Some things i'd like to suggest. If possible, make buttons like throttle, yaw and map be pressure sensitive for controller. With that when enlarging the map make it static instead of rotate along with showing the entire map. Could also color code enemies on the map to represent their health. Also this is just something that I noticed but there seems to be a slightly overwhelming amount of enemy fighters shooting at you at times and I would assume that's why we have a flare feature. My problem is that it makes no sense as enemy fighters don't use flares so it makes it seem like a bit of an unfair advantage. I'd say balance out the amount of enemy fighters and get rid of flares entirely. If that makes it sound too easy I noticed something else. SAMs are almost a non issue as they're nowhere near as aggressive as they should be. Possibly tweak the sam ai so they actually become a threat. Hope this helps.
Well, enemy fighters do have flares and they do not hesitate to use them -- it's that theirs simply don't work. Right now the game is not very well balanced and needs lots of polishing in the future.
Hey, it's really an excellent game until now. Except I have some trouble with the padlock, I have to keep pressing the key to keep the padlock on, it's inconvenient. So can you set the padlock as the 4th view or use another key to turn on padlock by clicking once? By the way, will there be a multiplayer mode in the future?
Hi, How i can did make the X360CE emulator work with the game? I have a control of xbox 360 but I want to play with my Sidewinder FF2 joystick, I do not want to use it in a native way since it is a joystick with Force Feedgback the vibration to accelerate the plane to the maximum I think I will not feel it unless I emulate the control of xbox 360 with the Sidewinder FF2 Joystick, I am using x360ce_X64.exe, it is already configured but inside the game it does not recognize me. Where should I paste the three emulator files in the main folder? Attached a link with the capture of the three files in the main folder .. I hope you can help the X360 control emulator works..Thanks
Hey, i alredy (sorry for my bad english im not verry good at it) downloaded but its givin me an "fatal error" it says "The global shader cache file 'C;/user/jorge/Desktop/Project Wingman KS Demo
0.4.1/Engine/GlobalShaderCache-PCD3D_SM4.bin' is missing."
it is a much larger notification but if you need me to right it completely let me know and if you can help me too because i realy want to play it
Third person headtracking has been noted! As for the HUD itself, I have received a few comments regarding the overall look and intuitiveness it is so it is something we plan to change in the future. And I'll see what I can do about the friendly markers.
I agree with this as well but i think it would be a bad move to scrap all the progress made on the hud so far. There is a lot of things that are great for arcade flyers and there is a lot to be desired for flight sim enthusiasts. I would say if you had the time. An advanced hud option would be better than minimalist hud. If( like he said) you allowed us to remove all hud elements including the holographic display. And have them to be enabled individually. Also if we could rearrange them in sectors on the screen ourselves on the fly. You should eliminate the complaints about whats on the hud. Currently since the internals of the cockpit aren't 1:1 yet and all the buttons in the cockpit are mainly useless. It would be awesome if you could add some remap-able indication lights somewhere in the cockpit. Like in the SU27 there is a missile warning LED flashed between RED and Yellow for warning an alert. If we could replace the on screen warning with an indicator light in the cockpit mode it would greatly reduce the headaches. The missile lock on tone lock sounds also need some help. They are way to loud even after adjusting the volume. We already get pretty clear indication when missiles are locked visually, to hear it audibly at such a high frequency for seemingly the entire game is very exhausting. A volume slider for missile lock and missile inbound beeping would be a great addition. And for people like me who hate high frequency sounds a pitch slider for those two noises would make a world of difference. Since they are the main noises heard in the game.
I have a tiny bit of feedback on the air cruisers. I've seen/heard comments that right now they don't feel like a big threat but more just kind of a nuisance to shoot down, and I sort of agree.
It feels annoying to fire a volley of 8 MLAA's at a cruiser, just to only knock out one turret and the rest of the missiles are completely wasted because they hit the body at a bad angle and did no damage to the other turrets (I know that it's player error, and if I made sure to fire from straight above this wouldn't happen, but being forced into one attack angle adds to that 'chore' feeling of taking cruisers out).
