So i got to the last fighters, the QF-18s and i was on their 6 o clock, until i got a warning sign and the QF-18 fired missiles back at me. Was this intentional or something else?
Stall negative speed and climb happens when stall is not recovered quickly before speed reach 0. I tested this by lowering throttle. In dogfight I didn't pay enough attention to note specifics, it just happens suddenly and I couldn't recover in time.
QF-18 is a lot better, but there's very short reaction time between warning and missile hit. This might just be because the range is short, I'll look at it more.
XD i was looking at my speed while i was falling in air i look up and i see -253 i look at the altitude...its increasing i litteraly was going in space while i was being killed by enemies and i couldn't have done anything apparently you can fall up
Breh i just wanna try out other fuckin aircraft but this mission is so damn hard like after 10 attempted i manage to take down all aircraft then the last QF-18 is magically fires a missile backwards into me like i really need an earlier version of this game where the mission isnt impossible
I've played about an hour of the new version and it has improved a lot. Two things I will say were bad changes. I seem to stall way too quick compared to the last version. I can stall within like 3 sec of no throttle even when flying level and the stall mechanic is still a bit janky. this might be something to change because low throttle is crucial to turn-fighting and when I get pushed down by the stall in the middle of a dogfight it's quite irritating. Also the enemy missile indicator, I mean like the little yellow or red hexagon is too hard to see now and changes sizes. Just makes it harder to avoid missiles. (thanks for adding flares back though)Keep up the good work!
Thanks a lot for new demo version! For now - quick question: is there on/off switch for Vsync? It feels like it is Off, and I am not finding option to turn it "On". Thank You.
Played the mission 5 times but haven't managed to beat the QF-18 yet.
Difficulty is a lot easier with flares and for me it is just right level of easy. If the enemy maneuver more it'll be more difficult, they feel kind of tame SOMETIMES. Last version first flight of F-14 were pretty difficult to shoot because they maneuver at lower speed?
QF-18, I'll wait for others opinion but in my 3 times facing them they have a ghost missile behavior. Twice I had the last QF-18 in front of me and I'm pretty sure he wasn't facing me but I still get missile warning. Missile warning start after I just decoyed one with flare and got him on my screen and in his rear aspect, the missile hit me just about when my crosshair was trailing him and he's almost facing me. I'll have to watch for that next time to get more detailed report, It felt like the missile was launched on me on the merge by 2nd plane but there's only 1 left, unless QF-18 had off-bore locking capability.
There's a bug, with weapon selection as 1. STD 2.MLAA 3.SAA when 2 ran out and I still have 3 I wasn't able to cycle to 3 but cycling back to 1 is fine. Switching using keyboard still works.
Personal preferences
Flares I think are a little slow especially when facing QF-18.
Pre stall shake still isn't very noticeable, I like the level of shaking when plane fly through an explosion.
I found it hard to tell when STD or MLAA is selected there's isn't a HUD cue unlike SAA.
Maybe have the selected weapon ring in red? But I'd be happier if weapons selected is displayed at the corner of the altitude bar somewhere closer to center of screen. The whole bottom right of the screen is pretty cluttered. Some icons doesn't need to be as big and better spacing might help differentiate between info.
Still having a little issue with next target when current is destroyed. Same as before, targeting enemy further away and even more often not targeting anything despite having an enemy nearby.
What does everyone else think of having the camera tile a little towards the selected target when it's off screen? Would it cause motion sickness or should ti be a camera option is gameplay?
As an Ace Combat fans and only ever played Ace Combat 3 and Ace Combat Assault Horizon, this is amazing one, much like Ace Combat 6.
But unfortunately it doesn't runs very good, well my specs is very bad: Intel Core i3 1.7 GHz, Nvidia GT820M 2 GB and RAM 8 GB, I got only around 19-27 FPS, and the worse thing is the stuttering around the ground scenery, please optimized it much more, since Unreal Engine 4 is a heavy game engine for such super low end PC like me. (tested version: v2.10)
About the difficulty: This game isn't hard. As for 0.2.9, "Clear Skies" can be finished using only the machine-gun... Without taking any damage if you get skilled!
Hey as soon as i launch it it says that unreal engine crashed. no main screen no nothing just a black screen with the small window saying the game crashes.
This dev needs a lesson in level design. You don't introduce the player to a game with an unbeatable first level. I play flight sims all the time and this has confused me. I played the previous version and really enjoyed it, I was looking forward to the next update... but it is too difficult. maybe make the standard missiles more agile and reintroduce flares. anyways my point is that this is not "first level" gameplay. try to create a tutorial level for newcomers. I suspect this difficulty has turned some people away.
Yeah the balance needs more work. This particular demo is meant to test the difficulty level of the game, which I have received plenty of feedback on. A balance update is coming soon ish.
