improves Mercury autopilot fuel efficiency, updates rendering and lighting systems, adds the new Plume Renderer to Mercury and Gemini, enhances the Mercury cockpit, and resolves reported issues.

Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.88.


Mercury ASCS

The Mercury ASCS is responsible for automatic attitude control. I made some improvements to it and fixed an issue where it would typically overshoot in roll, then enter a ping/pong mode until the target has been reached. I corrected the rate limiter issue that caused this to happen, and improved a few other things to reduce fuel consumption.

Tips: It is always recommended to use a manual mode for most of the flight.

https://clan.fastly.steamstatic.com/images//33371327/f7a001abf383c6d1ea50e2dff653d849d46c709c.png


Earth Rendering / Atmosphere shader fixes

I fixed a shader issue in the Earth Atmosphere shader that previously caused a NaN (Not a Number error). This created a small spark in the atmosphere as the faulty pixel was overbright and triggered the bloom system (many believed this was lightning strikes or other phenomenon. It became a little thing). For you who wondered what this actually was, now you have the answer.

As this is fixed I was finally able to re-enable the games blooming logic as part of the post processing effects.

This can make it possible to further down the line make an option to toggle off the Lens Flare, and instead render a bloomed sun. I will at a later update make it possible to toggle off the Bloom Effect in the post processing layer.

In addition, I made some improvements to the Earth and Cloud brightness settings and coloring to try and reduce the brightness of Earth, and the occasional but rather blinding areas where if over a desert with clouds below you, could be quite annoying. I will continue to iterate but I hope this reduces the issue.

Astronaut/Crew Hider

The astronaut hider responsible to hide the astronaut if your camera is near or inside its head had an issue that I though was corrected in the previous update. It was not, and I rewrote the logic. It should now work as intended.




New Launch Vehicle Plumes for Mercury and Gemini

I am continuing my pursuit of improving the plumes in the Mercury and Gemini ascent. These are quite simple but will adjust itself as the rocket climbs. You can see that the plume isn't static. Its size and shape is dynamic and will look different at lower altitudes compared to higher altitudes.




P01 Timescale block

Players trying to time scale through the P01 alignment in the Apollo Command Module before liftoff might have noticed that it can cause the alignment to fail. I have made a quick check to disable time scaling during P01 alignment.




Mercury Cockpit Improvements and Rendering

As I was fixing some issues with rendering and lighting conditions in the cockpits, along with re-enabling bloom, and decided to take a few hours to improve some of the elements inside the Mercury cockpit. This is the oldest craft, but the first step for most new players. When you enter the cockpit you will see new and improved cockpit indicator lights, fixes to a few gauges, updates to the Earth Path Indicator (EPI) model, and general fixes to various interactable components. I have also fixed an issue with the SSAO layer that could cause barely visible dark lines (artifacts).




Dynamic Cabin Audio

I continued to iterate on cabin audio in Project Mercury. I replaced the cabin depressurize and repressurize placeholder sound effects with new ones, and improved their logic. I also worked on the EPI and added its ticking noise. This is a test of the 3D cockpit sound effect.


Unity Security Update

A Unity security patch has been applied to the games executable to accommodate a security issue in the Unity Game Engine.


End-of-Early-Access Price Adjustment

As the game prepares to leave Early Access and launch version 1.0, the price is adjusted as mentioned in the Early Access interview on the games Steam Store page.

To accommodate Steam schedules, sale cooldowns and release logistics in November 2025, the price will be increased as soon as Steam publishes the new prices. The price of 34.99 USD is the final price for 1.0.

The journey doesn?t stop at 1.0 - it?s just the start of the next chapter. You can hear about the journey and the 1.0 release here, followed by the recording of my Ask-Me-Anything (AMA) I held October 1st.




The Ask-Me-Anything:
https://www.youtube.com/live/MvVKT1y_CUM


Patch notes:

  - Fixed the Earth Rendering sun reflection blob on the oceans

  - Fixed the root cause of the Atmospheric Flashes issue, it was caused by a Nan in two of the atmosphere shaders.

