Vector Thrust cover
Vector Thrust screenshot
Genre: Shooter, Simulator, Indie

Vector Thrust

v0.9118

A new update, time is for all available branches including the default branch.
Considering all the last changes made in past incubator builds, it was decided that this build was the right opportunity to also update the default build.
The users that only play the default branch will find a lot of interesting additions.

But this update, like the ones before, it is the result of the ongoing process of revamping the existing campaign, so the changes are either in the editor or the user experience.

The two main highlights are:

  • The new configuration for the multi lock, now it can be changed how it behaves on the options menu or using the command window during gameplay
  • The new Alpha Strike attack, this action can be activated by pressing "change weapon"+"Fire selected weapon" at the same time, it will fire all available ammo immediately but with a of cost of a longer reload time.


This time it also has been added new challenges and a new fully voiced Battle scenario, if you already have some good aircraft in your hangar you should give it a try


CHANGE LIST

  • ADDED: Mission editor: option to save/load core and custom challenges
  • ADDED: Mission editor: in unit list now shows the ace name to help selection
  • ADDED: Mission editor: in unit list has been added the option to remove individually or completely clean the scene
  • ADDED: Mission editor: Triggers: num pickups
  • ADDED: the ability to define the default screen compositors
  • ADDED: the option to configure how the Multi lock behaves
  • ADDED: the option to change Multi lock options during gameplay using command menu
  • ADDED: the option to link sp weapon fire to main weapon
  • ADDED: action: set compositor on
  • ADDED: Alpha strike attack
  • ADDED: A/FX-12 Challenge
  • ADDED: AFTI 244.180 Challenge
  • ADDED: Lampyridae Challenge
  • ADDED: Near Have Blue Challenge
  • ADDED: F-15Streak Challenge
  • ADDED: F-16 Agile Falcon Challenge
  • ADDED: Bop Challenge
  • ADDED: F-22V Challenge
  • ADDED: P.125 Challenge
  • ADDED: X-16S Challenge
  • ADDED: VX-11
  • ADDED: ColdPigeon
  • ADDED: Combined operations Battle scenario
  • ADDED: NAM-16_Mod-A
  • ADDED: SSD-25M
  • ADDED: SSD-25V
  • ADDED: Health pickup
  • ADDED: Sub ammo pickup
  • ADDED: Main ammo pickup
  • ADDED: Sp ammo pickup

  • FIXED: crash when starting F-16C_B25 Challenge
  • FIXED: ignoring keys in writing text if they are pressed at the same time
  • FIXED: Mission editor: occasional crash when changing AI type
  • FIXED: the duplicated map on ContinentalM9
  • FIXED: center position of the map ContinentalM8
  • FIXED: gun prediction aim sometimes not showing or disappearing after changing weapon
  • FIXED: SAAM linked to air flow vector
  • FIXED: in High AoA the lock track is not aligned with the unit
  • FIXED: aircrafts with destroyed sub object will continue to not have them even after respawn
  • FIXED: Mission editor: fixed yaw control in units placement
  • FIXED: the jamming ability to cancel lock was not working
  • FIXED: mission editor, sp selection after coming back from the editor
  • FIXED: S-32 roll animation.
  • FIXED: XST rudder animation
  • FIXED: YF-16CCV right elevator
  • FIXED: F-35s family is missing the right rudder animation.

  • UPDATED: F-15 family special weapons
  • UPDATED: F-16 family special weapons
  • UPDATED: Now the main weapons can be added to the SP slot and automatically act as extra ammo reserve

v0.9117 [Incubator]

New version available!
Incubator only for now. In this update there are two things that need to be highlighted, first it has been added a possible fix for the X52 joystick, I wasn’t able to test it, so I’m interested to know if this update really fixes the issue of assigning new controls with this joystick. The other important addition it is the addition of a small code optimization that makes intense battles the run much faster.

