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Comment History  (0 - 30 of 60)
Mattoropael
Mattoropael - - 60 comments @ Survival [v1.2]

So, an actual update to Survival. What started out as a maintenance update for the Ziz boss ended up also overhauling the custom Arleigh Burke-class DDG, as well as axing the NAM-16 boss in favor of a buffed up and moving Arleigh Burke.

The scripting is starting to get really spaghetti at this point even with only minor maintenance updates for the Ziz (and admittedly a bit more stuff for the moving DDG since VT's NPC mission system is almost completely worthless for ships), so a content update is highly unlikely (at one point I toyed with the idea of throwing the EOS-01EW from Ziz Pursuit as a wave bonus enemy, but couldn't be bothered at the end).

I haven't extensively playtested this, but the overall difficulty should have increased quite a bit, especially if the game spams scenario A, because holy **** I had to nerf the Arleigh Burke repeatedly after making sure it's functional.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Ziz Pursuit [v1.5]

I was surprised that people were actually talking about it on the subreddit Discord server. So I know at least some people will enjoy it.

... and maybe that guy who added Ziz Pursuit to VT's TVTropes page as though it's official content.

Good karma+3 votes
Mattoropael
Mattoropael - - 60 comments @ Ziz Pursuit [v1.5]

v1.4! Who would've thought this could actually happen after all this time? Certainly not me like one week ago.

Huge thanks to r/AceCombat Discord user Katana for making me pick this up again. Survival should receive a small update Soon™ (mostly updating the Ziz in that mission), but then again Ziz Pursuit never followed up on Survival's "I will include in a later update for that addon" promise until now, so who knows.

Good karma+3 votes
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Well, everyone loves overpriced lawn darts.

Good karma+2 votes
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Or the YF-23s with proper weapon bays.

Good karma+2 votes
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

I put an archive up on MF containing the relevant files and Ogre logs: Mediafire.com

That said, I'm actually not sure if the F-22A variant has anything to do with it. Sometimes it crashes on the first of those things I kill, sometimes I can kill a few before the game crashes, and once in a blue moon I can kill them and finish the mission (although it will still crash at the post-mission screen).

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

I've been getting some pretty weird crashes at either the post-mission score/debriefing screen, or shooting down certain units (a modded F-22A derivative that's used in the Survival battle scenario I've released), the latter causing crashes without fail.

I simply cannot figure out what's causing things to crash, as they're happening even when I'm using units I've not made any change to since ages ago. Did the recent update make any major change to aircraft/weapon data that I've missed?

And no, a Steam reinstall did not fix the crashes.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

I don't think it's about the MMIC-L5 to have one-pod multi-lock, but the inability for multi-projectile weapon pods to properly multi-lock in general.

For example, if I give the MMIC-L5 multi-lock capability of 20 and mount 4 pods (each pod having 5 missiles loaded), I can still only lock onto 4 targets at once as opposed to the 20 ready-to-fire missiles I have, as the multi-lock is capped at the amount of used hardpoints rather than the total usable projectiles.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Speaking of Alpha Strike, can we have an option to disable that PoS? I'm sick of accidentally triggering it.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

I see, so I assume it's going to stay this way instead of getting "fixed" then?

If that's the case, how about an extra "4" value for surface-only (i.e. ground and sea)?

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

I just confirmed this.

Setting RadarType to 0 or leaving out the variable causes the subobject to fire missiles with the pre-patch behavior (i.e. shoot at everything in range regardless of type), while setting it to either 1 or 2 results in the subobjects failing to fire entirely, instead of only firing against surface or air targets respectively like they should.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Times, from quick testing it seems like the new SubObject RadarType variable is malfunctioning.

I have a test scenario that involves myself, a dummy Nimitz on my team and one single hostile modded Arleigh Burke that SHOULD shoot at both the Nimitz and me.

Instead of throwing RIM-7 (changed to be fired by an invisible subobject here) at me and Harpoons at the Nimitz, or even doing the pre-patch thing and throw both RIM-7 and Harpoons at one target, both types of missiles failed to fire at either target. The 5" cannon and 20mm CIWS, both without the RadarType variable defined, fired just fine.

I'll do more testing to see if it is really that variable screwing things up tomorrow, but I'll put this up to let you know in the meantime.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

"Make sense, since when did you saw a F-5 fired an AEGIS ship?"

But I want to fire Abrams and other ground vehicles from my cargo plane!

Jokes aside, I do believe that it is a technical limitation since non-air units appear to be coded to be glued to the ground with heavily-simplified physics.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Mind you, targetable subobjects never really worked on player-controlled aircraft. (Just take a Ziz out and take some pounding)

Unless TS is going to make it a literal unit attached to you, that will require additional fixing up if it is to be implemented as a targetable subobject.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ [BS160526] ''Fire and Ice''

All of your missions really need to play SOME music.

I don't care if you just slap Strike Force on all of them (which is what I did), listening to only the engine noise is an experience of pure agony.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

It is rather hilarious that the hatedom is invading Mod DB of all places.

Please, for all intents and purposes, keep your rants in your Steam reviews where it would at least be relevant to customer interests. Spamming your rants here is counterproductive, as there's a limited amount of comments displayed per page and you're flushing constructive comments pushing for changes down the drain.