What its not that hard it only took me a few tries to get to the last two fighters but when i got there i was on half health with pretty much no ammo and ran out of ammo before i could shoot them down. I found it is easier when using Keyboard to go into cockpit mode.
This is a pretty cool and fun aerial combat simulation. The graphics are nice, the game sounds realistic, and the controls (after a little practice) are easy to understand. I have been a fan of air combat games since Ace Combat on the PS2. Obviously I will never be able to fly a jet such as this but playing games like this kind of help with that. This game does a great job at trying to truly simulate aerial combat and does a nice job at it for being a simple indie game. I will say, I do have some issues with the game but mainly because it doesn't seem fair that you don't have any flares. The enemy seems to have an infinite amount and yet you have none (unless I just couldn't find the button) which wouldn't be bad except you run out of ammo real quick. But aside from some balancing things this game is on track to be a really cool and intense simulation once its finished. I did a video on my experience with the early access test if anyone is interested.
Okay this may be a stupid question, but on the scenario, Clear Skies, is it night time or can i not just see anything, because I can never see the ground and have no reference points aside from the other planes exhaust.
I was having this same problem. It was because my Norton was deleting files. Disable your anti-virus before you unzip the file, then add an exception for the folder in your anti-virus settings.
Hello there! i really like this new (Hard as fuck) update! in my first video i just finished the mission without a single hit, still can't achieve that in this update!
Maybe, just maybe it's a little too much for newcomers, but with practice is fun and rewarding!
Normal missiles are "almost" dumb ones, it doesn't feel "right", the turn ratio of those boys is too low, plus the speed doesn't feel right too, maybe it's me (i'm a falcon BMS pilot) but i can't track 'em with my eyes in the screen, incoming missiles are slow too. I know this is an ARCADE game, but IRL those AIM-9 / Vympel R-73 travel towards the objective at mach 2.5 (3062 Km/h) in a blink of your eye can send your aircraft to hell.
Having a few "timing" problems with countermeasures too... but i know this is my problem not the game itself.
I read another comment about the stall being a little "empty" i'm going to agree with that guy.
About the difficulty... i'm good with it, but is hard ONLY if you stay in the eye of the storm, if you "lure" a few planes away from that "area" it's easy like in the previous alpha. It's kinda funny, but whenever u enter in the eye of the storm again, the "RWR" starts crying about 489327482347823894273894327897942734 spikes @ you, and a second later 2389742893748937477824 missiles are incoming.¬¬
+1000 for making AI pilots FIGHT and not sit there waiting the splash!!!
i'm going to keep flying to see more "things", in the next update can you make a simple "quick launch" without enemies, just the scenario, to test the plane per se please?
Hi! This game is a really cool game! I like the concept of the game and would be awesome if more features are added and I made a video on youtube in INDONESIAN! Check it out! TERIMA KASIH!
Shaking at high speed could be a little higher, I barely noticed it until I started looking for it. Also pre-stall buffeting would also be nice, maybe make the whole screen shake, stalling feels a little empty.
I too share concerns of the Missile tracking and Target Acquisition System in the game. I was going to mention them In my previous review but it started to get way too long. Im not going to say that either system is currently broken. The TAS in the game should be adjusted though. It seems to be looking for the closest enemy in the field of view out to like 140 degrees. This or a system similar to this makes it difficult to track the target we were originally pursuing. Forcing the player to smash the target button over and over before we get the right one. I think the system should look for the closest target in the direction the player is pitching towards primarily. A double tap of the target button should scan for the nearest target secondarily. That would fix the current situation. But there is room for you to integrate Intel's eye tracking technology in this system as well. For the most part our eyes usually remain fixated on targets we are having trouble getting the game to acquire. If we had a system that automatically targeted what we were looking at, needless to say would fix a decades old problem.
Now as far as the missile system goes. The game loses its arcade feel the more that missiles seem to miss there target for no reason at all. The missile mechanics seem to be from missiles early in the development of long range Air to Air combat in the 70s. This may be by design however it will start to run you into (realism) problems if you try to add in aircraft like the F 22 with Aim 9x and Aim 120D missiles that have extreme maneuverability and Su 35S/F35 with its helmet mounted bore sight missile tracking system. You will end up with a choice do you add overpowered missiles into your game that never miss. Or do you add a meta game into the current system to explain why missiles dont track when they should?