Random suggestion: What if the cruiser's body had a set (large) health pool and every hit on the cruiser does damage to that pool, but destroying a turret/sub-system deals a significant chunk of damage to that pool (like 20% or something)? That way attacking the subsystems is still the most efficient way to kill them, but you don't end up with disappointing "misses" just because the angle wasn't quite right. I don't think any additional HUD element for the body health would be necessary, but just knowing that my shots are still doing something would make engaging the cruisers a bit less tedious.
As for the "not a real threat" feeling, I think the AA guns are the main culprit. A wide, random cone of bullets that rarely hit and only do 1-2% damage when they do doesn't give much feeling of danger. More accurate bursts that actually require evading could lead to cruisers (and ground-based AA guns) being something to actually respect and keep some distance from, rather than being able to fly straight over them without a scratch.
Just a thought to consider. I certainly don't think the cruisers are BAD in their current implementation; they're perfectly fine, but I do think they could be made a bit more interesting.
Appreciate the feedback! I think I may change the way the cruisers work so that your missiles wont simply count as a miss if it hits the main hull depending on how much that factors into gameplay. But we'll see how the community react to that change! Looking forward to your feedback on the next patch!
adding proximity airbursts from AA fire would make them more of a threat as well. honestly, the only sketchy Air Cruiser i encountered so far in there is the one in the last mission in Conquest. the one with fancy-ass railguns.
Will this game allow us to switch AI wingman for single player campaign? Because we can't do it in Ace Combat, which I think it's great if player can pick their own wingman for the story model or can be a feature to unlock after finish campaign at first time.
Currently wingman switching isn't planned. But there are some wingman features that we intend to implement depending on time constraints. Appreciate the comment!
When it comes to wingmen choosing, I believe one of the best games that pulled it off is MechWarrior Vengeance. Each wingman has a set skill in the beginning (one is better at A2A, one is better at A2G, one is better at reaction time, etc.) but as you bring them on more missions, their skills get better slowly.
What are thesystem requirements in the game and whether there is optimization, I'm probably blind or did not see the optimization but on my AMD Atnlo (n) II X2 3.40 GHz and 4 RAM and also on the vidyuh GT 630 (2GB) played flying on the minimum settings schedule on 10-24 fps.
There are 2 ways I know of. The first is to connect and configure your controller through Steam. I believe that you'll have to add Project Wingman to Steam as a non-Steam game and launch it from there for this to work, but the controller setup seems pretty straightforward. The second option if you don't want to use Steam is to download and install DS4Windows to allow Windows to recognize your PS4 controller. In my case I also had to install PS4 Remote Play before my controller could be detected, but the plus side of this is that you can use the controller for any game, not just ones launched through Steam.
I'd like to request a Japanese translated version of Project Wingman if possible, just for text elements like the UI and subtitles for the dialogue. There are more than a few Japanese players who are interested in this game and I think the only thing holding them back is the language barrier. There are videos on YouTube and posts on twitter spreading awareness of this game to the JP audience already and I think it might be beneficial to have more players support the project if you can reach out to them.
I'm not asking to have it done if it's too much trouble or if it interferes with the development, I'm just voicing out my ideas in hopes of possibly opening up some options for consideration. Thank you for your effort on this project! We're all having fun with this game and I hope you do too! ^~^
We are talking with a few people regarding localization, especially Japanese localization. I hope to deliver news on that font soon! Thank you so much for the support!
Hey there! anyone have a download mirror? never had a problem with older versions, but now the download starts and give me an "server" error randomly and i need to start it all over again (im using Google Chrome, maybe i should try with firefox... idk.)
EDIT: downloaded with firefox! ty again for this last update
1. It would be great to turn off controller vibration. I have a controller plugged in but fly with my HOTAS (with the controller vibrating all over the desk)
2. Add Track-IR functionality (trying to use FaceTrack/opentrack but it will not work with my webcam - too much fussing with IR filters etc)
3. Where is the indication when a missile is loaded and ready to fire? is it the click noise or is it shown on the hud?
@darkhelix when using the minimalist cockpit mode the missile reloads are indicated by the sound of a gun cocking back. its very faint at times and can get drowned out with other noises.
About the indication of missiles, there are 4 numbers on the right down side of the HUD, I still can't figure what's 1 meant for, but 2 shows how many missiles current ready for fire, and 3 shows how many missiles are in reserve. 4 shows the currently selected missile type.
