Tiny Combat Arena is an approachable combat flight simulator sporting a stylized look and various game modes. Dogfight your way in the Arena and in Quick Action or craft your own scenarios and take part in a vast war with objectives and friendly armies to support.
Hello! This patch cycle is once again focused on bugfixes, as a lot of dev attention has been on the next terrain, the new challenges it's creating, and other behind the scenes work.
[img]https://pbs.twimg.com/media/GFqWVw_WAAEmXzM?format=png&name=900x900[/img]
The major changes this patch, with links to the posts in which they are discussed, are:
[list]
[*][url=https://store.steampowered.com/news/app/1347550/view/3950287576122204269]Revised cockpit rendering[/url]
[*][url=https://store.steampowered.com/news/app/1347550/view/3950287576122204269]Vertical floating origin[/url]
[*][url=https://store.steampowered.com/news/app/1347550/view/4047115602009198492]New audio sliders and adjustments to the audio mix[/url][/list]
[h2]Changelog[/h2]
[code]New Features:
- Added real (64 by default) and virtual (256 by default) audio channels to audio settings tab
- Minimum airspeed that can be read by an aircraft is now configurable on a per-aircraft basis
Improvements:
- Cockpit design changed so that ONLY the cockpit is in the cockpit model, no more duplicated geometry (e.g. fuselage in both models)
+ "Third person" parts of the model such as the canopy bow are hidden when in first person
+ First pilot automatically hidden when in first person
+ Cockpitless planes no longer require special h andling regarding camera clip planes
- AV8B model updated for new cockpit modeling workflow and removed unused vertex colors
- AV8B no longer uses unique shader
- Near clip plane for ALL cameras is now 0.05 (most were 1.0)
- Far clip plane for ALL cameras is now 100k
- When escape menu modal dialogs are open, escape will close it
- Floating origin now applies in the vertical
Bugfixes:
- Page selectors on database mode now work
- Instant action wing selector pages should work correctly when multiple pages are visible
- Pressing escape during the pause menu while settings or bindings are open won't continue game
- Fog and clouds no longer disappear when loading Instant Action after Arena
- AI aircraft flying in formation automatically switch back to nav mode
- Cockpit no longer shakes at higher altitude
- "Investigate" AI behavior correctly accounts for floating origin
- "Idle Orbit" AI behavior correctly accounts for floating origin
- "Climb" AI behavior correctly accounts for floating origin
- Arena icons no longer appear for a single frame near origin when a unit spawns
- Camera text correctly accounts for the floating origin
- Radar altimeter and shadows should be handled better when flying "out of bounds"
- Paging for the wing selector and database selector should work correctly for edge cases
- When vehicles fall off the navmesh, they instead report (with error messages) that they did, but also shouldn't call any invalid NavMeshAgents
- Optimized how stores weight is calculated (was an unexpected bottleneck)
- Changes to audio mix to hopefully reduce missing engine sounds
- Afterburner thrust value no longer affects aircraft if no afterburner is available
- AV8B MFD Cruise page minimum speed IAS/TAS now matches the Game HUD minimum speed
- Landing gear can no longer be raised/lower post-ejection
- Terrain raycasting better accounts for vertical floating origin
- Aircraft no longer spawns underground in Arena if a new sortie
JSON:
- Warning shown in log when collider is missing
- Added "HideInFirstPerson" list to aircraft definition (see AV8B JSON for example)
- Added "Avionics" property to aircraft with sub-property "MinDisplayedAirspeedMPS"[/code]