So currently missiles right fully do not track when the player is engaging in a high G turn. However, if you were to incorporate the AIM 9x in a future update. That missile can be fired and accurately track a target at mach 1.8 at 9+ G. This will be an issue to use this missile because it will either never miss if its its coded for reality or will miss all the time like they do in the current system. I say keep the missile track system currently and add a feature in the HUD that shows 3 new things. 1 the G force being applied to the plane. (granted it may make you want to add some kind of G lock to the pilot for black outs and red outs) If the player can see the g forces being applied to the air-frame then they are able to understand its meaning as to why there missile seem to go off in the distance when shot at close range. This will make 1v1s that much more nail biting because mistakes from over zealously will be punishing. The second and third thing would be aesthetics by having the HUD have two modes and missile mode and a gun mode. In the missile mode. Have the theoretical path of the missile follow the intended target via a line that curves to show how the missile would track. This would show the player whether or not the missile has a good chance of hitting the target. This system can be seen in real life modern day aircraft now in training sim mode. With this amount of info to the player you could drastically reduce the amount of missiles to a more closer to a realistic situation and also increase the enemy AI difficulty. Having a similar system to the guns to show how much the player needs to lead the target in order to land bullets on the targets trajectory would also be a nice touch.
If I could suggest something: The right HDD panel in the Su-27 is used as a top down situational display in the real thing, so it would make more sense to put the map screen there instead of a HUD repeater, it would be more visible (no need to look down to see it).
Also the target selection priority logic needs some work. It locks on to targets half the map away even when you're in a merge with a whole squadron.
Otherwise this is IMO even better then the old AC games, the lower, more realistic turn rates and the AI that actually fights instead of letting itself be shot after 2-3 manouvers make this game for me. It feels more like an arcady flight sim that requires thinking, not only quick reactions
Target locking for me was weird, a lot of times I have to press the buttons a few times to lock onto an enemy close by if they're not in front of me. Most times when I destroy a target it'll auto lock onto the next flight instead of closer targets.
Mainly this was during the Su-27 flight (2nd flight), it'll always lock onto the F-15s (still far away) when I destroy a target. I think making enemies farther apart or come from different direction might solve this.
MLAA is a better than SAA.
With SAA at best I can get 2 shots out with the second shot I have to take a hit in return. MLAA doesn't have a high hit chance but I feel like it's slightly better each merge (also can fire 6 missiles at a time). In the long run I was able to get to the QF-18 with MLAA and not SAA.
Personal preference not sure about other players.
Hull damage number is too far in the corner, being closer to HULL will help. I only spotted the number during this gameplay.
Similarly speed and altitude floats above the wingtip and was very easy to miss, not that the numbers matters much.
MLAA is supposed to be better then SAA. I always found it dumb in the old AC games that SAA gave a certain kill as long as you maintained a lock on, while MLAA often missed every single target even when you maintained lock all the way in. The MLAAs are modelled after AIM-120/R-77 missiles while SAAs are modelled after AIM-7/R-27, so logically they should be an upgrade over SAA's that is available to the player later on. And realistically the MLAA's accuracy should depend on how long you maintain lock before turning away, but I'm not sure how viable that would be gameplay wise.
Balancing them will make SAA much better weapons than it was IRL. But making the weapons realistic means that there isn't a reason to take SAA. Maybe Adjust ammo so that there are more SAA ammo than MLAA?
Not sure if that'll make a difference but for me at least I'll use it more since right now ammo conservation is more important with SAA.
Version 0.2.9 is currently the latest release. You may be talking about an older build which is tagged 0.2.1109b for source control reasons. That version is no longer available as it is a very outdated version.
Ahhhh I see thanks for clearing that up. maybe one suggestion would be to make the version numbers make a little more sense :P sorry like 2.11 should be called just 2.1 so it make it so 2.9 looks like a newer release :P anyway. I sent you an email about this with a bumch of feedback about the game. pros cons, and suggestions. I hope to see more of this game. have a good one!
So after playing this game for several hours now. I am pleased with the progress of the development of this game. I understand this is indeed a work in progress. However, there are a few things that should be considered in near future updates. Mostly there are only minor cosmetic details that are still missing the game-play is right where it should be. In-between Ace Combat and DCS.
Cockpit: So far, the cockpit looks great. Having some indicator lights corresponding with messages from the on screen HUD would be nice EI the 'warning' and 'missile' messages in the middle of the screen are kind of awkward and hard to see. Having micro scratches and abrasions on the cockpit glass itself, would be a nice touch towards attention to detail. Maybe a visible moving joystick in-between some olive green legs would also be nice (especially for VR).
HUD: The HUD for whatever reason seems to display incorrect altitude and speed information. This maybe a result of the engine but it is something I'd look at early. The ceiling in game seems to be 13,000 but not sure if its feet, meters, kilometers. There should at least be a method to change the speed from Knots to MPH or KPH. This would at least eliminate confusion for gamer unfamiliar with aeronautics.
