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Significant performance improvements with A-Spec First Assault Update 0.22.0

Welcome, pilot! With this latest update it is no exaggeration to say there are have some huge performance improvements with less frame rate drops, and more increases. This has been a huge undertaking and took precedence over the Chapter 6 update, which not a decision taken lightly. While there is no new content, I believe these performance gains and other general improvements, make the game experience much better.

With how much of the backend was changed to eke out improved performance there may be bugs. If you notice anything out of place and behaving different, bizarrely or just plain acting outright annoying, let me know and I will investigate it. I have been through the campaign several times and caught some soft-locks, broken AI behaviour, etc, etc. But alas, I am just the one dev. While I catch many bugs, there’s always more lurking in the shadows, seemingly hidden, until someone brings it to my attention. So if you find one please report it, and big thanks to all the players who have!

With all that being said and done. Thanks for the continuing support and patience. This was meant to be a 1-year project, extended into a 2 year project, and became a unintended 5 year (and ongoing) project. All being well, A-Spec First Assault the release goal line is now firmly in sight. The focus is on completing the campaign, adding more content, improving existing features along with balancing. I’m aiming to be a full release this year. There, I said it, just don’t try and pin me down with an exact date. It will be in the fullness of time.

And without further ado, here are the patch notes for A-Spec First Assault Update 0.22.0

Patch Notes 0.22.0
Overview

  • This update provides significant performance improvements, along with general bug fixes and improvements and fixed the accuracy of the players primary guns when enabling the “Homing Projectiles” option

Added

  • AI manager to handle management of AI Actor logic updates for improved performance
  • Combat AI Actors now perform a threat assessment against nearby hostiles to determine the best target to engage (closest comparable to itself)
  • Combat AI Actors are capable of making attempts at reducing the likeliness of getting stuck against other ships/structures in the world

Changed

  • Gimball Gun tracking and movement logic updates are now processed with ECS Jobs for improved performance
  • Turret tracking and movement logic updates are now processed with ECS Jobs for improved performance
  • Ship exhaust lens flare logic updates are now processed with ECS Jobs for improved performance
  • Ship exhaust lens flare quad texture visuals are now rendered more efficiently for improved performance
  • Projectile logic updates are now processed with ECS Jobs for improved performance
  • Projectile quad texture visuals are now rendered more efficiently for improved performance
  • Stellar dust logic updates are now processed with ECS Jobs for improved performance
  • Gun Muzzle Flare quad texture visuals are now rendered more efficiently for improved performance
  • Radar contacts logic updates are now processed with ECS Jobs for improved performance
  • Improved the logic used for stretching projectile tails for better visual appearance
  • Removed the in-game FPS montor and associated key binding

Fixed

  • The players main gun projectiles are now 100% accurate against targets when “Homing Projectiles” have been enabled in the game options
  • Campaign soft lock in Chapter 5 Mission 3 as no random side missions are generated preventing progression towards unlocking this main mission
  • Refactored hazard field processes (asteroid and nebula fields) for performance improvements
  • Projectile Stats from installed modules are not applied to the guns when in a mission (Muzzle Speed, Max Range, Rate of Fire, Explosive Radius)
  • Ship Fitting: Launcher Subsystem Damage display values are being calculated incorrectly
  • AI Actors now correctly calculate stopping times, preventing the fast overshoot/fly-bys when using the afterburner

A-Spec First Assault: Patch 0.20.1 is live

There is no significant evidence of spontaneously combusting turrets which may or may not be linked to…

Patch Notes 0.20.1

Note: This update will reset all existing bindings to default values to avoid conflicts with new generic HOTAS and generic flight pedal default bindings

Overview

  • Added an overview screen as a place to easily reference control bindings
  • Artillery and Autocannon weaponry adjusted to provide more distinct differences and use
  • Improvements to Torpedo Launchers (installation costs, flight specs, damage)
  • Kherson turrets significantly less likely to spontaneously combust when firing a launcher salvo

Added

  • Default bindings for generic HOTAS controllers
  • Default bindings for generic flight pedal controllers
  • Controller Bindings Overview screen (For a quick glance reminder of controller bindings accessible from the pause menu during mission flights)

