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.
This will be pushed to the main branch very soon.
[h2]Changelog[/h2]
[code]0.15.2.1 (September 30 2024)
New Features:
- Handling for neutral bases
- APCs will capture neutral bases, tanks will not
- Laser guidance type will continue to guide weapons as long as there is line of sight to aircraft post-launch
- Laser guided weapons can acquire their targets post-launch, allowing them to be fired beyond their seeker max range
- Added "AGM-64C" short range laser guided anti-tank missile with 2x and 4x launchers
- "Close Air Support" loadout now had 8x AGM-64C
- Notification when bases are being captured
- Added support for "Spinners" for aircraft (see JSON section)
- Spinners only spin when the engine is running
- Ability for Arena missions to create custom Strategic Targets at runtime
- Added T-72 Ural, only slightly more armored than the average medium tank, but with a great gun
- Custom strategic targets can have custom spawn points
- Added new training mission 4, focusing on armor and anti-tank weapons
Improvements:
- Attrition can be disabled per-side by setting starting tickets to negative
- Attrition display will display a single bar if only one side is using the mechanic
- Added "Tactical" entry to Arena mission briefings
- Updated formatting of the mission briefings
- Updated descriptions for existing training missions with the new tactical entries
- Missions can set a custom number of tickets that the player costs on death
- Campaigns can be hidden from selection, and test campaign has been hidden (obsolete, and source of many bugs)
- Civilian color is now a gray color
- Tickets no longer deducted once the mission has been completed
- Currently selected Arena mission is now highlighted on the Arena mission selector
- Better initial camera positions for the Arena training missions
- Changed the Arena sortie unable text "No pilots available" -> "No Sorties Available"
- Mission status messages last longer on screen
- Depleting red tickets automatically results in a win
- Depleting blue tickets automatically results in a loss
- Depleting pilots automatically results in a loss
- When missions are completed, new sorties cannot be started
- Slightly smoother Arena camera movement
- Tinted AV8B forward canopy for easier to read HUD
- Vehicles don't slow down if they are firing on air targets only
Bugfixes:
- Custom attrition costs are now respected (e.g.)
- Frontline arrows will shrink in size if the bases are too close to each other
- Fixed rearm/refuel dialog not being updated when rearm/refuel is pressed
- Bases too close together have their frontline arrows rendered with no weird clipping
- Weapons symbology is hidden when weight on wheels
- Flight messages no longer block mouse clicks
- Fixed fuel tanks and cosmetic stores not appearing correctly on pylons set to hide when unloaded
- Sortie button no longer overlaps loadout buttonw hen sortie unavailable
- "ReloadsLeft" for vehicle missile turrets should now function correctly
- Fixes to arena capture/disable/attrition events not firing correctly
- Fixed loading order of the triple Maverick rack
- Moved the flight messages to not overlap certain HUD elements
- Fixed fuel weight being incorrect in the pre-sortie loadout screen
- Retooling of "Capture" training mission to only use the small Sand Island island to make it go quicker
- Vehicles spawn directly onto the navmesh instead of terrain clamped
- Fixed NRE from laser on destroyed targets
- All spawn points are now used correctly for Strategic Targets instead of just the first one
Balance:
- M2 damage increased 5 -> 12
- KPVT damage increased 8 -> 15
- Increased yaw RCS on AV8B 7000 -> 14000
- AGM-65D tweaks to make it fit the role of the high power "standoff" long ranged anti-tank and anti-air weapon
+ Drag greatly reduced to fit description better and be more in line with bombs 0.1 -> 0.025
+ Motor duration reduced 6 -> 5
+ Max effective range increased 10000 -> 12000
+ Effective range increased 8000 -> 9000
+ MaxG reduced 7 -> 4
+ Updated database description
- Mission 2 now uses the High Drag Bombs for the default loadout
- Mission 2 added new primary objective to prevent capture of home base
- Increased drag on Mk82 "Snakeyes" to make them easier to use 0.2 -> 0.5
- Tanks will fire on passing aircraft with their main gun, but won't lead them correctly
JSON:
- "IsHidden" can be set to "true" in the Campaign definition
- "Attrition" property for Vehicle and Aircraft definitions now functional (defaults to 1)
- Fixed typo in the aircraft bullet pool definition (BulletConstants.json, "Aicraft" -> "Aircraft")
- "ReloadsLeft" set to -1 will be infinite
- "ReloadsLeft" set to a positive number will allow the launcher to be reloaded that many times
- "GuidanceType" now has possible value of "Laser"
- Added "Spinners" list to the aircraft definition (see vehicles for example)[/code]