Graphics: Graphics are great. Having dynamic weather systems you are almost forced to fly into is a great touch. While traveling through the rain storms there should be an occasional lightning strike similar to ones in DRIVECLUB (for reference). Also while traveling through dense clouds and rain bands there should be a light camera shake in the cockpit mode to simulate turbulence. After pitching the nose beyond cloud cover which should be around 30,000 feet contrails should be still visible and thick and long lasting. At around 50,000 feet contrails should be skinnier and shorter. The game looks as if the ceiling is around 60,000 feet. You should exaggerate the Earth's curvature at that altitude if possible. So to upset the flat Earthers.
Sound: The sounds in the game seem very good. I'd only add one sound effect from my perspective. The sound of sand or small particles colliding with the fuselage of the air frame when flying into smoke or close to debris from an explosion. Maybe the occasional enemy radio chat interference. That would hearken very close the Ace Combat but by the time this game is done you will be competing with Ace Combat 7 directly so why not?
Game-play: There needs to be more indication on which settings are being adjusted in the view padlock configuration. This will prevent the need to invert some settings. There needs to be some type of countermeasures for missile lock. The visualization for where a missile is coming from is confusing. There needs to one primary method (radar map) and one secondary method. The secondary method would be better off as something that doesn't obscure the missile and the path. But shows the angle where the missile is coming from, Im thinking like a red arrow that gets larger as the missile gets closer. Enemy AI should also be coded to evade/hit the deck when they are last alive. Its very easy to kill a single enemy so the last alive should be the most difficult if they are trying to leave the engagement to regain a better position. Having them use the beautiful terrain as cover would make for an epic experience.
Honestly so far for what this game has already done it is amazing, you should ask the community for help. Im sure if you detailed the right formats to follow and had the right agreement you could get quite a bit of help from the community. Keep up the good work. Ill be donating to see this through.
Most of the stuff you mentioned is still a work in progress so there will be major improvements hopefully in the future. The default units in the game is currently in metric (kmh and meters), The pipeline for different measurement units is currently being worked on and I didn't include it in the latest build due to time constraints.
Hopefully by the time the next update hits I'll include countermeasures for the player. And hopefully I'll bring out a small update to address the difficulty and enemy flaring issue.
Hopefully I can bring the next update sooner than the gap between this demo and the previous one. Look forward to it!
Using a joystick this time. Control is much better.
I can't tell if there's a slight delay or it's the Su-27.
Difficulty is a little high without decoy but flying against F-15 is a little difficult not sure if it's because of how maneuverability of F-15 or the control.
No decoy is a problem.
Might be just me but I think radar circle for SAA is a little big, at long range it's very easy to keep targets inside. At close range the missile doesn't track maneuvering targets anyway
Missiles will be buffed in the next version. I'm aware that in the current version that it is quite unbalanced how the missiles work. Hopefully countermeasures will be in the next version depending on how far i can polish and balance the system :) stay tuned.
Hi, amazing job on the game so far.... one thing ive felt lacking from arcade flight sims, is replayability. Can i maybe suggest and request a mission editor please? I would absolutely love to see one implemented. Thanks for doing an amazing job so far
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Any idea of when the Tomcat will be returning?
I don't have a time frame yet unfortunately.
yay finaly its fixed :D
You are awesome.
So i got to the last fighters, the QF-18s and i was on their 6 o clock, until i got a warning sign and the QF-18 fired missiles back at me. Was this intentional or something else?
Yup, thats intentional.
Got a recording of that stall issue at 5:40
Fix is on the way.
Edit: fix is out on version C.
Stall negative speed and climb happens when stall is not recovered quickly before speed reach 0. I tested this by lowering throttle. In dogfight I didn't pay enough attention to note specifics, it just happens suddenly and I couldn't recover in time.
QF-18 is a lot better, but there's very short reaction time between warning and missile hit. This might just be because the range is short, I'll look at it more.
Just fixed the anti gravity stalling in version C. Let me know how it goes.
XD
i was looking at my speed while i was falling in air
i look up and i see -253
i look at the altitude...its increasing
i litteraly was going in space while i was being killed by enemies and i couldn't have done anything
apparently you can fall up
This is what I get for not playtesting enough before an update. Fixing that now.
游戏非常不错,虽然我搞不太明白为什么好像有两个不同的版本。一个版本只有SU27,另一个版本的F-15 F-18等等更多的飞机
Breh i just wanna try out other fuckin aircraft but this mission is so damn hard like after 10 attempted i manage to take down all aircraft then the last QF-18 is magically fires a missile backwards into me like i really need an earlier version of this game where the mission isnt impossible
There's nothing else apart from the Su-27. But the difficulty on the QF-18 has been noted.
Try out version 0.2.10b. Their difficulty has been nerfed on that.
I've played about an hour of the new version and it has improved a lot. Two things I will say were bad changes. I seem to stall way too quick compared to the last version. I can stall within like 3 sec of no throttle even when flying level and the stall mechanic is still a bit janky. this might be something to change because low throttle is crucial to turn-fighting and when I get pushed down by the stall in the middle of a dogfight it's quite irritating. Also the enemy missile indicator, I mean like the little yellow or red hexagon is too hard to see now and changes sizes. Just makes it harder to avoid missiles. (thanks for adding flares back though)Keep up the good work!