Other point that may as well be equally important, the avionics specs continue to be revised, in this update it was updated the F-16 and Su-47 family. Related to this, here is a tip, the stats in the hangar are helpful but they can be very misleading if you don’t consider the role of each aircraft.

Also there have been several improvements in the cutscenes, but while they are being announced here they will likely only be visible after that campaign becomes available, but to anyone interested, during the cutscenes is now possible to offer choices to the player that will affect the outcome of future missions.

And finally, multi lock and rocket accuracy have been fixed.

CHANGE LIST


  • ADDED: Cutscenes: new resource system
  • ADDED: Cutscenes: branching option
  • ADDED: Cutscenes: added the option to link multiple sequences of cutscenes
  • ADDED: Mission Editor: in next level action, the option to end the campaign at the end of a branch
  • ADDED: Mission Editor: added the option to save and load missions from the edit folder
  • ADDED: variable tracking refresh rates for the missiles
  • ADDED: Optimization in projectile collision
  • ADDED: D 645-5
  • ADDED: YAIM-120A
  • ADDED: AIM-120B
  • ADDED: AIM-120C
  • ADDED: AIM-120C-4
  • ADDED: AIM-120C-6
  • ADDED: AIM-120C-7
  • ADDED: AIM-120D
  • ADDED: Tactical Symmetry music
  • ADDED: Green Celt music
  • ADDED: The Wheel music

  • UPDATED: F-16 Family avionic specs
  • UPDATED: F-104 Family avionic specs
  • UPDATED: Lampyridae Family avionic specs
  • UPDATED: Su-47 Family avionic specs
  • UPDATED: novel type cutscene
  • UPDATED: Structure type object skin options

  • FIXED: wrong weapon state when the campaign has hidden units
  • FIXED: campaign and mission editor does not update the new mission in the list after being saved
  • FIXED: cutscenes not appearing when set before the briefing
  • FIXED: multi lock not behaving properly
  • FIXED: Mission editor: not showing variables names
  • FIXED: Su-33 reaction time
  • FIXED: helicopter AI movement
  • FIXED: the text parser not reading if multiple keys are pressed at the same time
  • FIXED: rocket accuracy
  • FIXED: Aspide MK-1 linked to the wrong sound file
  • FIXED: crash after going two times to the options menu
  • [Not tested with the actual joystick] FIXED: X52 support or if a button is continuously pressed when changing button configuration
  • FIXED: whiteout effect that units have at distance
  • FIXED: Crash when selection a object of the map in the mission editor

v0.9117 [Incubator]


New version available!
Incubator only for now. In this update there are two things that need to be highlighted, first it has been added a possible fix for the X52 joystick, I wasn’t able to test it, so I’m interested to know if this update really fixes the issue of assigning new controls with this joystick. The other important addition it is the addition of a small code optimization that makes intense battles the run much faster.

Other point that may as well be equally important, the avionics specs continue to be revised, in this update it was updated the F-16 and Su-47 family. Related to this, here is a tip, the stats in the hangar are helpful but they can be very misleading if you don’t consider the role of each aircraft.

Also there have been several improvements in the cutscenes, but while they are being announced here they will likely only be visible after that campaign becomes available, but to anyone interested, during the cutscenes is now possible to offer choices to the player that will affect the outcome of future missions.

And finally, multi lock and rocket accuracy have been fixed.

CHANGE LIST


  • ADDED: Cutscenes: new resource system
  • ADDED: Cutscenes: branching option
  • ADDED: Cutscenes: added the option to link multiple sequences of cutscenes
  • ADDED: Mission Editor: in next level action, the option to end the campaign at the end of a branch
  • ADDED: Mission Editor: added the option to save and load missions from the edit folder
  • ADDED: variable tracking refresh rates for the missiles
  • ADDED: Optimization in projectile collision
  • ADDED: D 645-5
  • ADDED: YAIM-120A
  • ADDED: AIM-120B
  • ADDED: AIM-120C
  • ADDED: AIM-120C-4
  • ADDED: AIM-120C-6
  • ADDED: AIM-120C-7
  • ADDED: AIM-120D
  • ADDED: Tactical Symmetry music
  • ADDED: Green Celt music
  • ADDED: The Wheel music

