Certain vessels can potentially get stuck on each other during collisions due to their concave geometry
Autospeed match 'close' setting does not work as expected
Turret gunners are trigger happy generally firing too early and very likely to miss their target at longer distances on the initial trigger press
Fixed
Skirmish: Unable to remember the 3rd ship or higher in the list of faction ships when entering into the Skirmish menu
Skirmish: Removing a line breaks arrow key navigation
Skirmish: Wing Id dropdown is not wired up for up/down arrow key navigation
Skirmish: Keep the Add player button visible in the scroll windows when clicked
Cockpit camera views for Opponent faction ships not being properly aligned
Patch Notes 0.5.0
Playtest 4: Patch Notes 0.5.0 Overview
Added a new Skirmish menu option (replacing Simulator). Choose which ships you'll fly with and which ships you will fly against in a Team Vs. Team battle. Assign wingmen and edit load-outs for all ships.
New features and bug fixes
Known Issues
Cockpit camera views for Opponent faction ships are not properly configured, best to use 3rd person view if flying these, for now
Certain vessels can potentially get stuck on each other during collisions due to their concave geometry
Autospeed match 'close' setting does not work as expected
Turret gunners are trigger happy generally firing too early and very likely to miss their target at longer distances on the initial trigger press
Added
Skirmish: Create your own battles with team vs. team combat
Added some new controller/joystick settings under Options > Interface.
Wingmen monitoring for in-flight HUD
Forward Thrust Override and Reverse Thrust Override keybindings (ignores any speed restrictions)
Speed restrictions removed from Lateral thrusting, you can now thrust indefinitely to your own detriment
New targeting keybindings: Target hostile attacking you, Target hostile attacking your target, Clear current target, Target next/prev subsystem, Target next/prev turret
Auto-Targeting. When enabled the current target is destroyed or leaves the area the next closest hostile target will be selected
Changed
Reduced maximum speed and thrust forces by 50% for all current ships
Fixed
Lens flare inconsistent in first-person view flight
The Last Used View value was not being set when the player toggled between perspective views
Options > Game > Camera Sway: is not being applied the first time entering a mission
Zeroed out near zero translation/rotational velocities
Mouse Flight Cursor appears in front of Controller Mapping screen
FPS counter will remain if it's enabled in a mission and then the player restarts the mission
AI Wingmen may not receive AI wingman orders when first spawned and will remain unresponsive
Corvette debris now collide
Player Wingman is not following the player when in Formation and there are enemies present
1st Person view unintentionally disconnected from the player when they are accelerating/decelerating
Pressing the Target Tracking keybinding gives a null reference error when the player does not have a valid target
3rd person target tracking camera reverting to forward view before changing focus on to a new target.
3rd person target tracking not resetting back to forward view when the current target is lost
Debris translation stuttering
Improved performance during missions
Playtest 4: Patch Notes 0.4.0
Playtest 4: Patch Notes 0.4.0 Overview The focus of Playtest 4 is on gun gameplay. Guns (primaries and turrets) have been rebalanced. with distinguishing features along with the introduction of Prestige Cost and Fitting Point mechanics for ships and equipment. In addition, subsystems have been added, which when damaged, can affect the performance of a ship across various areas. Subsystems are either exposed (can be damaged by non-penetrating weapons) or covered (damaged only by penetrating weapons). Campaign access has been removed and will be re-introduced at a later date.
Known Issues
Certain vessels can potentially get stuck on each other during collisions due to their concave geometry
Autospeed match 'close' setting does not work as expected
Lens flare inconsistent in first-person view flight
Turret gunners are trigger happy generally firing too early and very likely to miss their target at longer distances on the initial trigger press
FPS counter will remain through menus if it is active when exiting a mission
Fixed
When entering into simulator gameplay and then exiting and returning to the refit screen, the player vessel is no longer equipped by default on entry
Failing any main campaign mission will soft-lock the game
Entering into the vessel selection screen will display a preview of the players currently equipped ship
Vessel Configuration screen: Equipment Selection/Equipped List does not scroll when using directional keys/buttons (up/down)
Vessel Configuration screen: "Not Enough Fitting Points" popup needs to be in focus as can use arrow keys to move around the equipment screen when it's active, and can only close the popup with the mouse
Switching 3rd to 1st person view the first time (if starting in 3rd) after rotating the vessel from the starting direction will now have the camera in the correct position
Fixed player wingman kills stat displayed in the mission debriefing for the Simulator Playtest 2 (1 v many) game mode is always 0
Issue with pilots failing to evade other vessels (confiscated their mobile infotainment devices)
Player and Target Health Quadrants and Arcs HUD not displaying the first time entering a mission.