Just fixed the stalling issue on 0.2.10b. I'm still working on the hexagon indicators and the best applications for it.
Hopefully I can implement it soon.
Thanks!
good job you fixed that... now you've made a bigger problem
im falling up with - speed
and i can't do anything i can only reset
Thanks a lot for new demo version! For now - quick question: is there on/off switch for Vsync? It feels like it is Off, and I am not finding option to turn it "On". Thank You.
Hey, I'll be sure to add a Vsync option in the next update.
Thanks for bringing it to my attention.
Played the mission 5 times but haven't managed to beat the QF-18 yet.
Difficulty is a lot easier with flares and for me it is just right level of easy. If the enemy maneuver more it'll be more difficult, they feel kind of tame SOMETIMES. Last version first flight of F-14 were pretty difficult to shoot because they maneuver at lower speed?
QF-18, I'll wait for others opinion but in my 3 times facing them they have a ghost missile behavior. Twice I had the last QF-18 in front of me and I'm pretty sure he wasn't facing me but I still get missile warning. Missile warning start after I just decoyed one with flare and got him on my screen and in his rear aspect, the missile hit me just about when my crosshair was trailing him and he's almost facing me. I'll have to watch for that next time to get more detailed report, It felt like the missile was launched on me on the merge by 2nd plane but there's only 1 left, unless QF-18 had off-bore locking capability.
There's a bug, with weapon selection as 1. STD 2.MLAA 3.SAA when 2 ran out and I still have 3 I wasn't able to cycle to 3 but cycling back to 1 is fine. Switching using keyboard still works.
Personal preferences
Flares I think are a little slow especially when facing QF-18.
Pre stall shake still isn't very noticeable, I like the level of shaking when plane fly through an explosion.
I found it hard to tell when STD or MLAA is selected there's isn't a HUD cue unlike SAA.
Maybe have the selected weapon ring in red? But I'd be happier if weapons selected
is displayed at the corner of the altitude bar somewhere closer to center of screen. The whole bottom right of the screen is pretty cluttered. Some icons doesn't need to be as big and better spacing might help differentiate between info.
Still having a little issue with next target when current is destroyed. Same as before, targeting enemy further away and even more often not targeting anything despite having an enemy nearby.
What does everyone else think of having the camera tile a little towards the selected target when it's off screen? Would it cause motion sickness or should ti be a camera option is gameplay?
If you hold the target select button while you have an enemy plane targeted, the camera will lock onto it.
As an Ace Combat fans and only ever played Ace Combat 3 and Ace Combat Assault Horizon, this is amazing one, much like Ace Combat 6.
But unfortunately it doesn't runs very good, well my specs is very bad: Intel Core i3 1.7 GHz, Nvidia GT820M 2 GB and RAM 8 GB, I got only around 19-27 FPS, and the worse thing is the stuttering around the ground scenery, please optimized it much more, since Unreal Engine 4 is a heavy game engine for such super low end PC like me. (tested version: v2.10)
About the difficulty: This game isn't hard. As for 0.2.9, "Clear Skies" can be finished using only the machine-gun... Without taking any damage if you get skilled!
Impressive!
Is there a way to download an earlier version because 0.2.9b is pissing me off because of the hard ass mission
stay out of rainy b7r!! LOL
I'll be uploading a new version shortly with some difficulty rebalances.
My steam vr client booted up on launch
......... will there be vr support?
Can't say right now. I don't have a VR kit to experiment with at the moment.
Hey as soon as i launch it it says that unreal engine crashed. no main screen no nothing just a black screen with the small window saying the game crashes.
Could you give me your specs please? Thanks.
This dev needs a lesson in level design. You don't introduce the player to a game with an unbeatable first level. I play flight sims all the time and this has confused me. I played the previous version and really enjoyed it, I was looking forward to the next update... but it is too difficult. maybe make the standard missiles more agile and reintroduce flares. anyways my point is that this is not "first level" gameplay. try to create a tutorial level for newcomers. I suspect this difficulty has turned some people away.
Yeah the balance needs more work. This particular demo is meant to test the difficulty level of the game, which I have received plenty of feedback on. A balance update is coming soon ish.
Thanks for the reply! Sorry I was so harsh, just came off the mission failed screen. Keep up the good work!
What its not that hard it only took me a few tries to get to the last two fighters but when i got there i was on half health with pretty much no ammo and ran out of ammo before i could shoot them down. I found it is easier when using Keyboard to go into cockpit mode.
I also think cockpit mode helps, i dont know why. I finally beat clear skies but it took me like 20 tries.
