Patch 1.0 Pacific Expansion

[b]Summary:[/b] Hello everyone, after rather a long wait V1.0a is out finally! This patch took bit more then usually mainly due to the amount of technical changes to the games underlying code for extra performance. I had to modify close to 90% of the models in some way to reduce the amount of Tris that needed rendering. The AI had some overhauls and the game scripts in general as well. I hope you have a good one, Cheers Zer0 [img]{STEAM_CLAN_IMAGE}/41977101/2c85439789a821ff105add290378ecf6386a569d.png[/img] 5 new missions 4 new aircraft - A6M5 - A26 - TBD - J7W1 12 new player weapons 3 new bombs, 3 rockets & 1 Torpedo Lots of changes - WEP can be used till 25% of your max hp instead of 50% - Turret AI on player aircraft have faster reaction times when changing modes - Max speed warning is now at 30% overspeed rather at 20% - Revamped recoil - Revamped Aircraft AI - Increased Performance - Changes to AI, ammo belts. - More tracers - Compression Method has changed. - This will make game size larger and reduce performance a tad but it means you won’t have to download much later in future patches Lots of bug fixes - The graphical glitches in terrain and water is gone - Cluster bombletes wouldn’t disappear after detonation so after a while you’ll get over 10000 left over in a mission - Flak rounds no longer go underground of water - AI wouldn’t be removed if falling off the world - Player Turret AI would get stuck in Idle - “E-Mission 4” if completed to quickly the trains would get tuck in tunnels making it impossible to complete - Tanks should no longer spawn in the air For more information its down below \/ ____ [b]New[/b] Weapons - 7.7mm Type 97 - 20mm Type 99 1 - 20mm Type 99 1-4 - 20mm Type 99 1-4b - 20mm Type 99 2-1 - 20mm Type 99 2-4 - 20mm Type 99 2-5 - 14mm Type 99 Shi - 13.2mm Type 3 Browning - 30mm Type 5 - 30mm Type 5 B - 20mm Type 5 20 - 460mm WP-VT “BeeHive” Payloads - 60kg Type 2 No.6 Model 5 (Impact HE) - 250kg Type 99 No.25 (Impact HE) - 200kg Type 99 No.25 Mk 29 (Airbust WP) - 66kg Type 3 No.6 Mk 27 (WP airburst rocket) - 315kg Type 3 No.25 Mk 4 Mod 1 (AP Rocket) - 1000kg torpedo New Flyable Aircraft - A6M5 - Weapons - 2x7.7mm Type 97 - 2x7.7mm Type 97 + 2x20mm Type 99 1 - 2x7.7mm Type 97 + 2x20mm Type 99 1-4 - 2x7.7mm Type 97 + 2x20mm Type 99 1-4b - 2x7.7mm Type 97 + 2x20mm Type 99 2-1 - 1x7.7mm Type 97 + 1x13.2mm Type 3 Browning + 2x20mm Type 99 2-4 - 3x13.2mm Type 3 Browning + 2x20mm Type 99 2-4 - 2x7.7mm Type 97 + 2x20mm Type 99 2-5 - 2x7.7mm Type 97 + 2x14mm Type 99 Shi - 2x7.7mm Type 97 + 2x30mm Type 2 - 75mm T13E1 - Payloads - 2x60kg Type 2 No.6 Model 5 (Impact HE) - 1x250kg Type 99 No.25 (Impact HE) - 1x200 Type 99 No.25 Mk 29 (Airbust WP) - 2x66kg Type 3 No.6 Mk 27 (WP airburst rocket) - 1x315kg Type 3 No.25 Mk 4 Mod 1 (AP Rocket) - J7W1 - weapons - 2x20mm Type 99 2-5 - 2x30mm Type 5 - 2x30mm Type 5 + 2x30mm Type 5 B - 4x30mm Type 5 - 4x30mm Type 5 B - 4x20mm Type 5 20 - Payloads - None - TBD - Weapons - 2x303(1 front, 1 rear) + 1x50cal - 3x303(1 front 2 rear) + 1x50cal - 4x50cal(2 front, 2 rear) - 1x20mm AN/M2 + 3x50cal(1 front, 2 rear) - - Payloads - None - 2x500lbs - 1x1000lbs - 2x2x50cal gun pods - 3x500lbs - 1x1000kg torpedo - 1x500lbs + 2x2x50cal gun pods - A26 - Weapons - 6xM2 Browning (Wings) - 8xM2 Browning (Nose) - 1x75mm T13E1 (Nose) - 14xM2 Browning - 8xM2 Browning + 1x75mm T13E1 - 1x37mm M4 + 10xM2 Browning - 1x37mm M4 + 1x75mm T13E1 + 6xM2 Browning - 2x37mm M4 + 6xM2 Browning - Payloads - None - 16x250lbs - 12x500lbs - 6x1000lbs - 4x2000lbs - 14x HVAR + 8x500lbs - 14x HVAR + 4x1000lbs - 14x HVAR + 2x2000lbs - 8x M2 Gunpods + 2x2000lbs - 8x M2 Gunpods + 4x1000lbs - 8x M2 Gunpods + 8x500lbs - Turrets - 2xM2 Browning - 4xM2 Browning New AI Vehicles - Aircraft - A6M5 - A6M5b - B-25 - A6M2 & A6M3 Kamakaze (Carrying bomb) - Ground - Chi-Ha - M4 Sherman - P40 - M13 - Truck - Car (Kubelwagen + MG) - Crusader - Truck + 1x40mm Flak - Naval - IJN Carrier - USS Carrier - LST (Landing Ship Tanks) - LCVP (Landing Craft Vehicles & Personel) - LLC (Landing Craft) - Emplacements - 20cm Coastal Cannon (AP, WP) - 20cm Coastal Cannon (WP) - 127 AA & AT Cannon (HE-VT) - 3x40mm Type96 AA Cannon (HE-VT) - 2x40mm Type96 AA Cannon (HE-VT) - 4x28mm AA Cannon - Mixed shells (AP ,AP, AP, HE-VT) Other new Stuff - Intractable ScrollBar for aircraft upgrades, weapons & payloads - Rebind option for Turret Mode - New gunsights for aircraft - Me262 - Me262 HG - P51 - Spitfire MkV - P51D - P38G [img]{STEAM_CLAN_IMAGE}/41977101/edf6d44281a5c73a669ac3dab273c474ae4e9298.png[/img] [b]Changes[/b] - B-17: - Increased health & armour Upgrade multiplier from 1.4 to 1.5 per level - Increased Handling & power by 50% - Reduced 88 AI Flak damage from 120 to 110 per component - Aircraft models will