
New Features:
- Added functional SA-2 air defense site (radar and launcher)
- SAM sites are now functional as a vehicle group
+ Vehicle turrets can have a limited number of supported missiles in the air
+ Vehicle turrets can have their targeting overridden by the group lead's first turret
+ A group leader will check any members with the type names listed with "External Turrets" and take control of that vehicle's first turret
+ Vehicle radars more directly command missiles when using the GuidanceTypes: SemiActiveRadar, Visual, Laser, or Command
+ When a radar loses its target, it will self destruct any missiles in the air
+ If a radar switches target while a missile is in the air, it will try to redirect already active missiles
+ Self destruct commands obey missile arming time to prevent missiels from exploding on top of launchers
+ If a missile is considered missed, it will self destruct after a second
+ When radar is destroyed, guided SAMs lose guidance
- Missile launcher can now be "on target" while ignoring elevation
- New "ExplosionAirHuge" effect used by SA-2
- Added "Huge" missile motor effects (used by SA-2 boosters)
- Introduced a random error for missiles (used only on SA-2 for now) which makes it wiggle and imprecise
- Strike missions can have a dynamic number of Air Wings, Air Defense, and Ground formations (up to 3 for each)
- Added strike missions for every strategic target on the new island
Improvements:
- Database now shows the first sensor for aircraft and vehicles
- SA-2 Launcher can now rotate and correctly spawn a missile on it
- IsStatic on vehicles (previously unused) skips all execution of vehicle movement related code
- Negative depression value causes turret to be elevated a minimum amount when aiming
- Added optional subtitle for database entries
- Updated air defense and SAM descriptions with subtitles
- Removed the hardcoded hack that prevented instant action strikes from being played on other missions
- Whether or not a map can be played on strike depends on if it has any strikes defined
- Tiny bit of cleanup so unsupported maps load a bit nicer and are slightly more functional
- Dogfight missions default to 2 single ships of MiG-21, and 1 single ship of F-5
- Strike missions now default to a single MiG-21, no allied fighters
- Major rework to how spawning of ground formations works in Instant Action Strike
+ Strike mision ground spawns are hand placed instead of placed in hardcoded offsets relative to the target
- Tighter formations when a strike formation is spawned
Bugfixes:
- FuelEfficiencyAB works correctly now
- Fixed issue where water and hard collision impact effects weren't allocated correctly
- On spawn, vehicles must wait their targeting reaction time before targeting something
- Fixed the pop when missiles ignite being wider than it was tall
- Fixes edge case where alt tabbing caused a NRE if a joystick was plugged in but no gamepads
+ If the photo mode UI has no bindings, it will display [NONE] instead of crashing
- Implemented workaround for unexpected NREs caused by trails on aircraft destruction
+ No consistent repro steps on this, source of these is unknown and very inconsistent
- Fixed Flyables.json logging incorrectly as "Instant Action" when loading mods
JSON:
- "Turret.Munition" removed (replaced by "Turret.Launcher.Missile")
- "VehicleTurretType" removed (never used)
- New vehicle turret property: "IsControlledExternally"
- New vehicle turret targeting property: "MaxSupportedMissiles"
- New vehicle property: "ExternalTurrets"
- Added property "IgnoreElevation" to Vehicle Turret Firing data
- Added "Error" and "ErrorRate" properties to Stores.Guidance
- Added property "Subtitle" for the database descriptions
- Added "AttackSlots", "AttackAirSlots", "DefenseSlots", "DefenseAirSlots", and "DefenseSAMSlots" for the strike mission defitions (these must reflect the mission scene)
- Added "AirDefenseFormations" to Faction data
- Added AirDefenseFormations.json to define air defense sites
Balance Changes:
- FuelEfficiencyAB raised for all jets 3 -> 6, no effective change, matches old behavior
- Increased all tank shell gravity so they shoot over hills easier 5 -> 15
KNOWN ISSUES:
- Only the Soviet Army Air Base Instant Action mission has working ground units
- Strike missions aside from the Soviet Army Air Base on the island map are still WIP
- SA-2 dirt paths change color when radar is destroyed and can sometimes be scaled weirdly
- Chaff has no effect
This announcement was written and published by the developers/publisher of Tiny Combat Arena on Steam; it is mirrored here unedited for readability, with full credit and a link to the original above. © the respective rights holders. Rights holder and want it removed? Email us — we take it down promptly.