Turret loadouts not being instantiated correctly with empty mounts before fitted (based on mount numbering system)
Vessel weaponry is no longer on immediate cooldown when vessels are instantiated
Audio no longer glitches for SFX sources while the player is moving around the mission
Changed
Removed Campaign button due to breaking changes and putting the Playtest focus on and around general combat
Options > Video > Resolution: The resolution list is now reversed for the highest resolutions to be listed first
Enemy faction ships now use the same weapons made available to the player (instead of using a weaker variant)
Removed Zoom functionality due to unresolved graphical issues with the current implementation.
Pitch shifting across a random range on each play of audio effects for menu, vessel button presses, and other gameplay effects.
On the first run when version change has been detected a backup of the old profiles will be created in a backup folder before the update process runs, saved in the games data directory (\AppData\LocalLow\Digitum Software\A-SPEC First Assault)
Added
Targetable subsystems representing various vessel systems (i.e. Bridge, Reactor, Engine, etc.)
Targeting and sub-targeting highlighting
Vessels have damageable subsystems reducing the performance of vessel systems based on the damage taken (i.e. weapon fire rate, weapon reload time, weapon accuracy, maximum Speed, acceleration/deceleration/rotation, repair rate, etc)
Subsystem Damage Control for repairing damaged subsystems
Turret damage control for repairing damaged turrets
Damage Control HUD report when player subsystems take damage
Gimball primary weapons (your guns will now move to track your target)
Gun lead indicator has been replaced with multiple point indicators representing where guns are pointing (gimbal guns will lead their targets) and where they would hit if they are over your currently selected target. A cross will appear over them if firing the guns will likely result in a miss
Target overview display now shows the name of any targeted component
Third-person views are constrained around the player (avoid the camera floating too far away/close to the player vessel)
Flying long distances from the mission starting points should no longer exhibit strange behavior to object positioning (i.e. projectiles won't skitter around when firing your primary weapons)
Projectiles have an impact force applied to the rigidbodies they hit
A range of small and medium-sized primary weapons for Autocannon, Artillery, Railgun, and Blaster primary gun types
A range of small and medium-sized turrets in 1-3 barrel versions for Autocannon, Artillery, Railgun, and Blaster gun types
Railgun can pass through Shield, Armour, and Hull damage layers to subsystems with covered trait
Vessel configuration screen: Missile launchers can be equipped to ships with available launcher ports (currently no launchers to equip as yet, sorry!)
