Media Summary: As with most things at this stage of development, it doesn't look like much, but there's a lot going on behind the scenes. The stores ... I've been continuing work on the flight model. It's getting very close to "good enough". I'll probably release a It basically turns it into a big stupid air brake because it generates so much drag at high AOA. I'm in the middle of a updating the ...
Tiny Combat Arena Dynamically Loaded - Detailed Analysis & Overview
As with most things at this stage of development, it doesn't look like much, but there's a lot going on behind the scenes. The stores ... I've been continuing work on the flight model. It's getting very close to "good enough". I'll probably release a It basically turns it into a big stupid air brake because it generates so much drag at high AOA. I'm in the middle of a updating the ... The hangar basics are finally in! As with the other menus, the UI is hyper WIP. The important part is the Player can be destroyed and then the game ends! I had to do a lot of tweaking to the way the damage model works, because it's ... Finally added the loadout selection dialog to the instant action modes. This is especially useful for Strike since you were stuck with ...
Floating point errors happen in the cockpit as close as only 2km for some elements in it. To push out the distance you can travel ... I've been heads down doing some really intense AI work in order to be able to add them to I was going to upload another clip, but I forgot that I could eject so here's another one instead. I was really busy with IRL stuff last week, so I didn't get to work on the game any, but things are back in full swing now. The turret ... Thanks to Microprose and Why485 for giving me early access to the game. It's a neat