Dude this game kicks ass, conquest was a lot of fun, especially running into some Ace squadrons. I think the basic missiles need a slight nerf in their tracking abilities, sometimes they're able to cut corners into turning planes that imo, are a bit too much for a basic missile. Like something a QAAM could do but maybe not the basic missiles. All in all, amazing work, will be following the game closely.
excellent work! I truly love this game. but i did notice a bug though in that the Motion Blur effect effects the UI as well is something that is fixable?
Oh boy this game had me in tears of joy. Conquest felt like playing every ace combat boss fight one after another. Conquest absolutely destroys Gauntlet mode in AC:Zero. Absolutely loved it! Once you get passed level 7 oh man oh man. And dem Su-37s! they literally had me thinking back to Ace Combat 4. Not gonna lie I thought I was gonna be able to smash the crap out of this mode with the SV-37 I did make it to the 2nd to last level then I ran out of missiles and machine gun ammo. I tried to down the HVT with my rockets as a last resort. They didn't work unfortunately lol. After that just saved up to get that F-18 and it basically put the game back on a regular difficulty. I feel like this game mode will need some tweaking though. At some points its super easy and at some points its kind of overwhelming. But I dig it. If it made it to the final game in this form id still be happy. Honestly Im overall very impressed with this update. Great work!
The gamemode does need a metric ton of tweaking and balance fixes. Hopefully I can address some of them in an upcoming final patch. That being said, please look forward to the full game!
after several attempts, finally managed to go and DL the latest version. i really enjoyed the last one and this new update with the Conquest Mode is quite fun. i was expecting some new birds, but this'll do for now. i'd really want to be able to fly the F-15C though.
also.. in Conquest Mode, imagine my shock when Showtime Squadron showed up in well... you people will find out. all i can say that it's difficult engaging them while you're stuck with the Viggen. but doable.
I have fast internet but when download this game always stuck at 0 kbps, then i should restart the download and still stuck again at 0 kbps. Is this site now have server issue ?
This game have an amazing potential, really good job guys
the game play is so smooth "caugh 1080ti", missions are amazing , graphic is good , sounds are very good and the gameplay experience is so amazing keep it up.
my suggestion is to put some kind of game currency in the game so players can purchase missiles and different weapon systems and install it on their aircraft damn this would be awesome.
Amazing game and i will differently will back you up .
could you put the F-4 and Mig-21 in the game ?, I thought it was cool to have Viggen as an option in the game and would like to see more planes with this older appearance. Can you consider having SU-24, SU-34, MIRAGE-2000D and TORNADO as well? (these last fighters are of personal taste XD).
This would be a valuable game to have on the console, I hope to get a chance to someday see Project Wingman on PSN
This is a beautiful and amazing work of art. Now don't forget the Replay Mode when you finish a mission!!! Being able to watch sweeping camera angles and the like of your craft after a successful mission would just be awesome. Especially with the beauty of the game world you've created.
Hey guys thank you for the kind words! I have a question to ask, is anyone having troubles downloading the game lately? I've been getting a lot of reports regarding that and would like people to confirm.
I failed my first download. A second attempt a minute later went fine.
Also, I couldn't load this page at all a few hours ago. I clicked the link from the Kickstarter page, and after a minute it would say the page failed to load.
Hi, Just downloaded the game and I must say that you've done a great job as an independent developer. Congratulations on exceeding the funding goals, looking forward to purchasing a copy in 2019. I'd like to make a few suggestions so please bear with me:
1) Please incorporate take offs & landings
2) The multi target long range air to air missiles (the MLAA) tend to miss.. please improve their reliability of scoring a hit and I've noticed even if they're launched head on at an oncoming target they tend to turn around and try to hit the target at the rear (engines) rather than head on. And please make the standard missiles (heat seekers) all aspect. Nowadays most if not all heat seeking missiles are all aspect (i.e. can be launched at an airborne target irrespective of whether its engine exhaust is facing the launching aircraft or not)
3) Please include the following flyable aircraft in the final version:
i) F-14D Super Tomcat
ii) F-15C Eagle
iii) F-15E Strike Eagle
iv) F-16C/E Fighting Falcon
v) F-22A Raptor
vi) Dassault Rafale
vii) Eurofighter Typhoon
viii) AV-8B Harrier II+ (with VTOL ability if possible)
ix) Sukhoi Su-35/Su-37 Super Flanker
x) MiG-35 Super Fulcrum
xi) Mikoyan MFI/1-44
xii) Sukhoi PAK-FA
xiii) JAS39 Gripen
xiv) Mitsubishi F-2A
xiv) S-37 Bekrut
4) You've created 3 weapon slots for each aircraft; That's great! in this way an aircraft can carry a standard air to air weapon, a special air to air weapon and a special air to ground weapon. Brilliant! The full potential of multirole aircraft can now be exploited! This is something the Ace Combat series missed out on but you've fixed that! Awesome!