  - Astronaut Hider fixes

  - Improved Mercury Redstone Launch vehicle plume

  - Improved Mercury Atlas Launch vehicle plumes

  - Improved Gemini Titan Launch vehicle plumes

  - P01 timescale block

  - Mercury ASCS roll overshooting issue

  - Minor changes to CM lesson 9, Earth Entry

  - Fixed an issue with the RCS Rate Command logic in both Mercury and Gemini

  - Small updates to the Mercury EPI

  - Small updates to the Mercury Cockpit light indicators

  - Fixes and improvements to the Graphics Rendering logic

  - Fixes to the Earth brightness and tone

  - Fixes to the Clouds renderer, and re-coloring

  - Unity Security Patch

Update: Another build was released due to some meta changes, version is still the same.

22
Games Discussion / Re: Exanima
« Last post by Asid on October 07, 2025, 12:52:17 AM »
Coffee Diary - October 2025
Mon, October 6, 2025



Hey Exanimates,

It's been a very hectic month working on many different things, but also a nice change of pace from endlessly working on a single huge game or engine system. We're trying to get all the new content ready for release, and there's a lot.


The Gardens is the largest map yet and also the most complex, varied and unique. There's a lot of new nature and other assets and additions to the terrain which we're currently polishing and optimising. With so much work on terrain, we also made some nice improvements to our tools. Good content creation tools are always a big part of our development efforts, we think they are extremely important, we plan to continue making content indefinitely and also releasing the tools to the community. Optimisation has been a particular concern, as vegetation is notoriously expensive because of the complex 3D models with many layers to render. Usually this is featured outdoors where the lighting is simple, but in this case we also have to deal with many local lights and shadows, multiplying the cost. We wanted to maintain good performance without sacrificing the visuals, and while our engine is very well optimised, this is just a much bigger rendering workload than we've ever had it deal with. Making sure all assets are well optimised is part of what we're doing, but we've also been trying to squeeze even more performance out of the rendering engine.

We did a thorough investigation of performance bottlenecks, not really expecting to find much we could do, but when we looked at the results we started having some ideas. When something is already well optimised, even small optimisations can make a relatively large difference. Beyond optimising various special cases, we went looking for approximations. Real time rendering in general is all mathematical approximations of the real world, and often approximate versions of the expensive mathematical functions doing those approximations. Basically there's always some wiggle room in how approximate your approximation of an approximation is. Combinations of these can have a compounding or mitigating effect on each other, one approximation could help correct the error of another, or make it worse. After a bunch of experimenting we came up with various things that could perform much better with minimal detriment, or that might make the lighting look a little bit different, but not objectively worse. This helps us alleviate the expensive nature of the new area, but as a result we have improved performance in general. We can use these on lower settings to boost performance with minimal visual compromise, or even on higher settings for elements where the difference is just not noticeable, such as grass and most vegetation.

Speaking of grass, we've been overhauling our 3D grass and small plants to improve them visually and to support larger and more realistic plants for dense undergrowth more efficiently. As part of the terrain system this level of vegetation is subject to some special optimisations and careful procedural generation that can realistically produce better results than someone placing thousands of little plants by hand, while saving lots of time and rendering performance. This becomes increasingly important when producing and maintaining large natural environments. Being procedural also means we can easily scale back the density of this vegetation for lower end systems if necessary. We've also made other visual improvements in revisiting some of the rendering, an important one being better support for the detail shadowing with lower or disabled supersampling settings. Detailed and immersive visuals with smooth performance are very important to us and we're genuinely excited about how our latest efforts have come together in the new content.

Still on the topic of vegetation, while we don't consider this an urgent feature, we are also working on plant physics. Everything in Exanima interacts with physics, and plants should be no exception. We don't want plants to just wiggle and rustle when touched, but to bend and push back realistically. We considered various approaches here, and as usual performance is a big concern, but also with our very small team we can't be creating detailed physics models of every plant. We're still early in its development, but we've come up with a way of automatically generating accurate simplified physics structures for plants that can be simulated and deform them efficiently. This likely won't be featured in the earliest releases of the Gardens, but we are actively working on it.

On a totally different topic, we've been trying to finally tackle some important physics related issues that have been discussed recently in the community. This stemmed from a discussion on a functional unstuck feature, but it's relevant to several problems with positioning characters. A case some of you are probably familiar with is finding NPCs in weird spots, stuck inside something or each other, or reacting violently to some unseen force somewhere nearby. This happens for example when characters are repositioned while you're unconscious or away, and if they are colliding with something in the new position all sorts of bad things can happen. Identifying a collision free position for a character to occupy is a difficult problem, but is also needed for a good unstuck feature and for NPCs to move away from other characters or dynamic objects around them. But this alone isn't enough or always possible, we also need to pose characters to avoid near objects and gently nudge them into the space without disturbing objects and causing violent reactions or other issues. Not the most glamorous aspect of development, but these are some of the challenges we face with the game's complex physics and scope.