  • UPDATED: F-16 Family avionic specs
  • UPDATED: F-104 Family avionic specs
  • UPDATED: Lampyridae Family avionic specs
  • UPDATED: Su-47 Family avionic specs
  • UPDATED: novel type cutscene
  • UPDATED: Structure type object skin options

  • FIXED: wrong weapon state when the campaign has hidden units
  • FIXED: campaign and mission editor does not update the new mission in the list after being saved
  • FIXED: cutscenes not appearing when set before the briefing
  • FIXED: multi lock not behaving properly
  • FIXED: Mission editor: not showing variables names
  • FIXED: Su-33 reaction time
  • FIXED: helicopter AI movement
  • FIXED: the text parser not reading if multiple keys are pressed at the same time
  • FIXED: rocket accuracy
  • FIXED: Aspide MK-1 linked to the wrong sound file
  • FIXED: crash after going two times to the options menu
  • [Not tested with the actual joystick] FIXED: X52 support or if a button is continuously pressed when changing button configuration
  • FIXED: whiteout effect that units have at distance
  • FIXED: Crash when selection a object of the map in the mission editor

Update v0.9115 + v0.9116 [Incubator]

This announcement is about the last two updates made available in the past few days.
They are available on the incubator branch only, but the players that use the standard build can run the incubator at anytime, more information can be found in the " Incubator branch" thread.

This new build should be more solid and clean of issues than the existing version, but give it a few days just to be sure that it doesn´t introduces critical issue and then it will be made part of the default content.


As for the update itself, since now all the gameplay mechanics are in place, it is a lot easier to find and correct all the issues that have been lurking around, this update fixes lots of them, especially in the mission and campaign editor.
Also, the ongoing development of the final campaigns are providing an excellent opportunity to test all the existing features, so anyone interested in using the editors will be pleased with these improvements.

This update also includes several new bombers units that will be used in these campaigns, some still need some tweaks, but they can consider this as a preview of the final campaign. A notable unit is the SWL-3, this is because it is a boss unit with support role that uses laser type weapons to neutralize enemy projectiles.

Also speaking about lasers, it is clear that several of you might have been interested for quite some time in the addition of this kind of weapon, while at the moment there aren´t a lot of examples, I think it has more than enough to play around and make you own.

A final point, this update also tweaks the gameplay balance of some units, first it changes the special weapons as the result of ongoing discussion in the forums and other it updates avionics parameters to properly follow the role of the unit. In this update only a few families have been tweaked but the rest will be done in the following updates


CHANGE LIST


  • ADDED option to show logo for custom skins
  • ADDED: the option to disable outline in the skins
  • ADDED: LOD to reactor particles
  • ADDED in the action "fire projectile", the option to configure the initial velocity
  • ADDED: in the mission editor, the option to set the NPC mission as "do nothing"
  • ADDED: in the mission editor, new Action: Set Position
  • ADDED: in the mission editor, new Action: Camera shake
  • ADDED: in the mission editor, new Action: Change Scene Time
  • ADDED in the mission editor, new Action: Flash Fade
  • ADDED: in the mission editor, new Action: Change SP weapon
  • ADDED in the mission editor, new Action: Change deploy State
  • ADDED: in the mission editor, the option to select the unit voice
  • ADDED: in the mission editor, the option to forbid the AI to act on revenge
  • ADDED: in the campaign editor more options to unlock aircraft
  • ADDED: ATA Model 21 challenge
  • ADDED: A-12 challenge
  • ADDED: YF-5A challenge
  • ADDED: Laser type weapon

  • ADDED: EOS-5PP
  • ADDED: SWL-3
  • ADDED: T-4
  • ADDED: T-4+VKS
  • ADDED: T-4M
  • ADDED: M-67 LK-M
  • ADDED: M-67 Kreiser LK
  • ADDED: 1046-1010
  • ADDED: T-4MS-8
  • ADDED: T-4MS-5
  • ADDED: T-20-6
  • ADDED: CL-282
  • ADDED: BQM-34A

