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Tiny Combat Arena News

0.10.2.1 is now live on the Tester's branch!

Hello, this is a small patch that if it goes well in the next couple days will be pushed to live. Compared to the last patch, the only major feature is the addition of the new munition options. However, these new options touched some pretty low level code that could have effects in unintended areas, so I want to be sure it runs fine before it goes live.

[h2]X1, X3, X5, and Unlimited Munition Counts[/h2]
[previewyoutube][/previewyoutube]
A new option for adjusting the munitions carried on the plane has been added. X1 is the default, and uses the loadouts as they currently work. Unlimited, as it sounds, makes it so that you never run out of bombs or missiles. The middle options, X3 and X5, allow you to carry an exaggerated, but still limited, number of munitions. For some peoples' play styles, especially since there aren't wingmen, I think this will hit a good middle ground.

Worth mentioning too is that spamming cluster bombs like crazy caused the volume to get so loud that it was just totally unacceptable. The game's audio now has a compressor built into its final mix so that if something ever gets so loud that it would blow out the game's volume (and your eardrums) the volume gets reduced to safe levels.

[h2]Changelog[/h2]

New Features:
- Added X1, X3, X5, and Unlimited munitions option to the gameplay settings
- Gun has new 3X ammo option in gameplay settings

Improvements:
- Floating origin generates less garbage
- Added sound compressor to game so the game volume won't clip like crazy when lots of loud SFX happen at the same time
- Lofting calculation adjusted for less aggressive lofting when the missile has just launched

Balance:
- AGM-65D tweaked for more predictable performance at close ranges
+ Motor delay reduced (0.5 -> 0.25)
+ Seeker delay reduced (1.0 -> 0.5)
+ Loft angle slightly reduced (15 -> 12)

0.10.1.2 Hotfix is now available on the Tester's branch!

[h2]Changelog[/h2]
Improvements:
- Moved the version number to bottom left screen so it won't get covered by "Development Build"

Bugfixes:
- Reduced star requirement for final test campaign mission to something possible (16 -> 12)
- Changed rounding to prevent "100% Damaged" on a strategic target

0.10.1.1 Is Now Available on the tester's branch!

Hello! This update has taken a lot longer than I planned. In hindsight, I should have released a new build after finishing the map controls, as that build would have included a couple nice features on its own such as the pre-flight loadout menu in Arena. However once I got started on the campaign UI, one thing led to another, and now the game has the full campaign framework the 1.0 final game will need.

[h2]Campaign[/h2]


The "Arena Demo" button has been replaced with the proper "Arena Campaigns" menu option.

Campaigns are a string of missions, each with their own objectives. Missions are unlocked as you progress through the campaign, either by completing a previous mission, or achieving a total number of stars across the campaign. Stars are awarded by completing objectives, with secondary objectives awarding bonus stars. As mentioned in the roadmap post, campaigns are one of the big features required before the game can be considered 1.0.



At the moment, the only campaign available is a quick one I threw together to test that the progression and saving functionality works. This is a very critical function that is difficult to debug or fix once it goes live.

I've done a lot of testing myself on the system. Finding and fixing errors that could put the persistent progress into a weird state has been where a lot of the delay and development time went. However, I didn't want to push this build to main branch until enough people have had time to bang on it that I can be reasonably sure it'll work. If all else fails, I've added a button to clear the persistent data in the syste settings.



The old Arena Demo mission can still be found under a separate campaign. It may still get used for testing future features in isolation, but will be removed eventually. A pseudo-tutorial/introductory campaign will be the first released, and will be released in parts.

[h2]Map Camera[/h2]
[previewyoutube][/previewyoutube]
Also on the roadmap post is improvements to the Arena map screen. The first step of this is a proper RTS style camera, the camera type that was always intended for this screen. WASD can be used to pan the camera, or the mouse can be dragged while the right mouse button is held. This is only the first of many improvements to the map screen.