We have of course also been working hard on the new thaumaturgy domain. We have a few fully functional powers now, we've finalised all sorts of mechanics and visual interactions, done the sound design, figured out some new control and other mechanics for players and also started working on the domain tree images. This one is a bit more fleshed out than Energy, and there's a cool surprise in there. If you're wondering why we'd put effort now into player mechanics and UI, that's because we've decided to introduce the acquisition of powers from others when they are defeated in this update. If you weren't aware, the domains you start with are your "innate" ones and you naturally learn their powers, but when you witness the death of another shaper you might unlock powers that are from their domain, as well as absorb some of their "potential". This can be invested in powers to make them and their domain stronger. We still want to introduce more progression and reward mechanics, and these are some important ones. With the big core engine and game systems developed as they are now, we're finally really switching focus to enriching the gameplay experience, with things that are relatively much easier to develop, but add lots of perceived value.


Best,

Bare Mettle
23
Games Discussion / Re: Grand Tactician: The Civil War (1861-1865)
« Last post by Asid on October 06, 2025, 12:09:22 AM »
DevBlog #5: Command and Control
Sun, 5 October 2025



In ?GT2? (working title), in the reworked battle layer, we?ve adjusted the command and control logic a bit to allow further tactical flexibility in the gameplay. Like before, order delays (couriers carrying the commanders? orders along the chain of command) are complicating things, but there are more options on how to use the commanders during a battle and the units have a bit more initiative (when allowed).


Military Hierarchy and Order Delays

Like in The Civil War (?GT1?), an army is built into a military hierarchy, forming an order of battle. In the bottom are the units: these are the playable single entities on the battlefield (GT1: brigades and artillery battalions). Multiple units can be organized into a group, with its own commander. Multiple groups can be further grouped together with their own commander, and these placed under the army commander.

This hierarchy forms the basis for command and control. When an order is given to a unit, the order must travel through the organization and the appropriate commanders before reaching the unit for execution. So far nothing new.

The first change comes with the couriers delivering the orders. This time around they will avoid the enemy, which may complicate their journey. It is possible the courier does not manage to reach his target, which effectively can lead to part of your army being out of your control, at least for a short while. Trying to find the recipient in thick smoke or disorganized close combat may also slow down the delivery of your orders.


Command and Control

In the new system, commanders have their own small headquarters/escorts that not only point out their location and act as order delay nodes (as in GT1), but are combat elements. These elements are attached to units during the battle, and their positioning can be easily adjusted to enable improved command and control where needed.

When a commander is with a unit, he is able to give orders directly to the unit, which speeds up things considerably, eliminating the need for delivery of written orders. The commander can only embed himself in units under his command. And of course, if commanders are close to one another, orders are delivered faster. The unit the army commander is with reacts the fastest, as the orders don?t need to be distributed further.

This allows forming a point of main effort where order delays are shorter, if needed. Also, having the commanders in the thick of battle with their men will increase motivation (while also increasing the chance of commander casualties). Of course, if you, for example, have the commanders focus on running the battle of the right wing, the left wing will be slower to control. These images provide a comparison between two optional use of commanders, with their pros and cons:

Situation:

Your army (blue) is facing the enemy (red), and an opportunity presents itself: At the extreme right flank you have a cavalry brigade of a cavalry division, that is in position to turn the enemy flank. Time is of the essence before the enemy can reinforce this flank and empty your plans.

Option A: Central command.


Here your army commander is in a central, balanced location, deployed with the army reserves a safe distance from the front. In this situation, in total, we have 5 written orders, and 5 couriers covering a total of 2+ kilometers. This takes time. On the other hand, if the army commander needs to send orders to the brigade in the 1st echelon of the left flank, the delay would be similar.

Option B: Commanding from the front.


Here the army commander decides to command the flanking move personally. He has placed himself in the brigade in question, and also takes the division commander with him.

In total, we have 3 written orders, and 3 couriers covering a total of a few hundred meters at most. This takes very little time (in comparison to option A), the attack commences shortly, and the command and control of the wing during the attack is excellent. The con is, if the army commander would need to send orders to the units in the other flank of the army, there would be 4 kilometers to cover. And if the flanking move is successful, the army commander may find himself behind the enemy line, from where the courier would need to run a long detour, further increasing delay.