Changed

  • Adjustments to all Artillery and Autocannon variants towards defining distinct useage of these weapons and to Artillery:
    • Artillery are long range weapons (range increases, while muzzle velocities decrease, as slot sizes go up)
    • Burst and Standard Autocannons are medium range weapons (range increases, while muzzle velocities decrease, as slot sizes go up)
    • All Autocannons have a slightly faster muzzle velocity than the equivalent it’s Burst Autocannons
    • Adjusted maximum projectile range and muzzle velocities to move autocannon use from long range to medium ranged
  • Torpedo Launcher (Medium):
    • Fitting Points cost changed to 61 (from 169)
    • Prestige Points cost changed to 1464 (from 1624)
    • Adjusted lock range and flight time and flight velocities
  • Torpedo Launcher (Large):
    • Fitting Points cost changed to 243 (from 675)
    • Prestige Points cost changed to 5832 (from 5400)
    • Adjusted lock range and flight time and flight velocities
    • Adjusted Explosive damage values
  • Torpedo Launcher (Extra Large):
    • Fitting Points cost changed to 648 (from 2250)
    • Prestige Points cost changed to 15552 (from 18000)
    • Adjusted lock range and flight time and flight velocities
    • Adjusted Explosive damage values
  • The launcher status bar in the flight HUD weapons panel will no longer play out the reloading UI animation when the launcher ammo is 0, instead it will remain as an empty bar
  • The Save/Load window in the Equipment Loadout Screen:
    • Window real-a-state has been increased and equipped items are listed with consolidated totals to ensure specification text is fully displayed
    • Players can now select Save/Load Slots 6-8 when using controller navigation
  • Controller axis binding for roll is now inverted by default

Fixed

  • Hard at work Akkadian Technicians have corrected a minor fault with the Kherson’s new forward positioned keel turret mounts. In completely unrelated news, the Kherson’s launchers have been repositioned further forward allowing missiles to reach their intended target that little bit quicker, oh, and-any-keel-mounted-turrets-will-no-longer-spontaneously-combust-when-firing-said-launchers
  • Several side missions were not using overrides to spawn vessels and instead used the data in the mission file (therefore no random spawns!)
  • Firing a secondary launcher with multiple salvo’s and then immediately switching to another secondary launcher will pause the firing of the previous launcher
  • Projectiles were applying the shooters velocity to position offsetting the spawn location from the muzzle (which is no longer needed due to a script execution order change in a 0.19.x change)
  • Explosive Damage Enhancer Passive Module is not being applied to equipped launcher missile explosion damage
  • Equipment Loadout Screen now highlights locations (Primary, Secondary, Turrets) and equipped weaponry (primary guns and Turret models) on the vessel when hovering or selecting the relevant equipment slot
  • Vessel Selection Screen: Vessel loadout specification text for assigned wignmen is not updated when navigating the UI with the directional keys/buttons
  • Adjusted Turret Hierarchy Order so that turrets listed in the fitting screen in a standard convention
  • Muzzle Velocity and Max Range stats for projectiles do not display correct adjusted values with the Frictionless Coils Passive Module equipped
  • Rate of Fire stat for projectiles do not display correct adjusted values with the Magnetic Callibration Passive Module equipped
  • Using a Controller with a Throttle Axis binding assigned will set the throttle value to 0 while a Flight Group (1,2,3) button binding is held
  • Help Glyphs are not using a fallback for generic controllers without glyphs, which would instead use the element descriptive name of the controller for the bound action

A-Spec First Assault: Chapter 4 Arrives! Patch 0.20.0 Delivers New Content, Revamped Corvettes & Smoother Gameplay

Greetings, Commander.

There is a lot to digest in the patch notes below, so I’ll cover some of the more noteworthy inclusions for update 0.20.0:

Chapter 4
3 new main story missions brings the player to the front lines of the war. Encounter tougher and bigger enemies than before. Chapter 4 side missions up the ante as well, if you want a real challenge then test your mettle with the ‘Ambushed’ side missions.

Corvette Ship Improvements
The Akkadian corvettes (Player faction) have been given additional equipment slots, varying by ship across primary, secondary, turrets and passive modules. The Luhansk, Donetsk and Kherson have significant increases in Max Fitting Points to make the most of these.

Optional Player Assists
Near-Miss
Do you love flying into the enemy head on guns blazing, but hate how the enemy chews you up as much as you do them? Then hate no more, and increase the chances of enemies missing your entirely with the Near-Miss assist.