And frankly, if you hate TS, this game and its remaining fans so much, why don't you just let go and let us sheep in peace?

Good karma+4 votes
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Oh god, yes please.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Speaking of lock on detection, the under-utilized passive countermeasure system appears to only have two settings: "Jam only missiles locked onto me" and "Jam EVERYTHING including my own missiles".

There needs to be a proper IFF setting (like the buff/debuff system) for it to jam missiles locked onto friendly units but not anything fired by my side.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Several feature requests for the mission editor:
1. Triggers based on:
a. A unit's subobject layer state (e.g. EOS-14)
b. The amount of subobjects left on a unit('s active layer)

2. Actions to:
a. Modify a unit's speed multiplier
b. Change whether a unit is static or not
c. Spawn a unit in relative position to another unit (like projectiles)


Bug reports:
1. Game acts weird at extreme amount of radar objects (inc. target-able subobjects):
a. Toggling minimap zoom will crash the game
b. Radar objects may fail to appear on the HUD (and cannot be targeted)

2. Generally sub-par game performance with a high amount of active units:
a. HUD audio glitches out and becomes highly-pitched
b. Random crashes
c. Game may become glitched after starting a heavy-load mission, music may no longer play, the game is more prone to random crashes, and quitting yields an error message.

3. Campaigns do not count as finished even after you complete all missions - they're just stuck at the last mission perpetually. This is probably already known, but I think it's worth mentioning now that there are quite a few player-made campaigns around.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Agreed. AA guns on a whole have terrible accuracy. Even the Ziz can barely hit a thing with its many, many AA guns.

Unless you're a sadist like me who put proximity burst shells on them, in which case they'll actually be competent. But I don't think that's where official content is heading for.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Thanks. I think I've found my real problem though - My super-heavily armed Ziz units from Ziz Pursuit are having so many Subobjects (78!), they somehow broke its radar. So broken that it's completely random: on one repeatable occasion, I can detect a F-16C perfectly well, but not a MiG-29 that is actually LESS stealthy than the F-16C!

Temporarily removing all subobjects via changing the subobject count (temporarily) fixes the problem. Having a low subobject count like 4 also doesn't trigger it.

I'm quite sure that it also affects the identical NPC-controlled version, because there's no way in hell I can stay stealthy with anything when I've always set their RadarRange_Air to 100000, and yet stealth is perfectly viable against them for some reason.

TS, I know this is a bit ridiculous, but can we possibly have a fix for it?

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Does anyone know what influences aircraft A's ability to detect aircraft B from aircraft A's config?

There is obviously a difference between different aircraft when it comes to stealth detection, but so far i have failed to pinpoint the specific stat(s) that influence it.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ CFA-44,and Sheryl Nome skin

Problems I've seen thus far:
1. Weapons not actually moving in and out of the weapon bay
2. ADMM firing directly forward instead of upward/downward
3. Underbelly weapon bay opens when EML is selected, even though it shouldn't

Good karma+3 votes
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

I don't know if this has been discussed before:
What is the feasibility of releasing a whole ton of piecemeal hotfix-type patches, instead of piling up these fixes to release with notable content?

I mean it is understandable to release actual content in sparse but big patches, but I don't think people would mind getting small fixes every now and then, as opposed to having broken stuff stay broken until the next content-rich update is ready.

Good karma+6 votes
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

We need some way to control what kind of target sub-objects can lock onto.

I'm trying to make the Arleigh Burke a bit more complete in terms of usable armaments, and then it started to shoot Harpoons at me.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Man or Beast [Campaign]

My only complaint is that even though the narrative suggests a coherent storyline (the Eulyrian-Prythan Conflict), the gameplay itself feels like a bunch of Challenge mode missions wielded together, with fixed aircraft with a fixed loadout.

A bit of player freedom and sense of progression (on the gameplay side of things, not the narrative where it is done nicely) would be greatly appreciated.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

Speaking of stealth, what variable(s) control stealth detection i.e. the ability of an aircraft to detect different stealth aircraft?

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

High-res B-52 NOW!!!

*Hype intensifies*

(Just kidding, but I DO highly look forward to that. I always loved the BUFF.)

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

On Christmas Eve I mentioned animated munition containers and how they were disconnected from the game's weapon bay RCS mechanics (even for the SBC-01S, the dedicated stealth pod).

TS mentioned that he "took note of the issues and make all the connections needed in the code to make all the mechanics work the same way for both systems", but has it been addressed by the 1.4 patch? I see no change to the SBC-01S, but at the same time I'm unsure if

And tracking back to that chain of comments, there's also the suggestion that the munitions in a container should (optionally) INDIVIDUALLY reload by the fire rate value, instead of the whole container refilling one munition at a time by that same fire rate value.

I can somewhat simulate that effect by dividing the fire rate by the amount of munition. but for things with too low of a reload time (e.g. standard missiles), it just enables a non-stop stream of missiles.

Good karma+1 vote
Mattoropael
Mattoropael - - 60 comments @ Vector Thrust

The way I see it, it would be a nightmare to configure all aircraft unless the entire system is overhauled.

And for that I mean instead of selecting weapons for the plane, you'd be selecting weapons for each individual hardpoint, preferably with a "cost limit"-type system limiting how many things you can carry in total.

Good karma+1 vote