  • UPDATED: S-32 with weaponsbay
  • UPDATED: Su-47S with weaponsbay
  • UPDATED: A-12 with weaponsbay, specs and special weapons
  • UPDATED: ATA Model-21 with weaponsbay, specs and special weapons
  • UPDATED: A/FX-12 with weaponsbay, specs and special weapons
  • UPDATED: BOP MK2 with weaponsbay, specs
  • UPDATED: F-36 with weaponsbay, specs
  • UPDATED: X-36 specs
  • UPDATED: A-10 family specs
  • UPDATED: F-22 family specs
  • UPDATED: F-15 family special weapons
  • UPDATED: F-16 family special weapons
  • UPDATED: Gun sounds


  • FIXED: the kaleidoscope effect when flying close to the water
  • FIXED: crash when ground objects without weapons have AI
  • FIXED: XST challenge
  • FIXED: occasional crash when changing the AI type of a NPC unit
  • FIXED: White square in Desert Map2
  • FIXED: Units visible in the hangar when set as hidden in the campaign editor
  • FIXED: show difficulty selection menu in campaigns that only have one difficulty level
  • FIXED: Mission editor: action UnitChangeDmgLimit assigning the wrong script ID
  • FIXED: Mission editor: action UnitChangeHudInfo assigning the wrong script ID
  • FIXED: Mission editor: Action call delay does not save float values
  • FIXED: Mission editor: fixed issues with spawn projectile action
  • FIXED: Mission editor: fixed issues with Trigger Units in Area
  • FIXED: Mission editor: NPC mission TGT tab resetting
  • FIXED: Mission editor: Remove target in NPC mission not working
  • FIXED: Mission editor: the mutators reset after loading the mission
  • FIXED: Mission editor: wrong pitch orientation for the spawn position when using the helper
  • FIXED: Mission editor: the action Units in Area, does not count properly
  • FIXED: Mission editor: deleting the dialogs after testing the mission
  • FIXED: the issue of missiles with proximity fuse making lower damage than intended to large units
  • FIXED: campaign editor save window being occluded by the edit window
  • FIXED: campaign editor Issue at reading unlockables in the mission editor
  • FIXED: campaign editor not saving the weapons state



Update v0.9114

This is just a small fix to correct the issue that occasionally causes the frame rate to drop considerably in the battle scenario mode and campaign missions.

But it also adds a few other fixes:

CHANGE LIST


  • FIXED: group ID not saving data when change the type ID
  • FIXED: sub object remains active even if the parent radar is disabled
  • FIXED: edit countermeasures amount change the wrong parameters value
  • FIXED: remove button in mission edit not working for pickups and structures
  • FIXED: loading other mission in the editor do not remove pickups or structures
  • FIXED: Structures not reading the materials properly
  • FIXED: the mission editor not loading the dialog lines after returning from the test mission option

Update v0.9113

New update, well I wasn’t expecting to release this update so soon, but during the development I’ve found and corrected some of the issues that were causing the game to occasionally crash during gameplay. After that, the game didn’t crash once and the frame rate also seems to be increased.

A change like this made me think that this update should be public as soon as possible so I didn’t had the time to add the challenges I was planning.
I’ve tested over and over again in the most intensive battles and I haven’t found a single crash, but it is always possible that there is still some issues there, also I didn’t experienced the drop in frame rate that some players felt, so if anyone experienced before, please let me know if it has been fixed in your end or not.