5) A Free Flight/ Quick mission editor would be welcome
6) Single missions would also be welcome in addition to a full length campaign.
7) Would it be possible to use the actual names of the aircraft? or some thing like the F-15 Could be just called 'Eagle' or F-15E could just be called 'Strike Eagle' and after all these are military designations and you wouldn't be violating copyrights/trademarks as long as you don't mention the original manufacturer's names....
Thanks for reading such a long comment. Please consider the above. Cheers!
P.S.: Hey I was seriously thinking of funding you on Kickstarter but unfortunately Iam temporarily unemployed at the moment. Hope and pray i get a good job asap so I can fund you too. Thanks again! Cheers!
1: Take offs are confirmed in PW kick starter trailer 2: My Standard missiles hit target when fired from any axis. So Im not sure if you are targeting the flight lead who will usually evade the missiles. 3: At least a few of those aircraft are being worked on. Their outlines are shown in the kick starter funding page. 5: RB-D2 has responded to free flight in the past and stated he would put it in the game. 7: It's not safe to use names of aircraft with no licensing arrangements because of potential legal liability. Your example of F-15 Eagle as it just may seem like a military designation when its really a registered trademark from McDonald Douglas.
Not trying to interject its just that these questions have been answered before.
Thanks for the heads up and for all the clarifications provided. With regard to #2 I was talking about the special weapons like the MLAA's ( Multi-lock Air to air missiles) as even when they're launched head on at an enemy target headed straight for me; they tend to try and hit the target in the rear (towards the engines) and in most cases miss .. rather than hit the target head on...
Okay.. to make it simpler; If the hit probability of special weapons like Multi-lock Air to air missiles (MLAA'S) could be improved; great
And one more thing. Please could you consider the use of a combination of both chaff and flares for missile countermeasures? Just one button releases both chaff and flares.. thanks.
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Some things i'd like to suggest. If possible, make buttons like throttle, yaw and map be pressure sensitive for controller. With that when enlarging the map make it static instead of rotate along with showing the entire map. Could also color code enemies on the map to represent their health. Also this is just something that I noticed but there seems to be a slightly overwhelming amount of enemy fighters shooting at you at times and I would assume that's why we have a flare feature. My problem is that it makes no sense as enemy fighters don't use flares so it makes it seem like a bit of an unfair advantage. I'd say balance out the amount of enemy fighters and get rid of flares entirely. If that makes it sound too easy I noticed something else. SAMs are almost a non issue as they're nowhere near as aggressive as they should be. Possibly tweak the sam ai so they actually become a threat. Hope this helps.
Well, enemy fighters do have flares and they do not hesitate to use them -- it's that theirs simply don't work. Right now the game is not very well balanced and needs lots of polishing in the future.
Hey, it's really an excellent game until now. Except I have some trouble with the padlock, I have to keep pressing the key to keep the padlock on, it's inconvenient. So can you set the padlock as the 4th view or use another key to turn on padlock by clicking once? By the way, will there be a multiplayer mode in the future?
