ASE v0.04a
Hello everyone.
I have had a bit more time this month to work on ASE so this is coming out slightly earlier than expected. This update brings an extensive overhaul & expansion of the weapon system, a new aircraft, and paint mechanics.
Bug Fixes & Known Bugs
- I don't actually think I fixed any bugs this update because I don't remember any.
On a related note - this is really weird but my controller doesn't seem to work until I get into a mission. I haven't been able to reproduce it in limited testing with other controllers and computers, but please let me know if your controller doesn't work in-mission.
New Content & Other Changes
- New mechanics:
- Custom weapon UI - update to weapons management framework that allows weapons to specify custom UI elements that will be loaded upon mission start.
- CCIP: Demonic summoning of a disgusting continuously calculated impact point that took up the majority of my effort this patch. Not really optimised at this stage. Used for bomb weapons.
- Gun CCIP: Completely different CCIP system which STILL isn't completely accurate (forgive me) but is much more so than the legacy one. Upon entering gun range, the whiskey indicator will change to a crosshair and the gun pipper will move to the estimated lead point of the target. Generally aiming slightly between lead and the target should give best results.
- Launcher System: Additional descriptor for weapons which tells the game that it uses some kind of launching device that should stay on the hardpoint instead of disappearing upon firing.
- Omit Weapons: Additional descriptor for hardpoints which allows certain weapons to be prohibited from mounting, even if they fulfil weight requirements. This is so that weapons which are just straight up incompatible with hardpoints cannot be added to them.
- Paint System: Added ability to add and modify aircraft liveries. Currently the only aircraft to support this is the M/D-18. Many thanks to the buddy who generously contributed the skin for this.
- New weapon archetypes:
- Unguided Bomb - These munitions fall to the earth after release and deal damage in an explosive radius. Distance travelled will change depending on release angle, aircraft speed, and aircraft altitude. If the aircraft exceeds a certain pitch or roll angle, release will be impossible and a cross will be displayed on the reticule.
- Unguided Rocket - A simple rehash of existing missile code to remove any target seeking. Deals damage in an explosive radius and is fired individually from launcher pods.
- Semi-Active Guided Missile - Requires the target to remain within the lock circle (but not necessarily locked) in order to home, otherwise uses the same functionality as a regular missile.
- New aircraft:
- M/D-18E 'Rhino' - A multirole aircraft that is slower, but more maneuverable than the MD-15C. Capable of supermaneuverability mode, which was removed from the MD-15. Currently, I've given it access to the new weapons included below (except SRAM).
- New weapons:
- GPBL - General Purpose Bomb (Large) - Utilises standard unguided bomb code with large explosive radius.
- RKPD - Rocket Pod (Small) - Small launcher holding 2 rockets per reload. Has a slight spread.
- SRAM - Semi-Active Radar Air-to-Air Missile - High performance air-to-air missile but needs to be guided on target.
- MTGM - Multi-Target Air-to-Ground Missile - Multi-lock top-attack missiles. Uses same code as LRGM, but no splash damage.
- Reworked systems:
- Missile homing system refactor - I was aware that the STDMs were inconsistent up close so I dug into the legacy code and rewrote it. Missiles should be much better at tracking at good angles - i.e. head on or from behind, while still punishing bad positioning.
- Bullet collision - Added a 'damage collider' to bullet objects to make hitting things with them easier. The older, smaller collider is retained for terrain collisions
- Other changes
- Played with the spawns in Operation Magnum Major to decrease probability of furball occuring beyond map boundaries.
- Removed MD-15's supermaneuverability ability and increased mobility slightly to compensate.
- Added SRAM to MD-15's loadout.
What's next?
I'm gonna be signing up for some work-related studying in the next few weeks so I expect to be fairly busy coming up, but my next priority is going to be refactoring the AI to allow for expanded decision-making and mission types. I'm also aware that the minimap and HUD can get very cluttered at the moment so I'll also try to see if I can fix that - it'll probably involve scaling far away targets and making new icons for the minimap.
Files
Get At Skies' Edge
At Skies' Edge
watched too much top gun
Status | In development |
Author | Mackerel Sky |
Genre | Simulation, Action, Shooter |
Tags | Flight, War |
More posts
- ASE v0.10b32 days ago
- ASE v0.10a49 days ago
- ASE v0.09aJul 20, 2024
- ASE v0.08bApr 25, 2024
- ASE v0.08aApr 13, 2024
- Development UpdateFeb 25, 2024
- 0.07c HotfixJan 24, 2024
- 0.07b HotfixJan 22, 2024
- ASE 0.07aJan 19, 2024
- v0.06b HotfixDec 11, 2023
Leave a comment
Log in with itch.io to leave a comment.