Wooo! Beat the mission only taking 1 hit.
This is a pretty cool and fun aerial combat simulation. The graphics are nice, the game sounds realistic, and the controls (after a little practice) are easy to understand. I have been a fan of air combat games since Ace Combat on the PS2. Obviously I will never be able to fly a jet such as this but playing games like this kind of help with that. This game does a great job at trying to truly simulate aerial combat and does a nice job at it for being a simple indie game. I will say, I do have some issues with the game but mainly because it doesn't seem fair that you don't have any flares. The enemy seems to have an infinite amount and yet you have none (unless I just couldn't find the button) which wouldn't be bad except you run out of ammo real quick. But aside from some balancing things this game is on track to be a really cool and intense simulation once its finished. I did a video on my experience with the early access test if anyone is interested.
Okay this may be a stupid question, but on the scenario, Clear Skies, is it night time or can i not just see anything, because I can never see the ground and have no reference points aside from the other planes exhaust.
I was having this same problem. It was because my Norton was deleting files. Disable your anti-virus before you unzip the file, then add an exception for the folder in your anti-virus settings.
Thanks
Where the flare key ?
he removed it for some reason
This game is getting really good, please sell it on steam soon.
Hello there! i really like this new (Hard as fuck) update! in my first video i just finished the mission without a single hit, still can't achieve that in this update!
Maybe, just maybe it's a little too much for newcomers, but with practice is fun and rewarding!
Normal missiles are "almost" dumb ones, it doesn't feel "right", the turn ratio of those boys is too low, plus the speed doesn't feel right too, maybe it's me (i'm a falcon BMS pilot) but i can't track 'em with my eyes in the screen, incoming missiles are slow too. I know this is an ARCADE game, but IRL those AIM-9 / Vympel R-73 travel towards the objective at mach 2.5 (3062 Km/h) in a blink of your eye can send your aircraft to hell.
Having a few "timing" problems with countermeasures too... but i know this is my problem not the game itself.
I read another comment about the stall being a little "empty" i'm going to agree with that guy.
About the difficulty... i'm good with it, but is hard ONLY if you stay in the eye of the storm, if you "lure" a few planes away from that "area" it's easy like in the previous alpha. It's kinda funny, but whenever u enter in the eye of the storm again, the "RWR" starts crying about 489327482347823894273894327897942734 spikes @ you, and a second later 2389742893748937477824 missiles are incoming.¬¬
+1000 for making AI pilots FIGHT and not sit there waiting the splash!!!
i'm going to keep flying to see more "things", in the next update can you make a simple "quick launch" without enemies, just the scenario, to test the plane per se please?
Hi! This game is a really cool game! I like the concept of the game and would be awesome if more features are added and I made a video on youtube in INDONESIAN! Check it out! TERIMA KASIH!
Aircraft speed feedback
Shaking at high speed could be a little higher, I barely noticed it until I started looking for it. Also pre-stall buffeting would also be nice, maybe make the whole screen shake, stalling feels a little empty.
Good game but i suffer a rapidly game freeze
And how can i use mouse controll?
I too share concerns of the Missile tracking and Target Acquisition System in the game. I was going to mention them In my previous review but it started to get way too long. Im not going to say that either system is currently broken. The TAS in the game should be adjusted though. It seems to be looking for the closest enemy in the field of view out to like 140 degrees. This or a system similar to this makes it difficult to track the target we were originally pursuing. Forcing the player to smash the target button over and over before we get the right one. I think the system should look for the closest target in the direction the player is pitching towards primarily. A double tap of the target button should scan for the nearest target secondarily. That would fix the current situation. But there is room for you to integrate Intel's eye tracking technology in this system as well. For the most part our eyes usually remain fixated on targets we are having trouble getting the game to acquire. If we had a system that automatically targeted what we were looking at, needless to say would fix a decades old problem.
Now as far as the missile system goes. The game loses its arcade feel the more that missiles seem to miss there target for no reason at all. The missile mechanics seem to be from missiles early in the development of long range Air to Air combat in the 70s. This may be by design however it will start to run you into (realism) problems if you try to add in aircraft like the F 22 with Aim 9x and Aim 120D missiles that have extreme maneuverability and Su 35S/F35 with its helmet mounted bore sight missile tracking system. You will end up with a choice do you add overpowered missiles into your game that never miss. Or do you add a meta game into the current system to explain why missiles dont track when they should?
