Update v0.0.8
Hello! It's time for another update.
This update includes a bunch of improvements and fixes to the editor, units, wingmen, and equipment.
You can now make a whole custom campaign with a series of missions, budget, unlocking weapons, etc. Just like the original 'The Island' campaign. There are a couple new enemy air units which can be placed in custom missions - a stealthy high speed fighter, and a VTOL/STOVL attack plane.
Triggers in the editor now work, which lets you fire events based on whether the player or a unit enters or exits a certain area.
Ships can now be commanded to move through event actions in the editor!
Landing on a moving carrier can be quite a challenge.
The player spawn can now be assigned to an air group, which is how you designate which planes are the player's wingman.
When you have wingmen, they communicate threats and their attacks with you, and can be ordered to attack your specific target through the communications MFD page.
There's also now a settings option to display the spectator cam (when you've turned it on through the MFD) on an external monitor.
There's alot more changes so be sure to check the full change log below!
Now that the editor has most of the features I needed, I'll move towards converting the original Island campaign to use it, and create more missions for it.
If you have created custom scenarios, please share them on the Steam forum under the proper sub-forum, or post them on the discord! Happy flying!
Here's an album of screenshots from the update:
https://imgur.com/a/iNH18
This update includes a bunch of improvements and fixes to the editor, units, wingmen, and equipment.
You can now make a whole custom campaign with a series of missions, budget, unlocking weapons, etc. Just like the original 'The Island' campaign. There are a couple new enemy air units which can be placed in custom missions - a stealthy high speed fighter, and a VTOL/STOVL attack plane.
Triggers in the editor now work, which lets you fire events based on whether the player or a unit enters or exits a certain area.
Ships can now be commanded to move through event actions in the editor!
Landing on a moving carrier can be quite a challenge.
The player spawn can now be assigned to an air group, which is how you designate which planes are the player's wingman.
When you have wingmen, they communicate threats and their attacks with you, and can be ordered to attack your specific target through the communications MFD page.
There's also now a settings option to display the spectator cam (when you've turned it on through the MFD) on an external monitor.
There's alot more changes so be sure to check the full change log below!
Now that the editor has most of the features I needed, I'll move towards converting the original Island campaign to use it, and create more missions for it.
If you have created custom scenarios, please share them on the Steam forum under the proper sub-forum, or post them on the discord! Happy flying!
Here's an album of screenshots from the update:
https://imgur.com/a/iNH18
AV-42C
- Set new lit shader to the rest of the cockpit labels
F/A-26B
- Fixed tooltips for light switches
- Fixed hand pose bounds for light switches
- Added softlock track icons to HUD
Editor
- Added Campaign Editor
- Added "Protect Unit" objective
- Added Trigger events
- Added aicraft group option to Player Spawn to allow receiving radio messages from wingmen in custom scenarios
- Added message in objective editor showing if certain required fields have not been configured
- Added ability to target/reference sub-units for certain actions
- Added TWR info when editing aircraft unit equipment
- Added sea unit groups
- Allow selecting a unit as a waypoint for triggers and certain mission objectives
- Missions set as training mission now appear in training tab in-game
- Added aicraft group option to Player Spawn to allow receiving radio messages from wingmen in custom scenarios
- Added message in objective editor showing if certain required fields have not been configured
- Fixed issues caused by deleting a unit that was in a unit group
- Fixed issue caused by deleting a unit attached to a carrier
- Fixed issue caused by deleting a carrier that was referenced by a landing event
- Fixed issue when attempting to Save As with scenario that uses Editor Resources
- Fixed broken Refuel objective type
Units
- Added ASF-58 fighter to enemy team
- Added GAV-25 attack vtol to enemy team
- Added AWACS to allied team
- Added ability for ships to move
- Added countermeasures to fuel tanker and AWACS
- Added Anti-Ship missile to allied AI planes
- Added anti-ship missiles to allied and enemy cruiser ships
- Removed annoying sound when F/A-26 wingman is turning on/off afterburners
- Updated Allied Carrier model
- Improved AI VTOL handling
- Fixed: Enemy infantry soldier unit jumping around map
- Fixed AV-42C taxi collision avoidance and steering
Equipment
- Improved AGM-89 maneuverability
- Adjusted anti-ship guidance to eliminate crashing when turning sharp corners and sea-skimming
- Anti-ship guidance in evasive mode can now detect incoming missiles with radar and react
- Fixed issue where AGM would auto-lock even when set to manual uncage on first shot
AI
- Improved landing procedures to be able to land on moving carriers (both arrested and VTOL)
- Fixed: AI sometimes attempt to take off before taxiing to a runway
General
- Added scrollable list view for campaign selector
- Added button to reset progress on a campaign in campaign selector
- Added variations for wingman radio comms
- Added more wingman radio messages
- Added "Attack Target" command in MFD comms page
- Added experimental wind option in game settings
- Added radio comms volume knob to both vehicles
- Added second-monitor option for spectator camera
- Fixed issues with HUD brightness control on elements that show and hide
- Fixed: Autopilot would sometimes disable unintentionally
- Fixed planes sometimes getting stuck at the end of a catapult launch
- Updated some of the custom missions to use the new features