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Releases: dividebysandwich/stealth-mission-89
Release list
v0.7.1
What's changed
- Save and load single missions by @xan2622 in #4
- Window now opens at 1280x768 so the single mission screen fits by @xan2622 in #5
- Browser build fixed
- Theater load times have been reduced significantly
- Drone defense missions now show a correct image on the kneeboard
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WebGL fallback is now available for browser builds, with some known issues. WebGPU is the main supported renderer for web clients.
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Cockpit holes and wide angle: the camera clipped everything closer than 0.5 m. The F-117 cockpit became life size recently, so its canopy bow and coaming fell inside that distance, and wide angle showed even more of the close F-16 consoles. It's now 0.05 m
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TGP snap: when slewing stops within 30 m of a unit, friend or foe, the pod locks it as if you'd pressed lock.
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Options buttons: the single mission, career, campaign setup and dynamic campaign menu now have an Options button
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HMCS/HMD: Added a boxed speed and altitude indicator, and a TGP aim indicator
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Throttle hold: a tap still steps 5/10%. Holding the key longer than 0.3 s ramps the throttle at 50%/s. This is keyboard only; HOTAS buttons and the gamepad still step once per press.
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Throttle % indicator: "THR 85%" shows on both HUD styles whenever the setting changes, including from HOTAS or the VR lever, and is gone 1 s after it stops.
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City defenders:
- Ring: units defending a town now stand in a ring between 80% and 105% of its radius instead of near the centre, in single missions, career and campaign. A new sim test checks the ring.
- Clearance: after spawning, any unit sitting in a house, tree, raised model or water moves to the nearest clear spot within 250 m.
- The clearance step runs only in the game (single player or the multiplayer host). A dedicated server can't build the scenery, so it gets the ring without the house/tree/water check.
- The tree check covers the normal tree grid but not the shelterbelt rows along fields.
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The master caution light is now a normal pushable button in the Blender models of all five cockpits
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Aircraft pre-selection: This only applied to the campaign briefing: single missions already turn the mission into one that suits the chosen aircraft. Each mission kind now has a list of suitable aircraft
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Scenery collision: Houses, trees, pylons and power line wires are now solid.
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AI aircraft now avoid flying through mountains
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Realistic runway markings implemented
- Persistent chat: chat messages are now saved with the campaign. That means they're in the server's save file and in the state a joining player receives. The LOG page shows them mixed in with campaign events, and the CHAT tab shows the earlier history.
- Sidewinder lock: the F-117's HUD already picks AI aircraft ahead with no radar, but it never considered other players' aircraft. Those could only be locked from the display. It now picks other pilots by the same rules.
- Falling wrecks: a shot-down aircraft keeps its own model on the way down, drifting on along its course and tumbling, instead of being swapped for the generic wreck.
- Landing lights: All aircraft now feature landing lights. If point lights are enabled then they're visible as actual light sources, otherwise they are rendered as shaded meshes like any good DOS game
- F-16 afterburner: the throttle now has a detent at 82 % with a small gap of no change past it. The afterburner adds thrust and burns up to 4× the fuel. In VR the throttle hand feels two knocks and a rumble when it lights, a soft fade when it goes out, and short ticks at the detent and the end stops. There's now an afterburner roar on top of the engine noise, and the HUD shows "THR AB". On the keyboard, holding throttle-up pushes through the detent after 0.5s. And as cherry on top AB is shown in the external model too.
- Drag and thrust rework: F-16 half throttle at 10,000 ft is now 479 kt (was about 620). Without afterburner it reaches 655 kt at sea level and Mach 1.08 at 36,000 ft; with it, 808 kt and Mach 1.85. The F-117's top speed at sea level is unchanged.
- Cities: towns and cities now have lobed, stretched outlines, denser and sparser quarters, and occasional parks. Houses still get smaller towards the edge. The built-up ground is concrete in a few grey shades, while the outskirts keep green gardens.
Full Changelog: v0.7.0...v0.7.1
What's Changed
- Save single missions in flight and load them from the mission screen by @xan2622 in #4
- Open the window 1280x768 so the single mission screen fits by @xan2622 in #5
Full Changelog: v0.7.0...v0.7.1
v0.7.0
What's new
Bindings and key guide search
Never look through 40 bindings again to find what you want rebound. The kneeboard now also supports searching for bindings.
Better Tooltips
Tooltips now show weapon range information in the loadout screen, and instrument readouts in the cockpit.
Eyetracking Foveated Rendering
- Completely new renderer, right now exclusive for VR (Desktop mode still uses the standard Bevy rendering path)
- Much better efficiency and framerates on low-power devices
- Tested on Steam Frame
New scenery engine
- New tiles, scenery objects and mountains
- More natural mix of scenery
- Theater-appropriate trees
- More detail at a distance
New scenery objects and aircraft models
- Visible gear and bomb bay doors on F-117
- New "high-detail" F-16 model, also with working landing gear
- The F117 cockpit now sits inside the aircraft model
New sounds
- Altitude-, time- and theater-dependent ambient sounds of wind, birds and crickets
- Rain sounds
- Thunder now accompanies lightning. Something something frightening.
- Other jet and drone engine noises added
Other changes
- Dropdowns are now usable via mousewheel
- Fixes for OpenTrack head tracking
What's Changed
- Read out the instruments' values in their cockpit tooltips by @xan2622 in #2
- Add range information to ammunition tooltips on the Loadout screen by @xan2622 in #3
New Contributors
Full Changelog: https://github.com/dividebysandwich/stealth-mission-89/commits/v0.7.0