Hi, How i can did make the X360CE emulator work with the game? I have a control of xbox 360 but I want to play with my Sidewinder FF2 joystick, I do not want to use it in a native way since it is a joystick with Force Feedgback the vibration to accelerate the plane to the maximum I think I will not feel it unless I emulate the control of xbox 360 with the Sidewinder FF2 Joystick, I am using x360ce_X64.exe, it is already configured but inside the game it does not recognize me. Where should I paste the three emulator files in the main folder? Attached a link with the capture of the three files in the main folder .. I hope you can help the X360 control emulator works..Thanks
Hey, i alredy (sorry for my bad english im not verry good at it) downloaded but its givin me an "fatal error" it says "The global shader cache file 'C;/user/jorge/Desktop/Project Wingman KS Demo
0.4.1/Engine/GlobalShaderCache-PCD3D_SM4.bin' is missing."
it is a much larger notification but if you need me to right it completely let me know and if you can help me too because i realy want to play it
nice! the 0.4.1 demo was great, finally smooth even in my laptop. Keep up!
very nice
requirements pls
Multiplayer is not a priority but it would be nice to have co-op campaign.
If servers are not affordable then a peer to peer system would be great.
Apart from that everything is nice so far!
Thanks for the detailed feedback!
Third person headtracking has been noted! As for the HUD itself, I have received a few comments regarding the overall look and intuitiveness it is so it is something we plan to change in the future. And I'll see what I can do about the friendly markers.
Thanks!
I agree with this as well but i think it would be a bad move to scrap all the progress made on the hud so far. There is a lot of things that are great for arcade flyers and there is a lot to be desired for flight sim enthusiasts. I would say if you had the time. An advanced hud option would be better than minimalist hud. If( like he said) you allowed us to remove all hud elements including the holographic display. And have them to be enabled individually. Also if we could rearrange them in sectors on the screen ourselves on the fly. You should eliminate the complaints about whats on the hud. Currently since the internals of the cockpit aren't 1:1 yet and all the buttons in the cockpit are mainly useless. It would be awesome if you could add some remap-able indication lights somewhere in the cockpit. Like in the SU27 there is a missile warning LED flashed between RED and Yellow for warning an alert. If we could replace the on screen warning with an indicator light in the cockpit mode it would greatly reduce the headaches. The missile lock on tone lock sounds also need some help. They are way to loud even after adjusting the volume. We already get pretty clear indication when missiles are locked visually, to hear it audibly at such a high frequency for seemingly the entire game is very exhausting. A volume slider for missile lock and missile inbound beeping would be a great addition. And for people like me who hate high frequency sounds a pitch slider for those two noises would make a world of difference. Since they are the main noises heard in the game.
I have a tiny bit of feedback on the air cruisers. I've seen/heard comments that right now they don't feel like a big threat but more just kind of a nuisance to shoot down, and I sort of agree.
It feels annoying to fire a volley of 8 MLAA's at a cruiser, just to only knock out one turret and the rest of the missiles are completely wasted because they hit the body at a bad angle and did no damage to the other turrets (I know that it's player error, and if I made sure to fire from straight above this wouldn't happen, but being forced into one attack angle adds to that 'chore' feeling of taking cruisers out).
Random suggestion: What if the cruiser's body had a set (large) health pool and every hit on the cruiser does damage to that pool, but destroying a turret/sub-system deals a significant chunk of damage to that pool (like 20% or something)? That way attacking the subsystems is still the most efficient way to kill them, but you don't end up with disappointing "misses" just because the angle wasn't quite right. I don't think any additional HUD element for the body health would be necessary, but just knowing that my shots are still doing something would make engaging the cruisers a bit less tedious.
As for the "not a real threat" feeling, I think the AA guns are the main culprit. A wide, random cone of bullets that rarely hit and only do 1-2% damage when they do doesn't give much feeling of danger. More accurate bursts that actually require evading could lead to cruisers (and ground-based AA guns) being something to actually respect and keep some distance from, rather than being able to fly straight over them without a scratch.
Just a thought to consider. I certainly don't think the cruisers are BAD in their current implementation; they're perfectly fine, but I do think they could be made a bit more interesting.
Appreciate the feedback! I think I may change the way the cruisers work so that your missiles wont simply count as a miss if it hits the main hull depending on how much that factors into gameplay. But we'll see how the community react to that change! Looking forward to your feedback on the next patch!
Thanks!
adding proximity airbursts from AA fire would make them more of a threat as well. honestly, the only sketchy Air Cruiser i encountered so far in there is the one in the last mission in Conquest. the one with fancy-ass railguns.
Will this game allow us to switch AI wingman for single player campaign? Because we can't do it in Ace Combat, which I think it's great if player can pick their own wingman for the story model or can be a feature to unlock after finish campaign at first time.
