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Update v0.9112

Finally a new update to the standard build, after all the improvements that have been developed in the incubator branch the current build of VT finally reached a state that it can be applied to the main branch.

If you have been playing only in the main branch you will see a lot of changes including the new countermeasures mechanics. But in that case I recommend you to have a look to the "incubator branch" thread to see what changes list of past versions.

I also what to say thanks to those that followed the development through the incubator branch, you've have been really helpful in testing this branch while it was unstable.

As for the future of the incubator branch, I don't think the game will require another big change in the code, but I sure this branch can still be useful for soft releases to test if what is being delivered is really working as it should

CHANGE LIST

  • FIXED: the AI calculation to use countermeasures
  • FIXED: the reaction time of the AI in using the first flare
  • FIXED: the AI now tries to consider which is the best countermeasure to be used (they are not aware of the true answer so even more skilled AIs will make mistakes)
  • FIXED: the use of chaff stopped the missiles' tracking system from ever working again
  • FIXED: after being tricked the proximity fuse completely ignored the targeted enemy even if they are few meters apart
  • FIXED: in the hangar menu it reuses old custom transparent material when a aircraft doesn't have a anything configured in the skin
  • FIXED: the world environment doesn't update in debug mode
  • FIXED: show player info in the left corner when there are no targets around
  • FIXED: in the editor when creating a new mission the player starts in position 0 0 0
  • FIXED: altitude display when moving below sea level
  • ADDED: smooth transition when starting the level
  • ADDED: smooth transition when activating the pause menu
  • ADDED: smooth transition when showing the points gained in the mission
  • ADDED: camera shake when near an explosion
  • ADDED: the possibility of the selected skin also change the appearance of the carried weapons
  • ADDED: structures (half done, only test models, need a better texture loading system similar to the aircrafts skins)
  • ADDED: fade in and out to the afterburner sound
  • ADDED: Game object speed multiplier in the editor options
  • ADDED: the ability to load a custom challenges and seamlessly integrate them in the evolution branch (need to add an example to show how this works)
  • ADDED: the test option in the editor now remembers the last unit used
  • ADDED: fixed crash after winning or losing a mission during the test option
  • ADDED: the option to add custom HUD overlays specific to individual maps
  • ADDED: ability to apply Speed state animation to collision model
  • ADDED: ability to apply Vel Loop animation to collision model
  • ADDED: ability to apply loop animation to sub objects
  • ADDED: ability to apply state animation to layer of sub objects
  • ADDED: VR map 1
  • ADDED: Challenge F-4D
  • ADDED: Challenge F-4J
  • ADDED: Challenge F-4S
  • ADDED: Challenge N-156F_E
  • ADDED: AIM-54B
  • ADDED: AIM-54C
  • ADDED: AIM-54C+
  • ADDED: Fakour 90
  • ADDED: AIM-82
  • ADDED: R-60K
  • ADDED: R-60KM
  • ADDED: A-12
  • ADDED: AFTI 244.180
  • ADDED: F-4S
  • ADDED: F-4D
  • ADDED: N-156F (Early)
  • ADDED: N-156F (Late)
  • ADDED: YF-5A
  • ADDED: MRE
  • ADDED: BOP MK2
  • ADDED: Harpy
  • UPDATED: Improved AI behavior after firing missiles
  • UPDATED: main missiles FOV
  • UPDATED: tweaked R-60M
  • UPDATED: Glass Material
  • UPDATED: family structure of several families and reorganized the other they are displayed in the challenge mode
  • UPDATED: how the AI skill is configured in the editor
  • UPDATED: Su-37 challenge, added a bit more initial HP