Find it from the main menu under Options > Game > Near-Miss Spread Angle
Increase the slider to make the enemies aim worse or reduce to 0 to turn it off entirely. Velocity changes, and relative speeds are factored into calculation, so you’ll still need to make a few flight adjustments.

Homing Projectiles
You position the target in centre, your gimbal guns swivel to line up the perfect shot, squeeze the trigger and… Damn, the target fired its thrusters and adjusted its velocity enough for the projectile barrage to harmlessly pass by!

Feel more like a crack shot pilot at the extremes of your guns max ranges with the Homing Projectiles assist. When enabled any targeted vessel with the guns lined up for the kill will have their projectiles home in on the target. A bit like a heat seeking missile, but for projectiles!

This doesn’t guarantee a 100% chance hit rate, if the projectile travel time is long enough the target has a chance to evade if they put enough thrust into it.

Find it from the main menu under Options ? Game > Homing Projectiles
A simple toggle on or off.

Patch Notes 0.20.0 (Merged with 0.19.x Release Candidate Builds)
Overview

  • Chapter 4 added to the story campaign
  • Increased Prestige rewards for completing main missions
  • FPS performance improvements
  • Various additions, gameplay improvements and bug fixes


Added

  • Chapter 4:
    • 3 Main Missions
    • New (tougher) Side Mission spawn pools for: Ambush, Ambushed, Seek and Destroy, Convoy Escort/Destroy, Distress Call
  • Added weighting system to reduce the possibility of the same mission name types being overly repeated in side mission offers.
  • Allowed Akkadian Combat Pilot Actors to use afterburners (does not apply to other factions as adding this feature dramatically changed the difficulty and timings of a variety of missions)
  • Collision Avoidance conditions to stop AI Actor Pilots of larger ships evading much smaller ships
  • Targeted Substructures now have subsystem health and substructure health bars and values displayed in relevant flight HUD sections
  • Radar detection range can be adjusted on a per structure type basis (used to reduce detection range for specific structures in a Chapter 4 mission)
  • Improved FPS during explosions (Object Pooling relevant)
  • A couple of Particle Explosions missing from Object Pooling have now been included
  • Burst Autogun XXSmall (as a replacement for Sumer fighter craft using the Prologue Autogun XXSmall within the main campaign)
  • Projectiles being fired against the player (when the player is) will now calculate the chance that the projectile should be a near-miss based on local velocity and distance (All Blaster gun variations are excluded from this check)
  • Gameplay Assists (Options > Game > Gameplay Assists) for reducing enemy accuracy against the player and improving player accuracy with homing projectile weapons (excluding Blasters)