CHANGE LIST


  • FIXED: crash when units with buff or debuff are near a projectile
  • FIXED: units that create jamming detection hole can't be hidden with similar units
  • FIXED: units that create jamming false targets for the allies can't create clones of units with similar ability
  • FIXED: refill countermeasures after respawn
  • FIXED: custom skins send glow and specular map
  • FIXED: misalignment in the mission complete in the skirmish mode
  • FIXED: crash after unit is killed (happen more frequently in Ziz and large battles)
  • FIXED: crash if placed wrong name for live animation
  • FIXED: crash after sub objects killed (happen more frequently in Ziz and large battles)
  • FIXED: max visible range not working properly for sub objects
  • FIXED: AI ignore the mission borders
  • FIXED: sub objects and ground vehicles not firing when equipped with some types of weapons
  • FIXED Bomb indicator shown in the top corner when looking away from the drop prediction point

  • ADDED: the ability to show "neutralized" using the display warnings action
  • ADDED: the option to configure start countermeasure values in the mission editor
  • ADDED: the option to add sound LOD in effect objects
  • ADDED: the option to add particle LOD in effect objects
  • ADDED: option to set meshs in the background
  • ADDED: MiG-29IB
  • ADDED: Mig-29SM4
  • ADDED: J-31
  • ADDED: ATA model21
  • ADDED: A_FX-12
  • ADDED: F-313
  • ADDED: TDEFS
  • ADDED: P-48 Mod-A
  • ADDED: P-48 Mod-B

  • UPDATED: Visby
  • UPDATED: P-48
  • UPDATED: A-12
  • UPDATED: VR Map

Update v0.9112

Finally a new update to the standard build, after all the improvements that have been developed in the incubator branch the current build of VT finally reached a state that it can be applied to the main branch.

If you have been playing only in the main branch you will see a lot of changes including the new countermeasures mechanics. But in that case I recommend you to have a look to the "incubator branch" thread to see what changes list of past versions.

I also what to say thanks to those that followed the development through the incubator branch, you've have been really helpful in testing this branch while it was unstable.

As for the future of the incubator branch, I don't think the game will require another big change in the code, but I sure this branch can still be useful for soft releases to test if what is being delivered is really working as it should

CHANGE LIST


  • FIXED: the AI calculation to use countermeasures
  • FIXED: the reaction time of the AI in using the first flare
  • FIXED: the AI now tries to consider which is the best countermeasure to be used (they are not aware of the true answer so even more skilled AIs will make mistakes)
  • FIXED: the use of chaff stopped the missiles' tracking system from ever working again
  • FIXED: after being tricked the proximity fuse completely ignored the targeted enemy even if they are few meters apart
  • FIXED: in the hangar menu it reuses old custom transparent material when a aircraft doesn't have a anything configured in the skin
  • FIXED: the world environment doesn't update in debug mode
  • FIXED: show player info in the left corner when there are no targets around
  • FIXED: in the editor when creating a new mission the player starts in position 0 0 0
  • FIXED: altitude display when moving below sea level


  • ADDED: smooth transition when starting the level
  • ADDED: smooth transition when activating the pause menu
  • ADDED: smooth transition when showing the points gained in the mission
  • ADDED: camera shake when near an explosion
  • ADDED: the possibility of the selected skin also change the appearance of the carried weapons
  • ADDED: structures (half done, only test models, need a better texture loading system similar to the aircrafts skins)
  • ADDED: fade in and out to the afterburner sound
  • ADDED: Game object speed multiplier in the editor options
  • ADDED: the ability to load a custom challenges and seamlessly integrate them in the evolution branch (need to add an example to show how this works)
  • ADDED: the test option in the editor now remembers the last unit used
  • ADDED: fixed crash after winning or losing a mission during the test option
  • ADDED: the option to add custom HUD overlays specific to individual maps
  • ADDED: ability to apply Speed state animation to collision model
  • ADDED: ability to apply Vel Loop animation to collision model
  • ADDED: ability to apply loop animation to sub objects
  • ADDED: ability to apply state animation to layer of sub objects
  • ADDED: VR map 1
  • ADDED: Challenge F-4D
  • ADDED: Challenge F-4J
  • ADDED: Challenge F-4S
  • ADDED: Challenge N-156F_E
  • ADDED: AIM-54B
  • ADDED: AIM-54C
  • ADDED: AIM-54C+
  • ADDED: Fakour 90
  • ADDED: AIM-82
  • ADDED: R-60K
  • ADDED: R-60KM
  • ADDED: A-12
  • ADDED: AFTI 244.180
  • ADDED: F-4S
  • ADDED: F-4D
  • ADDED: N-156F (Early)
  • ADDED: N-156F (Late)
  • ADDED: YF-5A
  • ADDED: MRE
  • ADDED: BOP MK2
  • ADDED: Harpy