Currently wingman switching isn't planned. But there are some wingman features that we intend to implement depending on time constraints. Appreciate the comment!
When it comes to wingmen choosing, I believe one of the best games that pulled it off is MechWarrior Vengeance. Each wingman has a set skill in the beginning (one is better at A2A, one is better at A2G, one is better at reaction time, etc.) but as you bring them on more missions, their skills get better slowly.
What are the
system requirements in the game and whether there is optimization, I'm probably blind or did not see the optimization but on my AMD Atnlo (n) II X2 3.40 GHz and 4 RAM and also on the vidyuh GT 630 (2GB) played flying on the minimum settings schedule on 10-24 fps.try updating your graphics drivers.
if that doesn't work, well.. you'll need a more powerful graphics card. the game runs on Unreal Engine 4.
I want to play this game with my PS4 controller but it is not working , can someone help please ?
There are 2 ways I know of. The first is to connect and configure your controller through Steam. I believe that you'll have to add Project Wingman to Steam as a non-Steam game and launch it from there for this to work, but the controller setup seems pretty straightforward. The second option if you don't want to use Steam is to download and install DS4Windows to allow Windows to recognize your PS4 controller. In my case I also had to install PS4 Remote Play before my controller could be detected, but the plus side of this is that you can use the controller for any game, not just ones launched through Steam.
Hope that helps.
Thanks , it worked !
can you please put the minimum graphics down more ?
I'd like to request a Japanese translated version of Project Wingman if possible, just for text elements like the UI and subtitles for the dialogue. There are more than a few Japanese players who are interested in this game and I think the only thing holding them back is the language barrier. There are videos on YouTube and posts on twitter spreading awareness of this game to the JP audience already and I think it might be beneficial to have more players support the project if you can reach out to them.
I'm not asking to have it done if it's too much trouble or if it interferes with the development, I'm just voicing out my ideas in hopes of possibly opening up some options for consideration. Thank you for your effort on this project! We're all having fun with this game and I hope you do too! ^~^
Hi,
We are talking with a few people regarding localization, especially Japanese localization. I hope to deliver news on that font soon! Thank you so much for the support!
This game is awesome I'd love it this is so much like the old ace combats so much but yet fixes the main flaw... ONLY TWO WEAPONS now I have THREE!!!
Is there a way to re-bind the flares button? I'm using my HOTAS and I can't find the flares bind key in options.
I believe it is in "Key Bindings" under SP module. I think that should be more clear as well. Since I see no difference between aircarft.
Hey there! anyone have a download mirror? never had a problem with older versions, but now the download starts and give me an "server" error randomly and i need to start it all over again (im using Google Chrome, maybe i should try with firefox... idk.)
EDIT: downloaded with firefox! ty again for this last update
Great little demo!
1. It would be great to turn off controller vibration. I have a controller plugged in but fly with my HOTAS (with the controller vibrating all over the desk)
2. Add Track-IR functionality (trying to use FaceTrack/opentrack but it will not work with my webcam - too much fussing with IR filters etc)
3. Where is the indication when a missile is loaded and ready to fire? is it the click noise or is it shown on the hud?
For point 3 which view are you using, because each view has a different way it's indicated visually.
I switch between cockpit and HUD only, hardly ever use the external view.
On a side note, I managed to get Face Track running acceptably and it transforms PW, can't wait for proper Track-IR integration!
@darkhelix when using the minimalist cockpit mode the missile reloads are indicated by the sound of a gun cocking back. its very faint at times and can get drowned out with other noises.
About the indication of missiles, there are 4 numbers on the right down side of the HUD, I still can't figure what's 1 meant for, but 2 shows how many missiles current ready for fire, and 3 shows how many missiles are in reserve. 4 shows the currently selected missile type.
Dude this game kicks ass, conquest was a lot of fun, especially running into some Ace squadrons. I think the basic missiles need a slight nerf in their tracking abilities, sometimes they're able to cut corners into turning planes that imo, are a bit too much for a basic missile. Like something a QAAM could do but maybe not the basic missiles. All in all, amazing work, will be following the game closely.