Equipped missile launchers are listed on the weapon HUD display
Missile trail FX
Explosions can cause shockwaves which can apply Newtonian forces to objects caught in their blast
RCS Match Speed mode now uses set ranges for Long (10,000m), Medium (5,000m), and Close (3500m) options
Vessel Selection/Configuration screen: Prestige Balance is now abbreviated for large numbers
Created a versioning utility which, to maintain compatibility going forward, automatically backup the 'Profiles' directory on each major/minor version change to prevent data loss during updates
Playtest Patch Notes for 0.3.3
Overview
Flight HUD re-work
Many bug fixes
Known Issues
Player wingman kills displayed in the mission debriefing for the Simulator Playtest 2 game mode is always 0
3rd to 1st person view perspective change can cause the camera to swivel on transition and vice versa the first time the player changes the perspective after rotating the ship from the starting direction
Floating Origin implementation does not solve the lack of floating point precision at extreme distances
Certain ships can get stuck on each other during collisions due to their concave geometry
Autospeed match 'close' setting does not work as expected
Gameplay Fixed
The Radar component no longer has an 'out of index range' error caused by reusing the attached parent object with the pooling system
Ship AI controllers now use the correct behavior rules and will act differently than in previous playtest versions
Disable the mouse steering cursor on player death
Virtual Displays Manager no longer has a 'null reference exception' error on player death
Gun Sight Display no longer has a 'null reference exception' error on player death
Miscellaneous HUD assets no longer remain during player dying or autopilot animation sequences
Prevented the player from being able to change camera views during player dying animation
The 'Last Used Camera Perspective' under gameplay options now reflects correctly the player's last chosen camera perspective and no longer set itself to 3rd person on player death
Some particles explosions were unintentionally affected by the player's velocity
Changed
Heads Up Display (HUD) re-work for primary and turret weapons
HUD position adjustments for all display elements to avoid taking up too much center space
HUD player and target status displays have been switched around with each other
HUD flight indicators no longer use images for the border graphics [
}HUD speed and velocity indicators now using monospacing
HUD velocity indicators (X, Y, Z) are now permanently displayed instead of only being visible when Flight Assist is disabled
Internal Changed
Pooled game assets were not being destroyed between mission instances
Fixed
Windows Operating systems with HDR enabled no longer cause the game to display dark and washed-out colors (Thank you nonplayer)
Patch Notes (0.3.2)
Overview
Smoother gameplay motion and improved performance.
The new Reticle Zoom only has the 1 zoom setting at the moment (more zoom multipliers are planned).
New useabilitiy options for the gameplay camera
Gameplay Fixed
Camera shake was not happening when firing main guns
Added
Reticle Zoom (key binding not set).
Muzzle flash for all weapons
Gunsight adjusts to show where main guns are likely to hit (most obvious when in close proximity to ships)
Camera Shake (Options > Gameplay) toggle tied to impulse actions (firing guns, projectile hits, explosions, etc)
Camera Sway (Options > Gameplay) toggle tied to player movement/momentum
Changed
Frame Limit (Options > Video > Frame Limit) option 'FPS_15' is now replaced with a more useful option 'Monitor' to set Frame Limit to your monitor refresh rate
Projectile hit effect for each projectile type
Refactored AI for performance increase.
Internal Change
The camera system now uses a single camera instead of multiple for internal and external views
Physics update rate is now tied to framerate which can be controlled by Frame Limit (Options > Video > Frame Limit).
Rigidbody center of mass now always zero (fixes rotation jitter evident to player turning their ship) where the model/collision data is slightly offset from zero position
Fixed
Menu not displaying when loading into the game (all you see is the camera spinning around the ship). Caused by duplicate controller input entries not being caught correctly. (Thank you nonplayer)
Allowed mouse to be used in menus on computers with touchscreen-enabled devices. (Thank you nonplayer)
Playtest 3 Update brings Thicc bullets and improved AI behaviour
Hey there pilot, check out the latest Playtest 0.3.1 update which brings 'Thicc' bullets (bullets with a thickness to make them chonky enough to feel like they have form) and improvements the to AI behavior to make combat feel more interesting and give you the opportunity to position yourself for the best shot.
Known Issues
Exiting and re-entering the campaign menu will reshuffle the available random missions
Changes
<*>Inflight:
Artillery and Railgun projectiles now have a thickness used in checking for collisions
The primary gun sight appears in the 3D world when using the Target Tracking view.
The primary gun indicator will adjust its position to better show where the guns will hit when hovering over a collidable object (i.e. ship)
Wingment will return to formation if there are no more enemies to attack
3rd person camera view has tighter view of the players ship
Changed the color of certain HUD elements from white to green for improved visibility over bright areas of the skybox
Fixes
<*>Inflight:
Fixed an issue where AI won't disengage to evade under defined conditions
Adjusted some values for AI collision avoidance checking and behavior actions.