Changed

  • Luhansk Corvette:
    • Max fitting points increased to 404 (from 273)
    • Additional (+1) Primary Port group (x2 guns)
    • Additional (+1) forward launcher slot (Small fitting)
    • Additional (+1) Small Turret slot (rear keel)
    • Additional (+1) Small Passive Module slot
  • Donetsk Corvette:
    • Max fitting points increased to 1200 (from 566)
    • Additional (+3) turret slots on the keel
    • Additional (+2) forward launcher slots (Small/Medium fitting)
    • All small only turret slots on the deck can now fit Medium fittings (in addition to small fittings)
    • Additional (+1) Small Passive Module slot
  • Kherson Corvette:
    • Max fitting points increased to 1542 (from 960)
    • Secondary weapon slot has been re-positioned to a forward launcher towards making it more useful and in keeping with every other secondary weapon slot on other ships
    • Additional (+1) forward launcher slot (Small/Medium fitting)
    • Additional (+5) turret ports on the keel
    • Additional (+2) Small Passive Module slots
  • Adjusted Prestige rewards for completing main missions. Players will now have more Prestige to spend on ships and loadouts. This has been retroactively applied to existing campaigns
  • Thruster Optimizer Module description has been improved for better clarity
  • Thruster Tuning Modules description was using the original Thruster Optimizer Module description and has now been corrected to better summarise the modules’ effect
  • Collision Avoidance checks for AI Actors now exclude distinct debris in the world
  • Improved FPS performance (linked to Radar system updates)
  • Sumer Fighters and Gunships have reduced armour and hull points to make them feel much less spongy
  • Reworked Subsystem damage through projectile penetration of armour layer:
    • Previously subsystem damage scaled down linearly based on the max armour hitpoints (HP) and current armour HP. If we have two armour quadrants, one with max 500 HP and the other max 1000 HP, they would offer the same level of subsystem protection based on their HP percentage. To make subsystem penetration more consistent a weapon has a defined threshold for how much HP it can ‘pass’ through to achive penetration. The subsystem damage is scaled based on the threshold (passing through more armour HP will reduce the projectile subsystem damage down to 0 when it reaches the penetration threshold). This make positioning and angle of attack more important when wielding penetrating weapons (with the railgun, and lesser the autocannons) for damaging deeply housed subsystems on armoured targets.
  • Adjusted the main campaign mission progression unlocks due to C01M03 being made available immediately available after C01M02.
  • Prologue Mission 6 (Based on feedback about objectives around destroying enemy turrets proved too difficult to manage for a tutorial mission – thanks StoneofTriumph):
    • Swapped out the Choke Blaster for Autogun player primary weapon (due to Choke Blaster limited range)
    • Disabled the offline repair ability for enemy turrets
    • Changed Xenia comms dialogue around turret repair
    • Added Medium Autocannon 8 to the frigates
  • Chapter 2 Mission 3 (C02M03):
    • Reinforcing friendly cruiser now spawns as an Akaddian Cruiser (instead of Sumer Cruiser) and given some speed mods to get it into the action quicker
    • Reduced the reinforcing Akaddian Donetsk corvettes to 3 (from 4) allowing the Akaddian Cruiser more opportunity to get in on the action
    • Sumer Gunship loadouts’ have been adjusted giving 2 (from 4) gunships bombs to drop (bringing mission balancing back in line with pre 0.19.0 changes)
  • Chapter 3 Mission 2 (C02M02):
    • Fixed vessel names for several rebel frigate spawns
    • Admiral ship cannot be destroyed
  • Chapter 3 Mission 3 (C03M03):
    • Adjustments to rebel frigate and tug loadouts to improve their threat
    • Renamed the station
    • Civilian frigates now use correct prefab for ship data
  • Chapter 4 Mission 3 (C04M03):
    • Moved the starting spawn location of Sumer transports 15000 meters further away from the warp out point to provide the player more breathing room when engaging them (for a whopping extra 60 seconds)
  • Adjustments to rebel frigate and tug loadouts to improve their threat and challenge during chapter 3 side mission encounters
  • Combat Pilot AI: Adjusted calculation values for pilots deciding if they should change target to a bigger threat (should stick with designated targets for longer while under fire)
  • Combat Pilot AI: Logic on afterburn useage has been tuned towards reducing the overshooting targets and inappropriate usage overall
  • Removed peneration ability from Autogun and it can longer apply damage to covered subsystems
  • Mini Gun (used by the Sumer Gunship) renamed to Cannon and increased direct damage by 5DPS (30DPS total) and increased subsystem damage by 10DPS (60DPS total)
  • Player HUD Weapon Panel now counts down number of rounds remaining to be fired from a trigger pull (i.e. Burst Autocannons) on the weapons reload status bar
  • Updated the equipment text stats format and layout in the fitting screen
  • Sorting order improvements for inventory items listed in the fitting screen
  • Reinforced Armor Plating (Small) changes
    • Type I = Fitting points increase to 18 (from 6)
    • Type II = Armor HP increase to 3000 (from 2000), Fitting points increase to 84 (from n) and Prestige cost increase to 1120 (from n)
    • Type III = Armor HP increase to 7000 (from 3000), Fitting points increase to 270 (from n) and Prestige cost increase to 4992 (from n)
    • Percentage values are now penalized (reduced with multiple modules affecting the same stats) instead of just being a additive flat value
  • Progression with Equipment Unlock time changes
    • Artillery Medium X1 TURRET unlocks after completing C02M03
    • Autocannon/4 X1 (61) unlocks after completing C02M01
    • Autocannon/4 X2 (62) unlocks after completing C02M01
    • Autocannon/4 X3 (63) unlocks after completing C02M02
    • Burst Autocannon/2 X3 (59) unlocks after completing C01M01
    • Burst Autocannon/2 X3 (60) unlocks after completing C01M01
    • Explosive Damage Enhancer I unlocks after completing C01M03
    • Explosive Damage Enhancer II unlocks after completing C02M03
    • Explosive Damage Enhancer III unlocks after completing C03M03