So currently missiles right fully do not track when the player is engaging in a high G turn. However, if you were to incorporate the AIM 9x in a future update. That missile can be fired and accurately track a target at mach 1.8 at 9+ G. This will be an issue to use this missile because it will either never miss if its its coded for reality or will miss all the time like they do in the current system. I say keep the missile track system currently and add a feature in the HUD that shows 3 new things. 1 the G force being applied to the plane. (granted it may make you want to add some kind of G lock to the pilot for black outs and red outs) If the player can see the g forces being applied to the air-frame then they are able to understand its meaning as to why there missile seem to go off in the distance when shot at close range. This will make 1v1s that much more nail biting because mistakes from over zealously will be punishing. The second and third thing would be aesthetics by having the HUD have two modes and missile mode and a gun mode. In the missile mode. Have the theoretical path of the missile follow the intended target via a line that curves to show how the missile would track. This would show the player whether or not the missile has a good chance of hitting the target. This system can be seen in real life modern day aircraft now in training sim mode. With this amount of info to the player you could drastically reduce the amount of missiles to a more closer to a realistic situation and also increase the enemy AI difficulty. Having a similar system to the guns to show how much the player needs to lead the target in order to land bullets on the targets trajectory would also be a nice touch.
If I could suggest something: The right HDD panel in the Su-27 is used as a top down situational display in the real thing, so it would make more sense to put the map screen there instead of a HUD repeater, it would be more visible (no need to look down to see it).
Also the target selection priority logic needs some work. It locks on to targets half the map away even when you're in a merge with a whole squadron.
Otherwise this is IMO even better then the old AC games, the lower, more realistic turn rates and the AI that actually fights instead of letting itself be shot after 2-3 manouvers make this game for me. It feels more like an arcady flight sim that requires thinking, not only quick reactions
More feedback
Target locking for me was weird, a lot of times I have to press the buttons a few times to lock onto an enemy close by if they're not in front of me. Most times when I destroy a target it'll auto lock onto the next flight instead of closer targets.
Mainly this was during the Su-27 flight (2nd flight), it'll always lock onto the F-15s (still far away) when I destroy a target. I think making enemies farther apart or come from different direction might solve this.
MLAA is a better than SAA.
With SAA at best I can get 2 shots out with the second shot I have to take a hit in return. MLAA doesn't have a high hit chance but I feel like it's slightly better each merge (also can fire 6 missiles at a time). In the long run I was able to get to the QF-18 with MLAA and not SAA.
Personal preference not sure about other players.
Hull damage number is too far in the corner, being closer to HULL will help. I only spotted the number during this gameplay.
Similarly speed and altitude floats above the wingtip and was very easy to miss, not that the numbers matters much.
MLAA is supposed to be better then SAA. I always found it dumb in the old AC games that SAA gave a certain kill as long as you maintained a lock on, while MLAA often missed every single target even when you maintained lock all the way in. The MLAAs are modelled after AIM-120/R-77 missiles while SAAs are modelled after AIM-7/R-27, so logically they should be an upgrade over SAA's that is available to the player later on. And realistically the MLAA's accuracy should depend on how long you maintain lock before turning away, but I'm not sure how viable that would be gameplay wise.
Yeah, its a tough situation.
Balancing them will make SAA much better weapons than it was IRL. But making the weapons realistic means that there isn't a reason to take SAA. Maybe Adjust ammo so that there are more SAA ammo than MLAA?
Not sure if that'll make a difference but for me at least I'll use it more since right now ammo conservation is more important with SAA.
how can i get more airplanes
you cant atleast yet. in a future update hopefully the next one he will add some. HOPEFULLY THE F-15 HINT HINT
Can I please ask why this is the 2.9 version and not the 2.11 version?
Version 0.2.9 is currently the latest release. You may be talking about an older build which is tagged 0.2.1109b for source control reasons. That version is no longer available as it is a very outdated version.
Ahhhh I see thanks for clearing that up. maybe one suggestion would be to make the version numbers make a little more sense :P sorry like 2.11 should be called just 2.1 so it make it so 2.9 looks like a newer release :P anyway. I sent you an email about this with a bumch of feedback about the game. pros cons, and suggestions. I hope to see more of this game. have a good one!
Yeah, it was a late change regarding the version numbers so I decided to simplify it. From now on the version numbers should be consistent.
I'll be reading your feedback soon.
Thank you!
Absolutely breathtaking can't wait for more !
Thanks for making a video about it! Please look forward to future releases :)
So after playing this game for several hours now. I am pleased with the progress of the development of this game. I understand this is indeed a work in progress. However, there are a few things that should be considered in near future updates. Mostly there are only minor cosmetic details that are still missing the game-play is right where it should be. In-between Ace Combat and DCS.
Cockpit: So far, the cockpit looks great. Having some indicator lights corresponding with messages from the on screen HUD would be nice EI the 'warning' and 'missile' messages in the middle of the screen are kind of awkward and hard to see. Having micro scratches and abrasions on the cockpit glass itself, would be a nice touch towards attention to detail. Maybe a visible moving joystick in-between some olive green legs would also be nice (especially for VR).