[h2]Selectable Loadouts for Instant Action[/h2]
[previewyoutube][/previewyoutube]
A small change, but a welcome one. Loadouts are now selectable before a flight in both the Arena map screen, and the instant action screen. This allows for more intuitive loadout selection in Arena, and the ability to use the loadouts you want in Instant Action rather than the ones hardcoded to the mission type. I frequently use this to test and practice with different weapon types.

[h2]Missile Lofting[/h2]
[previewyoutube][/previewyoutube]
After getting pretty burned out by the campaign work, I wanted to do something quick and fun that I had been meaning to get around to for a while. A new navigation mode for missiles has been added, currently in use by the anti-tank missile AGM-65D. After launch, the missile will try to gain a little bit of altitude before coming down on the target. This extends the range slightly, and also gives a higher trajectory to help fly over terrain and other obstacles.

[h2]Cheat Codes[/h2]


A couple cheat codes have been added to the game. Cheat codes are meant for easier debugging of issues. Typical video game cheat codes like unlimited ammo and invincibility are simply gameplay options, and have been available for some time.


One of the cheat codes allows for all AI aircraft to be selectable through the updated loadout dialogs. This is not an officially supported feature. As the name applies, AI aircraft were not meant to be flyable by the player so they will be janky and/or strange. Flying the AI planes is something I often did to test various features of the game, and this was one of the most commonly modded features of the game, so I figure I can get two birds with one stone by making this easily accessible for those that are looking for it.

[h2]Changelog[/h2]

New Features:
- Aim time variation added (again)
+ Vehicles will take a minimum amount of time looking at the target before they can fire (typically ~1 second)
+ This value has a spread (e.g. 1-3 seconds) so that vehicles don't all fire synchronously at a target
- Loadout screen can be accessed in the Arena map
- Mouse driven camera for the map view
+ WASD by default to pan camera
+ Hold right mouse button to pan camera
+ Scroll wheel and QE can be used to zoom the camera in/out
+ Bindings can be adjusted in the bindings screen
- Pre-flight loadout screen now supports selection of aircraft if >1 aircraft is defined as playable
- Loadout info now displays selected aircraft
- When an aircraft has no cockpit, the camera near clip plane adjusts to show third person cockpit
- "Arena Demo" replaced with "Arena Campaigns"
+ Mission selector for arena campaigns
+ Dynamic text for start time, pilots, and selectable aircraft shown in mission description
+ Campaigns are a string of Arena missions
+ Completion of a mission + clearing objective earns stars
+ Arena missions unlocked throughout a campaign through either unlocking missions or earning stars
+ Locked missions show their pre-requisites when selected
+ Campaign progress persistently saved on Steam Cloud
- Added button to clear campaign save data to system settings (nuclear debug option...)
- Map category added to input binding screen
- Lofting navigation type for missiles (currently used by AGM-65D)
- Loadout screen now available in the arena map menu, and in the instant action menu
- In instant action, player spawns with the loadout specified by the loadout dialog
- Added cheat code system
+ "onlytheharrier" : Allows all AI aircraft to be selectable in the loadout dialogs
+ "surrenderbelisarius" : Unlocked all missions in all campaigns for the current play session

Improvements:
- Decreased muzzle velocity variation to decrease longitudinal spread of flak
- Mouse sensitivity slider range changed from (0.1-0.8) -> (1-32) to work better at higher resolutions
- Continuous mouse mode sensitivity now defaults to 10 (equivalent to old 1.0)
- Clouds are hidden when in map view
- Strategic info billboards when in map view instead of facing the camera (prevents awkward rotations)
- Whether tickets are used as a mechanic or not is set by scenario (defaults to off)
- Initial camera position in Arena is now defined by the scenario
- Updated UI borders to be more consistent with each other
- More verbose logging for Steam Cloud functionality
- Main menu buttons are reactive in size
- Modal dialog is a bit wider
- Updated Rewired 1.1.38.3 -> 1.1.44.U2020
- Tweaks to the quick mission builder visuals
- Campaign/mission loader will check subfolders of their respective directories