now only rotate when Model area is clicked and held - Walter Renamed to Grank - WEP damage threshold increased by 100% - This means you can use WEP till 25% of your max hp - Trains had a damage change. - If you destroy the head it will destroy all carriages - Train Head health increased by 10x - Max speed limit raised to 30% from 20% - Turret AI have increased reaction time. - Re-organised Aircraft list - Rather based off performance its now based off price - Controller bindings are always displayed even if you don’t have a controller equipped - Underlined Titles in the Credits panel - T17 cannon - Damage Increased from 140 to 270. This is due to the bullet being a 30mm bullet necked down. - Moved from MG’s to Cannon’s - Reworked Recoil so it’s more reliable and smooth. - Reduced HP of ships by 50% - Changes to AI aircraft - Increased inverted manurers to help reduce crashing & increase dogfight capability. - Reduced angle of climb from 60 degrees to 40degrees. The AI are still able to achieve 60degree turns but limited to 1 second bursts - Reduced amount of times the AI checks for the ground to reduce CPU usage - Crashes on certain aircraft now deals AOE damage [img]{STEAM_CLAN_IMAGE}/41977101/efdff2a4ffacfeee803036ef0a993b08493e483e.png[/img] [b]Bug Fixes[/b] - Graphics Game button wouldn’t update when graphics was changed - Payloads would respawn on an offset once too far away from the origin point. This has been fixed - Fixed a bug that caused AI to not destroy if they fall through the floor - Lag Spikes when spawning enemies has been fixed - I’ve made spawning on a different thread and only one object spawns perfume overtime to reduce the load per frame - Flying tanks on spawn has been fixed - Fixed Cluster bomblets remaining alive after explosion. Cause significant lag overtime - Fixed mission “The Hunt” description. - Water/Terrain Graphic glitch fixed - The game encryption caused problems with the Terrain streaming in Vincemus - Flak rounds no longer go through the ground and water. - Water maps no longer have a white square in the middle - Train colliders now remove after 10 seconds. - The infinite duration caused the next train spawning in to get stuck. - Custom missions had problems with spawning AI. - Player guns didn’t play audio when there’s a lot of nearby shooting & explosions. - Player audio pro has been increased - Revised B17 20mm rear turret. The previous cannon had its rear sticking out of the plane. - Fixed a bug with AI turrets where it would constantly by in idle after a while from pressing Turret mode [img]{STEAM_CLAN_IMAGE}/41977101/02470a6501623fce4b443dcc58e1e8b9d4106f51.png[/img] Game optimisations - AI - Aircraft AI Controller Script - Taking 1.5% CPU per plane - Reduced CPU usage to 0.9% per plane - Reduced Altitude check on Aircraft AI to 10 frames a second. This increases performance at a cost of less reaction speed near terrain - Increased Negative Gs allowed for aircraft from 40% of Positive G’s to 80% - Decreased max pitch rate for AI aircraft - In the hopes they don’t lock up by diving - AA L, AA M, Flak 88, AT - Reduced from 55K-150K Tris to 3K-7k tris- - All Naval Ships - Reduced Ship detail & Tris by an average of 30% - Reduced rended ship shadows reduced by 90% - All Naval ships now have LODs show when far away not all parts of the ship needs to be rendered & Silluette versions will render in at further distances. - Vickers tank Changed to a Crusader tank - Tris reduced to 3k - Reduced Pz4G Tris from 10K to 4K - Reduce Gladiator from 300K Tris to 30K - B17 Tris reduced from 200K to 15k - Player - Me262 HG - 300K Tris - Reduced to 80K - Me262 - 280k tris - Reduced to 160K tris Rendering - Reduced Death Explosion Model tris by 99% - Building models - tris have been reduced AVG 40% & most building objects now have LODS for culling - The Ocean renderer was taking 10% of the total CPU - Reduced to 6% of Total CPU - Detail Resolution & Streaming reduced by 50% - Reduced amount of mesh on objects requiring shadowing & cast shadows by 80% - Scripts - Compass UI markers - taking 3% of Total CPU - Reduced to 0.9% Total CPU - Reduced frame tick to 1 frame a second - HUD UI AI tags - Taking 2% of total CPU - Reduced to 0.8% of Total CPU - Reduced frame tick by 50% - Bullet Script Performance - taking 7% of CPU for 2000 rounds - Reduced to 2.6% for 2000 rounds - TurretAI Script - 1% of total CPU at 100 aircraft - Reduced to 0.6% of CPU - Simplified tracking calculations - In-game menu was playing animations while hidden taking 10% of CPU - This has been fixed and will only take CPU when pause menu is opening - Reduced LOD Bias from 20 to 6 - Performance increase when objects are far by 10% - Reduced tris to render by 50% Overall CPU performance increase of an estimated value of at least 20%