  • UPDATED: Improved AI behavior after firing missiles
  • UPDATED: main missiles FOV
  • UPDATED: tweaked R-60M
  • UPDATED: Glass Material
  • UPDATED: family structure of several families and reorganized the other they are displayed in the challenge mode
  • UPDATED: how the AI skill is configured in the editor
  • UPDATED: Su-37 challenge, added a bit more initial HP

Update v0.9107 [Incubator]

Releasing new update is always a delicate action; after it becomes public there is always a feeling of anticipation.

Besides the question of “will they like it?” there is also the fear of introducing new bugs. In my experience I’ve seen small changes turning into nasty undesired results.
To prevent that is why updates that change the gamplay are usually the slowest to become available, however as the game grows, it becomes increasingly difficult to be able to test every corner of the game in just a few days before releasing it.

That is why I’ll try something different in the next build, the use of development branches. As this update features a variety of changes, so it seems to me that the best solution is to provide an alternative branch, this also enables me to easily upload new changes without the worry of making extensive tests in all sides of the game.

This branch will be called, incubator and can be available by following these steps:
Open steam client->select VT->Properties-> Betas->incubator->start game

But keep in mind, the purpose of this build is to serve as a repository for the newest changes/additions, only when we are sure that these new changes don’t create any undesirable effect the same build will be moved to the default and beta branches.
This will also be a test, if this system works, I’m very likely to continue to use this branch, but keep in mind this is not a stable branch and it is possible sometime in the future new updates break some side of the game. If that happens and a fix takes time to be available, you can always go back to the default or beta branch.

(also this update is all about gameplay, but additional content will be added very soon in this branch)

CHANGE LIST


  • FIXED: hangar mode running out of memory
  • FIXED: AI aircraft looking at targets on its back
  • FIXED: Su-37 challenge

  • ADDED: Countermeasures
  • ADDED: New bomb aiming system
  • ADDED: Destroyable Projectiles
  • ADDED: Each engine can have a different reactor
  • ADDED: Ability to test missions in the editor
  • ADDED: the ability to become undetected to high altitude aircraft by flying close to ground
  • ADDED: and updated some aircrafts descriptions


  • UPDATED: AI behavior
  • UPDATED: Sub objects now aim with lead

Update v0.9106

As usual here comes the quick fix the address some of the issues of the last update.

CHANGE LIST


  • FIXED: typo in the Testament squadron
  • FIXED: F-16C B25 Challenge only being considered clear if the player leaves the mission area
  • FIXED: win condition for the F-16 S/MTD challenge
  • FIXED: win condition for the Su-27S challenge
  • FIXED: win condition for the F-104S ASA/M challenge
  • FIXED: unlock requirements for the F-22
  • FIXED: uploaded the right file for the XST challenge
  • FIXED: in the campaign editor, some issues with save/load option
  • FIXED: in the campaign editor, the level selection sometimes not saving the last change in the combo box
  • FIXED: in the campaign editor, the when creating a new mission the system overwrites all others with the same information

  • UPDATED: S_210B challenge
  • UPDATED: Su-27SM challenge
  • UPDATED: S_210B challenge
  • UPDATED: in the campaign editor, some elements to improve usability


Update v0.9105


Here is the second part of the major upgrade that was initially planned.
But now looking back, it was definitely a good choice to split them in two.