And of course there?s the higher possibility of lead poisoning for your brave commander?


Units? Initiative

In GT1, stances are given to group commanders, who in turn will give orders to their units according to situation and instructions by player (like formation, etc.). In GT2 stances are moved a step down to unit level. This increases the initiative of the units and results in more appropriate and timely reactions to surrounding conditions during a battle.

Players can set a stance to each unit individually, or per group. There?s also an option to order the unit commander to ?follow my specific orders?, which means the player can (and must!) control every aspect of the unit?s behavior, but this of course is subject to order delays. When given a stance, a unit will act independently.

This independent activity includes choice of formation, engagement range and firing system used, movement speed, limbering/mounting and detaching skirmishers. These are also carried over to any elements attached to the unit, such as supporting regimental guns.

In GT1 the stances are Screen, Defend, Attack and Assault. In GT2 the toolbox is expanded, and the available stances are to Skirmish, Hold ground, Counter-charge, Attack, Assault and Reserve. Examples of such initiative, when ordered to attack:

  - when moving out, the unit may deploy skirmishers to mask the movement

  - crossing difficult terrain, the unit may adapt formation accordingly, for example from a line to column where alignment is easier to maintain and movement generally faster

  - at long distance the unit may engage enemies with volleys by sub-units (like platoon) to maintain pressure and control ammo consumption since accuracy is limited due to range

  - closing up with the enemy, the unit may form line and start firing by rank or even full unit volleys to maximize shock effect

  - if the enemy is weak, the unit may choose to charge into melee to break the enemy line, and to do it using an attack column if the enemy formation is fragmented

  - if the charge fails, the unit may fall back and switch to defensive if morale falters, or to try again once recovered

in case the charge succeeds, and if in condition to still do so, the unit may press on and pursue the broken enemy, inflicting further casualties or even forcing it to surrender.

Most Respy,

Gen?l. Ilja Varha

Lead Designer - Grand Engineer Corps
24
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on October 05, 2025, 12:21:32 AM »
Patch Notes 0.5.2
Sat, 4 October 2025



Hey everyone, here comes another patch for Sea Power. This time it's mainly driven by Unity itself as they introduced some security issue in their engine so we needed to update the Unity version we're using.

You can read about it here: https://unity.com/security/sept-2025-01

Beside that we also fixed some issues. Happy weekend!

Bug fixes and improvements

  - Unity Update due to security vulnerability issue
  - PLAN Type 010 and USSR T43 CIWS gun angles fix
  - Updated land unit, vessel, aircraft descriptions and callsigns (thanks N0jge!)
  - Incorrect hidden objective behaviour in Event Log Objectives tab
  - Updated PLAN 04 with MiG-27 replacing Armed Bizjet; corrected backstory
  - Mission Editor: Possible nullref when removing a Trigger
  - possible nullref when dragging a unit between Formations on Formation Manager
  - Corrected Chengdu frigate hull sonar mount position
  - Added missing LOD1 to Type 024 and LSM-1
  - Several typos
  - Lots of small mesh errors
  - Changed PLAN 03 mission to reduce exploit chance
  - AI CVS (anti-submarine carriers) will now correctly launch ASW patrols
  - Kidd DDG added SPG-60 as 3rd missile channel; removed incorrect Variant3 from NV Gearing mod
25
Games Discussion / Re: Maneuver Warfare : Command a panzergrenadier battle group
« Last post by Asid on October 05, 2025, 12:21:23 AM »
Update 1.33
Sat, 4 October 2025



If you have Maneuver Warfare, please download Update 1.33. This update expands the number of missions where you can play the Allied side. The additional missions let you command:

-Polish forces during the First Battle of Tomaszow Lubelski in 1939
-Dutch forces during the Battle of Grebbeberg in 1940
-British forces during the Battle of the Ypres-Comines Canal in 1940
-French forces during the Battle of Hannut in 1940
-Soviet forces during the Battle of Prokhorovka in 1943
-Anglo/Canadian forces during the attack on Verrieres Ridge in 1944
-Polish 1st Armored Division during the advance towards Falaise in 1944
-US forces during the first stage of Operation Cobra in 1944

26
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on October 04, 2025, 12:03:14 AM »
Reentry has been updated to 0.99.88 - Sound Design, Engine Plume test. bug fixes
Fri, 3 October 2025



This updates rolls out a Sound Design overhaul containing some dynamic cockpit sound effects, and RCS jet sounds, adds a new engine plume test to the CSM SPS, LM DPS and LM APS engines (orbit view only), and fixes some critical bugs.

