Fly through the theaters of World War II with fighters planes from across the world. Intercept, Raid, Defend, Survive in theatres of World War II. Vincemus is an arcade semi-realistic air combat shooter, The game is avalable on WindowsOS and MacOS.
[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 \/
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[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%