This Build introduces the pickup system, this new mechanic opens a lot of possibilities, both in challenges and game modes, but at the moment it has only added a single pickup. But beyond that, the main purpose of this update is to add enough challenges for the player to be able to reach the F-22A and Su-37.

It would be great if next updates add the same amount of challenges like this, but we'll see, the main goal for the next update is to introduce counter-measures, so that is something that definitely worth waiting

CHANGE LIST


  • FIXED: bomb CCIP
  • FIXED: AGM-84 in the F-14D QS
  • FIXED: crash when display the F-104S in the loading screen
  • FIXED: V-601D sometimes exploding right after firing missile
  • FIXED: V-601D no longer play tracking sound when is waiting for the weapon to reload
  • FIXED: F/A-22S5 engine effects
  • FIXED: F-22V engine effects
  • FIXED: FB-22-1 engine effects
  • FIXED: FB-22-3 engine effects
  • FIXED: F-22B animation
  • FIXED: P.125 ECR animation
  • FIXED: FB-22C animation
  • FIXED: F-22UL animation
  • FIXED: J-35D animation
  • FIXED: FB-22A gun position
  • FIXED: FB-22C gun position
  • FIXED: FB-22-1 gun position
  • FIXED: F-22X gun position
  • FIXED: YA-10 animation
  • FIXED: XF10F hardpoint placement


  • ADDED: Trigger unit bounds
  • ADDED: Action to show warnings
  • ADDED: Pickup System
  • ADDED: 500 points star pickup
  • ADDED: YF-14F Aircraft
  • ADDED: Surprise Fighter A Aircraft
  • ADDED: Surprise Fighter B Aircraft
  • ADDED: LA-2000 Aircraft
  • ADDED: XF10F Aircraft
  • ADDED: Su-30MKK Aircraft
  • ADDED: Su-30MK2 Aircraft
  • ADDED: S 210B Aircraft
  • ADDED: S 35-1 Aircraft
  • ADDED: J-35A (short) Aircraft
  • ADDED: J-35A (Long) Aircraft
  • ADDED: J-35B Aircraft
  • ADDED: MiG-27M Aircraft
  • ADDED: Bird of Prey Aircraft
  • ADDED: F-36 Aircraft
  • ADDED: J-7FS Aircraft
  • ADDED: F-14A+ Aircraft
  • ADDED: F-14AM Aircraft
  • ADDED: in challenge mode, a family becomes visible if you have at least one unit unlocked (this is to allow players to still see the family even if the family structure changes)
  • ADDED: the ability to skip challenges
  • ADDED: in the challenge mode each aircraft you will show the best rank of if it was skipped
  • ADDED: J-35B Challenge
  • ADDED: J-35A (Short) Challenge
  • ADDED: J-35A (Long) Challenge
  • ADDED: F-22A Challenge
  • ADDED: S 35-1 Challenge
  • ADDED: S 210B Challenge
  • ADDED: F-14AM Challenge
  • ADDED: F-14A+ Challenge
  • ADDED: MiG-28 Challenge
  • ADDED: F-16 S/MTD Challenge
  • ADDED: F-15B Challenge
  • ADDED: F-15C Challenge
  • ADDED: F-15J Challenge
  • ADDED: F-15J Kai Challenge
  • ADDED: F-16C B25 Challenge
  • ADDED: F-5A Challenge
  • ADDED: Su-27S Challenge
  • ADDED: P-42 Challenge
  • ADDED: Su-27SM Challenge
  • ADDED: Su-37 Challenge
  • ADDED: XF10F Challenge

  • UPDATED: XST challenge
  • UPDATED: A-10A challenge
  • UPDATED: F-15A challenge
  • UPDATED: F-120C stats
  • UPDATED: increased significantly the rate of fire for the V-601D
  • UPDATED: ships and large units now have armor effect



KNOWN ISSUES


  • Bird of Prey does not have weapon bay
  • LA-2000 does not have weapon bay
  • Surprise Fighter A does not have weapon bay
  • Surprise Fighter B does not have weapon bay