Note: This update touches the games core storage system. If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.87.




Sound Design / Soundscaping

System Components

This update rolls out a system that makes it possible add dynamic sound effects to the Virtual Cockpits. I will start small with the sound design elements, but have added an inverter fan, suit fan and a cockpit fan sound effects to these systems across all programs.




Reaction Control Jets

In addition I have worked on the RCS jet sound design where I have added improved logic to make it possible to hear the ON/OFF clack sound effect of the valves opening for various thrusters, and the flow of gas for combustion. Thanks to Dee-Jay for helping me with the RCS sound effects.




Engine Plumes

I have rolled out a more sophisticated engine plume handler. It is currently in its initial version when it comes to look and feel, transparency settings etc, but rolling this out as a test for the Apollo CSM SPS, LM DPS and LM APS engines initially. If these seem to work I will improve the visuals of them, and extend the system to also support some of the 2nd/3rd ascent stages of Mercury/Gemini/Saturn V/Saturn IB.








Language Issue on Campaign Pages

I have finally tracked down an issue that causes the Campaign Pages to sometimes load the wrong language. For example if you have set the language to English, some users could see the Spanish version of the Campaign pages instead of the English version. This is a rare bug so it was hard to track down.




Checklist Guidance System: Complete a Checklist improvement

I have improved the checklist guidance system (the system that handles the two RUN buttons and the checklist steps that are queued up) to internally tag each step with what checklist they belong to. This can make it detect that you have completed a particular checklist if you have multiple queued up. In the future this can be used to more advanced checklist flow as was suggested during my AMA session. But one step at a time, let us see if this implementation works well and is stable.

Thanks all for reporting issue. I have also detected that some crashes has been reported recently. I am curious if it could be related to Unity 6.1 builds and latest graphics drivers or something, will need to dive a bit further into this as I check out Unity 6.2 and a fix for the lately detected security issue.

Patch Notes:

  - Fixed an issue with the Lunar Module Ascent Lesson

  - Made so it is possible to end P79 in the CSM

  - Gemini Yaw-Steering during ascent guidance fixes

  - VR: Made so you can move the camera with the keyboard

  - Fixed so Superimpose can't be UI navigated (Left, Right, Up, Down)

  - Apollo Command Module Astro/Crew collider check fixes

  - Sound Design updates

  - Fixed an issue where the Language of a Campaign could be set to something else than the selected language (reported Spanish language in one or two campaigns, while English is selected)

  - Improved the checklist guide system to detect if a particular checklist has been completed even if you have enqueued other checklists as well.

  - Engine Plume test for the CSM SPS, LM DPS and LM APS engines

27
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on October 04, 2025, 12:03:08 AM »
Report for the Community #101
Fri, 3 October 2025



Horses are coming to Workers & Resources ? finally some real horsepower for your republic!

Comrades, saddle up ? the Early Start DLC is about to get some real horsepower! 🐴 Horses and carriages are coming, bringing new ways to move your workers and goods. Check out all the details (and the first shiny carriages) in the full report here: https://www.sovietrepublic.net/post/report-for-the-community-101


28
Flight Simulation / Re: DeadStick - Flight Simulator
« Last post by Asid on October 03, 2025, 12:15:04 AM »
Dev Update | Cockpit Overview
Thu, 2 October 2025



Hey bush flyers! It's our September wrap-up and we've been sharing a bit more around the cockpit in the game as it's been requested by a bunch of you.

In our latest Development Milestone we've taken the game through an initial UI / UX review, as well as continued implementation of audio into the game (hopefully we'll have more to share on this soon), and of course working hard on the playtest build. For those asking this will likely be coming in early 2026, if this changes we'll keep you all updated. Don't forget you can sign-up on the store page.

As usual, please note that all of this is work in progress in-game footage/images.




This is how the instruments in the cockpit are currently looking, some of the key instruments you can see are:

  - AOA Indicator

  - Airspeed Indicator

  - Artificial Horizon

  - Altimeter

  - Oil Pressure Gauge

  - Oil Temperature Gauge

  - CHT Gauge

  - Tachometer

  - Engine Hours

  - VSI

  - Heading Indicator

  - CDI

  - ADF Receiver

  - Suction Gauge

  - Magnetic Compass

  - Slip/Skid Indicator

  - Engine Primer

  - Ignition Switch

  - Carburetor Heat Control

  - Mixture Control

Here are some of the short form videos we've put out across our YouTube Shorts, TikTok and Instagram Reels this month.