Bugfixes:
- When non-aircraft are destroyed mysterious, they are now "destroyed" rather than "crashed"
- Selecting previous weapon on the map screen no longer causes NRE
- Adjusted spawn offsets/rotations for all AI aircraft
- Fixed mission and map loaders not correctly reporting as loaded
- Button sounds can no longer be heard if the player is not in control of an aircraft (e.g. menus)
- Removed legacy press build stuff (no visible changes)
- Pre-flight loadout menu (e.g. as seen on map) shows correct store counts

Balance:
- AV8B roll rate increased 100 -> 140
- AV8B slightly more responsive to input (AngularDrag 120k -> 150k)
- MiG-23/F-4 are more durable 120 -> 200 usable HP
- MiG-21/F-5 are slightly less durable 175 -> 150 usable HP
- Destroyable aircraft part HPs generally made tougher to ensure loss of essential parts (e.g. entire wing) results in loss of plane

Hotfix 0.9.2.3

Hello, this is a hotfix to fix some small issues found after the last patch, but also includes a revised crater system based on the new empty shells that are much more efficient and allow for far more craters than before.

[h2]Changelog[/h2]
Improvements:
- Optimized crater system to support many more craters with less overhead

Bugfixes:
- Fixed some particle effects having sub-emitters with stop effects
- Fixed NRE caused by capturing a base with buildings that were previously on fire
- Fixed NRE caused by vehicles with a defensive mission having nothing to defend

Patch 0.9.2.2 is now available! ZSU-57-2 flak tank added!

Hello! The primary purpose of this patch is to migrate the aircraft guns/bullets to the new system used by the vehicles. This brings the optimizations and robustness from the vehicle weapons to the aircraft. For the most part this is a back end change, but in updating the code it has resulted in a lot of tangential features being updated.

[h2]ZSU-57-2[/h2]


This patch brings in a new unit, the ZSU-57-2. This "flak tank" is primarily an area denial weapon. It's not very accurate, and cannot fire under a certain altitude, but if you get hit by a salvo it can be devastating. The ZSU-57-2 can be selected in the Strike Instant Action mode, and has been added to the Arena Demo.

[h2]Timed fuzes and flak[/h2]


Vehicles can now be configured to fire an explosive round with a timed fuze. The new ZSU-57-2 fires these rounds. Flak rounds are explosive with a high splash damage, but aren't precisely aimed. The flak rounds of the ZSU-57-2 cannot (intentionally) explode below a minimum altitude, so they can be (mostly) safely avoided by flying below the flak screens. Just try not to intercept any of the shells with your plane and you'll be fine.

[h2]Turret error[/h2]


In 0.9.1, following the vehicle rework, all vehicles became perfectly accurate regardless of what their accuracy was set to in the files. This resulted in APCs and machineguns taking more than just pot-shots at passing planes, and anti-aircraft fire being dead on if you didn't jink or change speed.

With this turret error back in, only dedicated anti-aircraft weapons are accurate, and even those are no longer perfect unless you get close to them.

When taking fire from AAA, you should have a short warning to react to it before the distance is closed to the turret's effective range. This is back to how it was originally intended to work, and can be used to further differentiate different vehicles of the same type. E.g. a newer Shilka can be more accurate than a manually aimed older one.



For reference, this is how the system works:

  • Leading: Affects how far ahead or behind the AI can lead a target. Turrets which lack fire control software (e.g. machinegun turrets) will lag behind a moving target.
  • Effective Range: The range at which the turret will fire accurately onto a target. At ranges beyond this, accuracy falls off, and the turret will have some error applied to its targeting solution simulating an inaccurate solution.
  • Falloff Range/Error: At a certain range, the maximum amount of error that can be applied to a target. E.g. if set to 500m error at 1500m, this means that the most the targeting calculation will be off is by 500 meters when the target is 1500m away.
  • Min Height: Used mainly to prevent vehicles from firing into the ground when aiming at aircraft. For most vehicles this is irrelevant, but the ZSU-57-2 uses this to create the "flak floor" effect which prevents it from (purposefully) detonating flak too close to the ground.