Fixed

  • Replaced ship loadout secondary weapon references to old MLRS Launcher to new MLMS Launcher(s).
  • Skirmish Menu: Players will no longer be able to see or select factions not intended for use by the player
  • Sumer Light Frigate was incorrectly used as friendly unit in Ambush mission, and has now been replaced with Donetsk Corvette
  • Burst Autocannon/04 X1-X3 Turret Gun DPS has been increased to expected output values (due to wrong reload time being applied)
  • Gunship now uses its own unique XS turret
  • Corrected typos in various mission texts
  • Explosive Armor Protection III (S) module had a vastly inflated price
  • Null Reference Exception when a turrets target warps out
  • Sumer Gunships’ secondary launcher slot size was forgotten and has been restored back to Extra Small
  • AI Actor will no longer use full throttle when in a sweet spot behind a target
  • Disabling AI Actor causing Invalid Operation Exception error
  • Resolved an issue with mission scripting logic for checks on subsystem health when the subsystem is attached to a damageable (and destructible) substructure which would return incorrect values when the substructure is destroyed
  • Null reference exception when an engine substructures(s) health reaches 0 on the Sumer Cruiser
  • A wingman with their own wing will not spawn their wing in formation when playing a Skirmish match
  • Vessel Loadout Screen: Equipped ship weaponry DPS overview list are significantly over inflated for primary weapons
  • Explosions hitting a dying substructures will continue to feed additional damage through to the main structure
  • Projectile guns which fire off multiple rounds on a single trigger pull start the reload timer as soon as it starts firing instead of after the last round being shot off (affecting Burst Autocannons and Blasters)
  • Blaster/4 Primary Gun was using a Medium slot size when it should be Small slot size and has been corrected
  • Ship overview panel in the fitting screen now shows individual applied stat values and correctly shows applied weapon damage stat values
  • Stopped the filter being re-applied when equipping an inventory item into a slot in the fitting screen (which would reset the scroll view back to the top each time)
  • Corrected known typos across several main mission briefings, debriefings, and communication dialogue

A-Spec First Assault fitting screen improvements

Check out this screen snap of the fitting screen layout improvements along with more exposed stats

Screenshot displaying a detailed screen layout of a game interface showing performance stats, base stat adjustments, and artillery specifications for a gaming vehicle.

Info text has been expanded on for weaponry and stat adjustments are now properly displayed for secondary and turret weapons when equipping passive modules (something overlooked but was still being applied in gameplay!). You can also get an overview of all individual applied stat adjustments in the ship overview panel (top left), along with the adjusted stat values displayed for the ships equipment.

A lot more has been done for the next A-Spec First Assault update, but I shall leave that for a future update (and the lengthy patch notes) to be released in just over a couple of weeks.

A-Spec first assault patch 0.17.0 early access

Welcome pilots, the 0.17.0 update is here.

This latest update was intended to include the campaign’s Chapter 4, which will be released in the next planned milestone release. With this features update out of the way I will be focussing on the story campaign. In an effort to get more content out of the space dock, new features will be limited to allowing progression through the campaign missions.

Patch Notes 0.17.0
Overview

  • New cruiser and battlecruiser ships available to fly in Skirmish, along with existing weapon variants for their slot sizes
  • New and improved Multiple Launch Missiles (MLMS-CTAT, MLMS-POXY)
  • Performance and visual improvements
  • Lots of other additions, bug fixes and improvements

Added

  • Missing descriptions for certain guns and turrets
  • Reinforced Armour Plating module L and XL sizes
  • Engine Optimiser XL modules
  • Engine Tuning XL size modules
  • Explosive Armour Protection XL size modules
  • Frictionless Coils XL modules
  • Kinetic Armour Protection XL modules
  • Kinetic Damage Enhancer L and XL modules
  • Magnetic Callibrations XL size modules
  • Nanite Repair Optimisation XL size modules
  • Thruster Optimiser XL size modules
  • Thruster Tuning XL size modules
  • XLarge Artillery Main Gun
  • Large Artillery Main Gun
  • Hardpoint and Launcher mounting sizes
  • Battlecruiser for enemy military faction
  • Cruiser for player military faction
  • Mining Outpost model
  • Science Vessel model (functions like all Transports)
  • Rocket S, M, L and XL
  • Multiple Launch Missiles (MLMS) S, M, L, XL sizes (replacing previous MLMS secondary weapon)
  • Multiple Launch Missiles with Proximity detonator (MLMS-POXY) S size
  • Added scripting logic for defining Wingleader/Wingmen behaviours
  • Distinct debris for enemy faction transport