Thanks for the feedback! I'll look into it :)
please Add F35A.
excellent work! I truly love this game. but i did notice a bug though in that the Motion Blur effect effects the UI as well is something that is fixable?
Also in the Conquest gamemode, the "Choose your Loadout" Screen sometimes have a lighting bug.
Oh boy this game had me in tears of joy. Conquest felt like playing every ace combat boss fight one after another. Conquest absolutely destroys Gauntlet mode in AC:Zero. Absolutely loved it! Once you get passed level 7 oh man oh man. And dem Su-37s! they literally had me thinking back to Ace Combat 4. Not gonna lie I thought I was gonna be able to smash the crap out of this mode with the SV-37 I did make it to the 2nd to last level then I ran out of missiles and machine gun ammo. I tried to down the HVT with my rockets as a last resort. They didn't work unfortunately lol.
After that just saved up to get that F-18 and it basically put the game back on a regular difficulty. I feel like this game mode will need some tweaking though. At some points its super easy and at some points its kind of overwhelming. But I dig it. If it made it to the final game in this form id still be happy. Honestly Im overall very impressed with this update. Great work!
Glad you enjoyed it RaptorElite!
The gamemode does need a metric ton of tweaking and balance fixes. Hopefully I can address some of them in an upcoming final patch. That being said, please look forward to the full game!
after several attempts, finally managed to go and DL the latest version. i really enjoyed the last one and this new update with the Conquest Mode is quite fun. i was expecting some new birds, but this'll do for now. i'd really want to be able to fly the F-15C though.
also.. in Conquest Mode, imagine my shock when Showtime Squadron showed up in well... you people will find out. all i can say that it's difficult engaging them while you're stuck with the Viggen. but doable.
Devs, maybe you should add torrent option also? With md5 hash for security reasons
also :)
I have fast internet but when download this game always stuck at 0 kbps, then i should restart the download and still stuck again at 0 kbps. Is this site now have server issue ?
Send me an email at wingmangamedev@gmail.com and i'll give you an different link.
So hard to download right now, always stuck at 0 kbps and my internet is ok and no problem at all
Excellent game, I hope an opening to modding and a mission editor. And strongly that the F-15 is playable !
This game have an amazing potential, really good job guys
the game play is so smooth "caugh 1080ti", missions are amazing , graphic is good , sounds are very good and the gameplay experience is so amazing keep it up.
my suggestion is to put some kind of game currency in the game so players can purchase missiles and different weapon systems and install it on their aircraft damn this would be awesome.
Amazing game and i will differently will back you up .
could you put the F-4 and Mig-21 in the game ?, I thought it was cool to have Viggen as an option in the game and would like to see more planes with this older appearance. Can you consider having SU-24, SU-34, MIRAGE-2000D and TORNADO as well? (these last fighters are of personal taste XD).
This would be a valuable game to have on the console, I hope to get a chance to someday see Project Wingman on PSN
(Google translator)
Thank you very much for telling me the developer, update.
"PROJECT WINGMAN" It is fun.
Kawashima.
Please enjoy it. :)
Good evening.
Thank you very much. Also, please let me know if you have a new version.
Kawashima
good game
This is a beautiful and amazing work of art. Now don't forget the Replay Mode when you finish a mission!!! Being able to watch sweeping camera angles and the like of your craft after a successful mission would just be awesome. Especially with the beauty of the game world you've created.
Hello, just want to ask minimum requirements for the game. Thank you
Hey guys thank you for the kind words! I have a question to ask, is anyone having troubles downloading the game lately? I've been getting a lot of reports regarding that and would like people to confirm.
I failed my first download. A second attempt a minute later went fine.
Also, I couldn't load this page at all a few hours ago. I clicked the link from the Kickstarter page, and after a minute it would say the page failed to load.
Same thing happened to me. But I was trying the seconed 0.4.0 got released so I expected server issues. It worked on the second try for me as well.
download speed so slow, so hard to download
Is "project wing man" an auto update?
Since I am a Japanese, please follow variously. Please.
Hi there, the game does not auto update.
こんにちは、ゲームは自動更新されません。
Good morning.
Are you currently updating?
Kawashima.
please add paypal as a method of funding to yr kickstarter so i can fund u
Hello.
I am a Japanese, so I do not know well so please tell me a lot. Please.