HUD: The HUD for whatever reason seems to display incorrect altitude and speed information. This maybe a result of the engine but it is something I'd look at early. The ceiling in game seems to be 13,000 but not sure if its feet, meters, kilometers. There should at least be a method to change the speed from Knots to MPH or KPH. This would at least eliminate confusion for gamer unfamiliar with aeronautics.
Graphics: Graphics are great. Having dynamic weather systems you are almost forced to fly into is a great touch. While traveling through the rain storms there should be an occasional lightning strike similar to ones in DRIVECLUB (for reference). Also while traveling through dense clouds and rain bands there should be a light camera shake in the cockpit mode to simulate turbulence. After pitching the nose beyond cloud cover which should be around 30,000 feet contrails should be still visible and thick and long lasting. At around 50,000 feet contrails should be skinnier and shorter. The game looks as if the ceiling is around 60,000 feet. You should exaggerate the Earth's curvature at that altitude if possible. So to upset the flat Earthers.
Sound: The sounds in the game seem very good. I'd only add one sound effect from my perspective. The sound of sand or small particles colliding with the fuselage of the air frame when flying into smoke or close to debris from an explosion. Maybe the occasional enemy radio chat interference. That would hearken very close the Ace Combat but by the time this game is done you will be competing with Ace Combat 7 directly so why not?
Game-play: There needs to be more indication on which settings are being adjusted in the view padlock configuration. This will prevent the need to invert some settings. There needs to be some type of countermeasures for missile lock. The visualization for where a missile is coming from is confusing. There needs to one primary method (radar map) and one secondary method. The secondary method would be better off as something that doesn't obscure the missile and the path. But shows the angle where the missile is coming from, Im thinking like a red arrow that gets larger as the missile gets closer. Enemy AI should also be coded to evade/hit the deck when they are last alive. Its very easy to kill a single enemy so the last alive should be the most difficult if they are trying to leave the engagement to regain a better position. Having them use the beautiful terrain as cover would make for an epic experience.
Honestly so far for what this game has already done it is amazing, you should ask the community for help. Im sure if you detailed the right formats to follow and had the right agreement you could get quite a bit of help from the community. Keep up the good work. Ill be donating to see this through.
Hi, Thanks for the feedback!
Most of the stuff you mentioned is still a work in progress so there will be major improvements hopefully in the future. The default units in the game is currently in metric (kmh and meters), The pipeline for different measurement units is currently being worked on and I didn't include it in the latest build due to time constraints.
Hopefully by the time the next update hits I'll include countermeasures for the player. And hopefully I'll bring out a small update to address the difficulty and enemy flaring issue.
Hopefully I can bring the next update sooner than the gap between this demo and the previous one. Look forward to it!
Using a joystick this time. Control is much better.
I can't tell if there's a slight delay or it's the Su-27.
Difficulty is a little high without decoy but flying against F-15 is a little difficult not sure if it's because of how maneuverability of F-15 or the control.
No decoy is a problem.
Might be just me but I think radar circle for SAA is a little big, at long range it's very easy to keep targets inside. At close range the missile doesn't track maneuvering targets anyway
Hi, thanks for the feedback.
Missiles will be buffed in the next version. I'm aware that in the current version that it is quite unbalanced how the missiles work. Hopefully countermeasures will be in the next version depending on how far i can polish and balance the system :) stay tuned.
best game every
been following since the start and the game just keeps on giving
dont stop what your doing dev
(=
could i suggest with cameras
when you go out side could there be a outside lock camera
thank you
Thank you!
An outside lock camera already exists if you hold down the change target button. Unless I'm reading the question wrong?
Hi, amazing job on the game so far.... one thing ive felt lacking from arcade flight sims, is replayability. Can i maybe suggest and request a mission editor please? I would absolutely love to see one implemented. Thanks for doing an amazing job so far
Thank you for the compliment!
I can't promise a mission editor as of now. But we'll see what happens in the future. :)
how do i shoot flares?
Hi there, Flares are currently disabled in the current build. Hopefully the system is finalized in the next version. Stay tuned!
ok thanks
I opened up the new build, and my Steam VR client booted up.
I see you, Wingman. I see you.
👀
This game is absolutely beautyfull !
i never see a jet combat game like this !
this is the best jet game ever ! good job Devs !
i have an idea i don't know if you will devlop this ...
about an airport or something to lan; roll and take off our planes
i read that you whant to devlop a carrier mode; why not chosing our plane; starting it and rolling on taxi to set for take off ?
what do you think about that ?
Thank you for the compliment!
All those things are still being considered. I won't promise them as features for now, but we'll see how the development of the game goes.
This game is really good and i enjoyed playing it
Thanks for playing and making a video on it, glad you enjoyed it!
it was a great game the only problem i had was not knowing what the flare button was but that just added to the challange