Patch 1.0 Pacific Expansion

Vincemus - Air Combat

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 \/ ____ [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%