Hi, Just downloaded the game and I must say that you've done a great job as an independent developer. Congratulations on exceeding the funding goals, looking forward to purchasing a copy in 2019. I'd like to make a few suggestions so please bear with me:
1) Please incorporate take offs & landings
2) The multi target long range air to air missiles (the MLAA) tend to miss.. please improve their reliability of scoring a hit and I've noticed even if they're launched head on at an oncoming target they tend to turn around and try to hit the target at the rear (engines) rather than head on. And please make the standard missiles (heat seekers) all aspect. Nowadays most if not all heat seeking missiles are all aspect (i.e. can be launched at an airborne target irrespective of whether its engine exhaust is facing the launching aircraft or not)
3) Please include the following flyable aircraft in the final version:
i) F-14D Super Tomcat
ii) F-15C Eagle
iii) F-15E Strike Eagle
iv) F-16C/E Fighting Falcon
v) F-22A Raptor
vi) Dassault Rafale
vii) Eurofighter Typhoon
viii) AV-8B Harrier II+ (with VTOL ability if possible)
ix) Sukhoi Su-35/Su-37 Super Flanker
x) MiG-35 Super Fulcrum
xi) Mikoyan MFI/1-44
xii) Sukhoi PAK-FA
xiii) JAS39 Gripen
xiv) Mitsubishi F-2A
xiv) S-37 Bekrut
4) You've created 3 weapon slots for each aircraft; That's great! in this way an aircraft can carry a standard air to air weapon, a special air to air weapon and a special air to ground weapon. Brilliant! The full potential of multirole aircraft can now be exploited! This is something the Ace Combat series missed out on but you've fixed that! Awesome!
5) A Free Flight/ Quick mission editor would be welcome
6) Single missions would also be welcome in addition to a full length campaign.
7) Would it be possible to use the actual names of the aircraft? or some thing like the F-15 Could be just called 'Eagle' or F-15E could just be called 'Strike Eagle' and after all these are military designations and you wouldn't be violating copyrights/trademarks as long as you don't mention the original manufacturer's names....
Thanks for reading such a long comment. Please consider the above. Cheers!
P.S.: Hey I was seriously thinking of funding you on Kickstarter but unfortunately Iam temporarily unemployed at the moment. Hope and pray i get a good job asap so I can fund you too. Thanks again! Cheers!
1: Take offs are confirmed in PW kick starter trailer
2: My Standard missiles hit target when fired from any axis. So Im not sure if you are targeting the flight lead who will usually evade the missiles.
3: At least a few of those aircraft are being worked on. Their outlines are shown in the kick starter funding page.
5: RB-D2 has responded to free flight in the past and stated he would put it in the game.
7: It's not safe to use names of aircraft with no licensing arrangements because of potential legal liability. Your example of F-15 Eagle as it just may seem like a military designation when its really a registered trademark from McDonald Douglas.
Not trying to interject its just that these questions have been answered before.
Thanks for the heads up and for all the clarifications provided. With regard to #2 I was talking about the special weapons like the MLAA's ( Multi-lock Air to air missiles) as even when they're launched head on at an enemy target headed straight for me; they tend to try and hit the target in the rear (towards the engines) and in most cases miss .. rather than hit the target head on...
Okay.. to make it simpler; If the hit probability of special weapons like Multi-lock Air to air missiles (MLAA'S) could be improved; great
And one more thing. Please could you consider the use of a combination of both chaff and flares for missile countermeasures? Just one button releases both chaff and flares.. thanks.
Hello.
My computer, CPU: i7-6950X, graphic board: GTX 1080, memory: 32GB, C drive: SSD.
You should be fine. I'm running this on an i3-3100, GTX 950, 16GB memory, and an HDD. The SSD'll give you faster load times I believe.
Good morning.
thank you for your comment.
I am a Japanese, I am translating at Google, so I think that the expression is ambiguous, but please.
Hi there, you should be able to run that game fine with that specification.
Google Translate : そのPC仕様でゲームを実行することができます。
Hello. It is Kawashima.
I understood that it was not auto-renewed.
"PROJECT WINGMAN" is interesting. I support you.
Kawashima
Hello. It is Kawashima.
Thank you very much. I will support "PROJECT WINGMAN" from now on.