Changed

  • Added MLMS-POXY/02 secondary weapon to player starting ship default loadout in the main campaign
  • Reduced disk size requirements by using texture packing techniques (on going)
  • Changed Autogun muzzle flare VFX
  • Changed Autogun projectile VFX
  • Changed Autocannon muzzle flare VFX
  • Changed Autocannon projectile VFX
  • Changed Artillery muzzle flare VFX
  • Changed Artillery projectile VFX
  • Changed Railgun muzzle flare VFX
  • Primary weapons will target the center of a turret rather than the turret pivot point
  • Engine Optimiser S, M and L size modules modifier, prestige and fitting cost values adjusted in line with rulest
  • Engine Tuning L size modules modifier, prestige and cost values adjusted in line with ruleset
  • Explosive Armour Protection L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Frictionless Coils S, M, L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Kinetic Armour Protection L modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Magnetic Callibrations L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Nanite Repair Optimisation L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Thruster Optimiser L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Thruster Tuning L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Allowed Substructures to be protected by the damageable layer of the parent on a per substructure basis
  • Update the dying throes of all enemy faction ships
  • Reduced number of particle explosions called for death explosions across all ships from prologue to campaign, by using fewer more appropriate sized particle explosions
  • Blaster 4/8/16 direct and subsystem damage along with Fitting and Prestige costs
  • Torpedo model and VFX
  • Rocket model and VFX
  • Multiple Launch Missiles model and VFX
  • Improved raycasting times for AI actor collision avoidance checks

Fixed

  • Medium and Large turrets now use correct size projectiles and muzzle flares for their sizes
  • Null Reference error in Subsystem Repair
  • When a substructure is destroyed any attached turrets are destroyed resulting in null reference exceptions
  • Using the “Target turret under reticule” targets turrets which are offline and under repair and therefore invisible
  • Engine subsystems will stop being repaired when 2 or more engine subsystems exist but at least 1 engine subsystem is attached to a substructure which has been destroyed
  • Reinforced Armour Plating modules missing Thruster Max Velocity modifier
  • Reinforced Armour Plating modules modifier values adjusted in line with ruleset
  • Calculations for DPS and RPS for guns with multiple rounds per shot (Blaster & Burst Cannons)
  • Turret highlights become disconnected from F2 Cruiser when targeted
  • Explosion VFX on ships are included in the target highlight
  • Sub-targeting turrets will use the wrong turret mesh for the highlight (and other weird highlight behaviour)
  • When a ship is fitted with the Kinetic Damage Protection module and a substructure (i.e. Turret) takes direct damage, the damage feeds down to the ships hull even though if the ship has enough armour to absorb the full amount of damage
  • Group spawning without a wing leader will clump spawn at same location (spawning inside each other)
  • Equipment Screen: Equipped Turret slots arcs display issue
  • Invalid Operation Exception when disabling an active AI Actor by script

A-Spec FIrst Assault: Early Access version 0.16.0 patch notes

Available on Steam, A-Spec First Assault reaches Early Access version 0.16.0. Check out the patch notes to learn more.

Overview

  • Improved lighting/shadows and made better use of engine graphics options for game graphics quality settings from Medium to Ultra
  • More targeting actions for Monitored, Wingmen, and who’s talking
  • The Command Panel has visual improvements and additional actions

Known Issues

  • Autospeed match ‘close’ setting does not work as expected (but won’t soft lock progress when required, and may require a little patience when used in scripting for Chapter 03 Mission 03 if you feel otherwise)
  • Mesh fitting detailed (ship vs weapon collisions) and simple colliders (ship vs ship collisions) required for opponent faction ships (Fighter, Gunship, Carrier)
  • Jump-out animations are not scaled correctly for ships bigger than a gunship