Misc
Removed all null reference checks from the Targeting Computer component (slight performance improvement)
Playtest 3 begins
Playtest 3 begins with Patch 0.3.0
I'm happy to announce the start of Playtest 3 which introduces the new campaign mode, bringing major changes to the ship equipment configuration with Prestige and Fitting costs, and new Passive Modules to buff the performance of various ship systems.
Join the ASPEC community on Discord, talk about the game, leave feedback and tell me about any bugs you encounter.
Request to join the Playtest for immediate access. Play, have fun and leave feedback on the Discord server.
New features, improvements and bugfixes
Playtest 2 added to Simulator Menu providing waves based compact against multiple opponents while assisted by a wingman
Wignman can be assigned orders with default bindings F1 Break and attack, F2 Attack my target, F4 Form on my wing
Turrets can now be given orders (Default 'O' key)
Autocannon, Blaster, Artillery, and Railgun weapons available to select for turret and Corvette main guns
Engine and thrusters visually represent the Reaction Control System doing its thing keeping you flying forward
Main engines now stop thrusting when the RCS no longer needs to apply any forward thrust
Added 3 new enemies (Corvette, Frigate, and Cruiser) ,each with their own models, available to be destroyed in Playtest 2 scenario
New follow target camera (default '/')
Camera view bindings now set to the keyboard Numpad (8 1st/3rd Front,4 Left,6 Right,2 Back)
Reset Controller configuration to avoid control binding issues with this update
All ships now have Thruster effects for rotation, acceleration, and deceleration
Ship death explosions now more appropriate for the size of each ship
Minor changes to warship AI to try and feel/act less 'dogfighter' (still uses Fighter Pilot AI)
All available turrets now have 3D models for Single, Double, and Triple barrel weapons
All Corvette primary guns now have a 3D model and can be seen rotating with the gun-tracking
Each type of projectile weapon has its own visual and audio effect
Projectiles scale according to distance to be always visible (especially when at great distances from the camera view)
Arillery projectiles now cause explosive damage
New high-quality skybox added to replace the previous skybox
Huge changes to the ship and weapon selection screen
Massive refactoring of codebase related to ships, equipment, and weapons which makes little difference to the player but a huge difference on the development side
Fixed numerous bugs (most probably caused by refactoring of the codebase and adding new features)
Fixed an issue with beam weapons not scaling correctly when fired (but you won't notice because beam weapons have been removed for now)
Known issues:
Muzzle flares missing from all weapons
Irrelevant keybindings still listed in controller bindings (i.e. Power management)
Primary weapons selection arrows wobble a bit when moving/rotating
RCS thruster and engine control in a zero-gravity environment
Hello all,
Progress is being made on ASPEC First Assault, albeit slower than intended due to unexpected life issues that I won't be going into.
I want to show off some of the behind the scene elements that you may take for granted. Much like a car that you just get into, turn the ignition and drive off, there is a greater degree of complexity hidden under the hood that makes such an act appear simple but is quite complex and thankful don't require any inner working knowledge to use.
In ASPEC an RCS (Reaction Control System) is a computer flight assist that keeps players flying where the nose of the ship is pointed. Without this assist, zero-gravity flight becomes significantly more complicated as you handle all 6 degrees of movement and rotation manually.
To visually show what the RCS is actually doing I have added visual elements for effect. Thrusters and engine flares are made visible allowing you to see just how it's handling your input and counteracting current forces on the ship.
[previewyoutube="P9pHDL-ssSc;full"]
Just to be clear the thruster placement is not 100% accurately modeled, more an artist interpretation of what looks like a reasonable placement to me. Thrust forces are calculated based on desired maximum acceleration and rotation speeds based on meters and degrees per second, which are used to calculate the required forces based on the mass of the ship. This generates some huge values which would be unrealistic with modern technology, so remember this is set in the distant future and would be as magical to you as a car would be magical to people in the Stone Age.
Signup for the A-Spec First Assault playtest. Crossed between dogfighting and tactical space combat, outfit and pilot a corvette class ship with main guns and automated turrets. Use full six degrees of freedom to pull off maneuevers you could only do in deep space.
Head on over to the A-Spec First Assault page and click the green Request Access button to Join the A-Spec First Assault Playtest.