Best Location Yet


Bugs in Development


Calm Flighting


What would you like to see


-Mythwright


29
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on October 02, 2025, 12:10:19 AM »
PLAN sets sail!
Wed, 1 October 2025



PLAN update details
Hello from the Triassic Team! We are super excited to release our (now biggest) free content pack, the PLAN! This update features the a ton of new units, including Vietnam, and Japan units too!





New units included:

PLAN:

  - Chengdu-class frigate
  - Jiangdong-class frigate
  - Jianghu I-class frigate
  - Jianghu II-class frigate
  - Jianghu III-class frigate
  - Luda I-class destroyer
  - Qiongsha-class landing ship
  - Shanghai II-class patrol boat
  - Shanghai IIB-class patrol boat
  - Type 010 minesweeper
  - Type 024 (Heku) missile boat
  - Type 037 (Hainan) corvette
  - Yukan-class landing ship
  - Type 033-class patrol submarine
  - Han-class attack submarine
  - Wuhan-class cruise missile submarine
  - J-5 and export F-5 Fresco fighters
  - J-7III Fishcan fighter
  - Q-5 and Q-5A Fantan attack aircraft
  - H-6A and H-6D bombers
  - Z-8 maritime patrol helicopter

Vietnam:

  - Barnegat-class frigate (converted seaplane tender)
  - Modified Gearing-class frigate (converted from Gearing FRAM to represent surplus USN ships in use)
  - LSM-1 class landing ship

Japan:

  - PS-1 maritime patrol flying boat
  - US-1A search and rescue amphibian

USA:

  - C-141B transport aircraft


New Scenarios!
Brought to everyone by our hard working Ian Roberts, this update and future updates will hopefully include some new missions as well to showcase some of our new units! Let us know what you think after giving them a shot!



PLAN Scenarios

  - Clash in the Paracels
  - Battle of South China Sea
  - Operation Silent Spear
  - Escape from the Sulu Sea


Bug Fixes and Changes
01-Oct-2025: 0.5.0 Build #234 (19329) Public Release


[FIX]

  - Type 148 Tiger hullnumbers mapping
  - Alvand railings
  - RIM-2/RIM-67 missile positions on Mark 10 GMLS to match photos
  - Mission Editor: Reform and disband formation actions saved to mission file but weren't loaded from it
  - Mission Editor: Custom airgroups were not loaded from the ship/airbase variant file
  - Mission Editor: Corrected a phrase for the EN localisation of Reveal Action
  - Naming convention fix on JMSDF Sub Duel
  - Attempted Fix for SEAPOWER-AXS where LinearCampaign singleton can spawn in an incorrect place.
  - Huge calculation error for units at date line "edge" of our flat Earth (pun intended!)
  - Some out of bounds longitude positioning when crossing the date line "border"
  - Corrected EN localisation for waypoints settings confirmation dialog
  - Libelle class torpedo boat bowwave position
  - MiG-17 range/fuel mass correction

[MOD]

  - Updated translations
  - AI: Upgrades to autotargeting for aircraft. Aircraft will try to retarget to closer targets
  - Aircraft speed is cruise when guiding SARH missile
  - MiG-21Bis model update: triple rod IFF antenna added
  - Redone all existing MiG-21 liveries to higher resolution
  - Moved Head of the Snake mission from NATO to Other folder

[NEW]

  - Mission Editor: Destroy and Despawn units actions
  - Mission Editor: Enable Swap Taskforce checkbox to enable/disable transfer when a side is selected already
  - Mission Editor: Checkbox to allow/disallow transfer of all aircrafts that belong to a unit to transfer to another side
  - Mission Editor: Reveal Units trigger action
  - Mission Editor: Button to copy settings of currently selected unit to all waypoints of its group
  - Mission Editor: Disable/Enable Units action for a Trigger
  - Ability to disallow transfer of child aircraft when airfield is transferred to another taskforce
  - Added loading background images for PLAN units


30
Friends, the latest episode of Retro Dogfight is out, and this time we discuss F-19 and F-117A!

https://www.retrodogfight.com/06-f-19-stealth-fighter-and-f-117a-nighthawk-stealth-fighter-2-0/
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