[h2]New/Updated visual and sound effects[/h2]


In the process of moving the aircraft to the new and optimized gun code, this was the best time to do the pass on weapon effects I'd been wanting to do for a while. All weapons now have new hit, penetrate, explosion, and ground/water impacts split among three "sizes" of weapons: machinegun, autocannon, and cannon. The sound effects for all of these has been revised as well, so they're more audible and with cleaner audio than before.



Originally written in a couple hours as a "haha wouldn't it be funny if I used instanced meshes to draw empty shells it'd probably be stupid efficient to the point of having no performance impact" joke, it worked so well that I decided to formalize it and add it to the game. The Shilka has been converted to use this effect (it previously achieved it through jankier and less performant means), and ejecting shells have been added to all the aircraft that do it: MiG-21, MiG-23, and F-5E. I also added it to the AV8B's gunpod which is not realistic but it looks so cool I left it in.

[h2]Changelog[/h2]
New Features:
- Many new visual and sound effects for the autocannon and cannon sized weaponry
- Added ZSU-57-2 using a new timed fuze to create an area denial flak effect
- Guns can use a timed fuze to explode based on a predicted target position
- ZSU-57-2 has a "minimum engagement altitude" for turrets creates a "floor" that the player can fly under
- Added ridiculous and extremely optimized empty shell system
- Shilka, Mig-23, MiG-21, F-5E, and AV8B eject empty shells (I know the GAU-12 doesn't, but it's cool.)

Improvements:
- Aircraft guns migrated to new bullet/gun system
- RecoilForce parameter moved to the gun itself
- Vehicles override a gun's burst settings on the turret
- Tracers have configurable length (1 for aircraft, 2 for vehicles)
- All aircraft guns (even AI) now have bullet drop
- AI can compensate correctly for bullet drop
- Additional error reporting when something is wrong in the vehicle JSON
- Revision of turret error properties
+ Leading is used to make the turret lag behind the target or apply extra lead
+ EffectiveRange is the range at which a turret is 100% accurate
+ FalloffError is the most a turret can be off target when the target is at or beyond FalloffRange
+ Offsetspeed changed such that higher values result in more errative behavior
- Gun metal impact sounds more metalier, explosions more explosioner
- Bigger muzzle flash for the Shilka
- Tweaked empty shell color
- More responsive radar/threat warning display auto ranging
- Added 2 and 8 mile ranges for the displays

Bugfixes:
- Vehicles/turrets no longer target destroyed/disabled vehicles
- Fixed gun audio not playing correctly when firing
- Aircraft guns won't continue fire sound or pause burst when put into nav mode while firing
- Tracers appear correctly from the barrel, even on fast moving jets
- More aircraft gun camera shake
- Gun fire sound emitted from barrel rather than vehicle/aircraft center
- Barrels recoil in the correct direction
- Bullets spawn the specified effects on self-destruct/explosion
- Fixed crazy issue where sometimes some gun sounds could only be heard if the camera was next to the control tower
- Fixed vehicles being unable to target if there were too many vehicles around
- Turrets no longer instantly reset to forward when they go idle
- Tank muzzle flash smoke no longer turns with the barrel
- Muzzle flash smoke now has shading applied correctly
- Removed "HasRecoil" parameter, default barrel recoil is now 0
- Removed recoil visual from Shilka (not modelled correctly)
- More (EXPERIMENTAL!) safeguards to help vehicles spawn without errors in Arena
- Delayed sounds waiting to be played after scene has changed no longer crash
- Fixed rare crash caused by bullet exploding the vehicle it was fired from if it impacts on its first frame
- NavMeshAgent enabled only after initialization (should reduce log spam and make for cleaner vehicle spawning)
- Simplified NavMesh spawning, and it now checks through a wider radius (hopefully reduces errors from spawning...)
- Vehicles now avoid disabled/destroyed vehicles in addition to wrecks

Balance:
- M60 top turret burst delay increased 2 -> 3
- Machineguns have difficulty tracking/leading moving targets
- M163/Shilka have "perfect" accuracy only out to 1500m
- All AAA in the Arena demo have had their build times increased to 70 seconds