Added

  • Keybindings for targeting monitored structures in Flight controls
  • Keybindings for targeting wingmen in Flight controls
  • Keybinding for targeting the current talker in Flight controls
  • Added new actions to the Command Panel “Targeting > General” category: Next/Prev Monitored, Next/prev Wingmen and Current Talker
  • Added new category to Command Panel: Flight Controls
  • Added new actions to the Command Panel Flight Controls category: Reverse Speed toggle, Match Speed toggle, Match Speed Range Modes Slide cycle, Flight Control toggle, Activate Autopilot
  • Command Panel control fallback when a flight control action referenced by help glyphs not assigned to gamepad button (tutorial stuff)
  • Command Panel control fallback will breadcrumb to the desired control not mapped to a gamepad button (if it exists as a Command Panel action)
  • Command Panel context sensitive text panel based on category and/or action button highlighted
  • Help glyphs are shown next to the Command Panel for its navigation controls

Changed

  • Adjusted the font sizes on the flight HUD text assets to meet Steam Deck font size recommendations/preferences
  • New rendering quality settings applied to video quality settings from Medium upwards, improving visual fidelity on higher settings
  • Adjusted the shadow rendering settings for improved shadow effects when projected shadows are further away from the camera
  • Changed default gamepad binding for Full Primary in Flight Group 1 category
  • Changed default gamepad binding for Auto Targeting in Flight Group 1
  • Gamepad Start button can be now mapped in Flight Group 1-3 categories

Fixed

  • Closing the Options popup screen will no longer lose button focus on the Option button on the campaign menu, forcing gamepad users to use the mouse
  • Menu “Options > Video > Graphics Quality > Shadow Type” setting is no longer ignored
  • The mouse cursor refused to hide until mouse first moved after a scene load (affected gamepad users)

A-Spec First Assault: Chapter 3 Now Live & On Sale!

A-Spec First Assault gets beautiful stellar vistas, and adds chapter 3 to the campaign, and it’s first ever sale!

Today is a good day to play flight games! But why limit it to just a day when you can go all week long?

September 16 – September 23, Steam is hosting Steam Planes, Trains, and Automobiles Fest, with discounts for automobile sim, flight, and trains simulator games, including A-Spec First Assault and Absolute Territory.

And before I forget, here are the latest patch notes for A-Spec First Assault…

Patch Notes 0.15.0

Overview

  • Added Chapter 3 to the main campaign
  • New Point Defence mode (PDC Mode) for turrets to shoot down incoming missiles (not all turrets are PDC capable)
  • A new Command Menu panel pauses the gameplay while you leisurely send orders, change targets, instead of mapping every control to a gamepad

Known Issues

  • Autospeed match ‘close’ setting does not work as expected (but won’t soft lock progress when required, and may require a little patience when used in scripting for Chapter 03 Mission 03 if you feel otherwise)
  • Mesh fitting detailed (ship vs weapon collisions) and simple colliders (ship vs ship collisions) required for opponent faction ships (Fighter, Gunship, Carrier)
  • Jump-out animations are not scaled correctly for ships bigger than a gunship

Added

  • Chapter 3 main missions
  • When the players ship turret is taken out, the weapon display for the turret will change to shows it’s repair status until its back online
  • Quick Actions Panel popup to allow control selection from a menu interface (not yet bound to a default key, recommend manual assign to ‘F8’ for QWERTY layout. See Flight – Other – Quick Actions Menu)
  • Wingmen status panel also shows each wingman’s current order being actioned
  • Small Turret Guns can be put into Point Defence (PDC) mode (not yet bound to a default key, recommend manual assign to ‘#’ for QWERTY layout. See Flight – Weaponry – Cycle PDC Modes)
  • Turrets now prioritize targets based on a target order list based on target size (i.e. fighter > gunship > corvette > …) and weapon suitability
  • Primary gun slots now have and are restricted by mounting size restrictions
  • Side mission weights are adjusted during play (less likely to repeat mission variant if you played it — doesn’t mean you won’t get another variant with the same type)
  • Player ship regenerative systems are fully restored during autopilot transitions
  • Turret specification text now includes “[PDC]” marker to highlight Point Defence Capable turrets
  • Missing default bindings (Custom bindings will be reset to avoid conflicts)
  • Tug, Frigate and Large Transport ships for Civilian faction
  • Event Log added to the Pause menu during flight gameplay (default: Esc) to re-view previously received transmissions during a mission

Changed

  • The loading screen is now animated, to show the game is loading
  • Starting the game will show the first loading screen longer than usual. This is the new normal. It’s important work towards keeping memory footprint down and keep loading in to missions quick
  • The training button will be hidden until the prologue has been completed at least once (as the prologue acts as a story based tutorial, as the dedicated tutorials are more for a refresher and/or deeper mechanics for veteran players)
  • Campaign: Changed starting ship loadout (after the prologue) to be equipped with Autogun(S) for primary and turret slots to be more effective against fighter craft
  • Primary weapon Autogun (S) max range and muzzle velocity increased
  • Turreted Autogun (S) X1-3 muzzle velocity increased
  • FPS is now defaulted to 30 for first time players, to ensure a smooth and consistent gameplay experience during large skirmishes due to physics being linked to frame rate. Experiment/adjust with the FPS video setting to your preference/machine
  • Several code refactorings for improved frame rate stability
  • Adjusted the size of the Controller and Keybindings Screen to use more of the width of the screen for binding the three controller types
  • Large Transport and Mining Barges (found in the Prologue) are now have optimized and better fitting colliders
  • Adjustments to fighter AI behaviours for better avoiding other structures
  • Increased Unity Engine Max Virual Voices and Max Real Voices to eliminate audio cutting out when too many sources are playing at default values

Fixed

  • Slow loading with Skybox and HUD assets which only became apparent after adding modular backgrounds as Addressable Assets
  • Full speed button is not enabled with other speed settings in Prologue Mission 1 & 2
  • Yaw was incorrectly disabled during first mining task in Prologue Mission 2
  • Corrected grammar in Xenia dialogue re afterburning during Prologue Mission 3
  • Player Received Transmission override source name was not being applied under certain conditions
  • Turrets performance were not being affected by the of the Gun Control subsystem health
  • Subsystem pips for health of the player ship and targeted ships
  • “Full throttle” the t in throttle should be uppercase for consistency in Control Mappings
  • Enemy Cruiser encountered in chapter 2 was missing Engine and Thruster Particle Effects
  • Thruster and Engine FX will no longer continue to play when the ship is in Slide mode
  • Afterburner audio for the player ship only plays through the right audio channel in 1st/3rd person view
  • Main Gun weapons now have use slot size requirements
  • Turrets firing prematurely
  • When in a mission, pausing the game then pressing the escape key will resume the mission while with pause screen is open
  • Vessel Fitting: Launcher list is not indented correctly in the Specification Panel
  • Vessel Fitting: Turret list is not indented correctly in the Specification Panel
  • Vessel Fitting: Turret slots are missing mounting size labels
  • Vessel Fitting: Modules are not being filtered by selected mounting sizes
  • Nanite Repair Optimization I (S) module has wrong price (extra digit added)
  • When using External Camera Tracking the HUD will eventually vibrate while player travels away from the position the camera view was engaged at
  • Prologue Mission 7: Transports jumping out where not being counted correctly causing incorrect dialogue to be triggered
  • Afterburn visual effect will continue and consume fuel during the autopilot cutscene, if afterburning when engaging the autopilot
  • Adjusting ships armour current health values via mission scripting can prevent repairs of regenerative armour
  • Added missing thruster effects to Large Transport and Mining Barges (found in the Prologue)
  • Improved performance during flight gameplay (identified through performance analytics)

Point Defence Cannons (PDCs) coming to a-spec first assault

PDCs are coming to A-Spec First Assault. You can rely on fast and nimble ships to outmaneuver missiles or equip PDCs to provide defence within a limited area of the ship.

Ships are fitted with turreted weaponry. Some of these turrets can be used as Point Defence Cannons that attempt to shoot down incoming missiles.

There are 3 operational modes the PDCs can be configured to:

  • Off – PDC-capable turrets will ignore incoming missiles and fall back on the turret’s orders.
  • Strict – PDC-capable turrets will only target shoot-down incoming missiles. Turret orders will be ignored.
  • Relaxed – PDC-capable turrets will follow turret orders but prioritize incoming missiles.

Separate from PDC operation modes, turret orders dictate target priorities for hostile ships. Turret orders are useful in focusing firepower on a single target or spreading firepower across multiple targets. Ship operators should familiarise themselves with both modes, especially when equipping PDC-capable turrets for efficient operation and ship protection.

The more PDC-capable turrets installed (or even bigger ones) the greater the protection from missile threats.

Watch this video to see PDC’s in action:

Try the demo and buy the Early Access for A-Spec First Assault on Steam.