Many video clips from versions as recent as 8.95 are found in the
Lac22022 YouTube PlayList. CLICK HERE
Many video clips from versions as recent as 9.55 are found in the
Lac22023 YouTube PlayList. CLICK HERE
Major improvements from Spring
2016
were
Major improvements from Spring 2016
were:
Multiplayer mission supporting six players (beta test).
Improved compatibility with NAT routers.
Fixed bugs in the interpretation of IP addresses. (The few IP
address ranges that failed are now working.)
Improved network diagnostics.
Improved network architecture. In addition to the original "Peer
to Peer" mode, we've added "Client/Server" mode in support of
multiplayer missions.
Major improvements in the October
2016 release were:
Improved hardware compatibility
Improved program stability and cleaner source code
Improved use of "Mouse" flight controls for players without a
joystick
Improved sound effects
Improved flight models
Prettier cockpit graphics with fewer "jaggies".
Performance is more uniform across the spectrum of fast vs. slow.
vs. medium-power CPUs.
Major improvements in the December 2016
release were:
More Aircraft. We now support P38, P40, P47, P51, F6F, F4U,
B17,
Spitfire, Hurricane, A6M, Ki-43, Fiat G-55, Me109, JU87, FW190, a
whimsical jet fighter, and Polykarpov
I-16.
Bigger Network Missions: As many as 10 alpha testers have
simultaneously flown on our new, free, test server at
LacServer2.LinuxAirCombat.com.
Three different types of
network missions.
New Desert Terrain in addition to the prior Island and Mountain
terrains.
New "High Definition" aircraft image models. New A6M "Zero", Fiat
G-55, and
JU87 "Stuka" take visual detail to a new level. (Work in process.
Special thanks to Stefano Peris.)
Airstrips, landings, and takeoffs are now possible in all
terrains and in all missions.
"Talking Cockpit" can verbalize information about the selected
target so you can hear it ("Target
two is at five O'clock, angel's twelve").
Improved User Interface during network missions to aid in
identification of participating players.
Major features of the January 2017
version were:
Persistent missions that you can join in process at your
pleasure, on your schedule.
Team affiliations within the multiplayer, online missions. All
three of the online missions now divide players into "Blue" and "Red"
team affiliations.
RADAR now displays Blue team members with blue icons, and Red
team members are displayed with red icons.
Increased
RADAR range. Although RADAR's accuracy and timeliness
diminish as range increases, it is now highly effective out to 100 km,
and even tracks the general location of targets as far as 500 km away.
Improved cockpit user interface for better support of online,
multiplayer missions.
Innovative new cockpit "Mission Router Panel" features blinking
LEDs that act like your home router to reveal telemetry and
communication packets from other network players. A glance at the
router panel can tell you how many other players are participating in
the current online mission, their numeric IDs, and a general indication
of their proximity and resultant telemetry vigor.
Audio prompts call out numeric identity and team affiliation of
selected RADAR targets within about 50 miles.
World-class Voice communications. We now offer a free server for
the well-known, free, open-source "Mumble" voice application. Our
Mumble server is optimized to support a future LAC community, with
channels for all of LAC's missions and teams. This server is now
available at LinuxAirCombat.com, and each of its channels displays a
prominent link to online help associated with related details of LAC
through our website.
World-class
Mumble integration. LAC and Mumble work hand-in-hand. Ten of LAC's
keyboard "hot keys" switch your Mumble voice comms
channel instantly among missions and teams, and cockpit messages
immediately announce the resulting channel name to all networked
mission players within reasonable radio range. Mumble pop-ups inform
all players whenever anybody enters or leaves their current Mumble
channel. Two more keyboard "hot keys" can be dedicated to "Channel
Push-To-Talk" and "MultiChannel Push-To-Talk" functions. When any
network player presses either of those "Talk" keys, the cockpit comms
panels of all nearby mission participants announce the identity of the
transmitting player, and his network comms packets light up
corresponding LEDs on the new Mission Router panel.
Mission
communication heirarchy. Each mission has a Mumble "Main
Channel", a "BlueTeam" sub-channel, and a "Red-Team" sub-channel. Voice
communication sent to a single channel via "TeamCast" within "Red" and
"Blue" sub-channels is always private,
but multi-channel "MissionCast" transmissions can be heard by both
teams. Jumping back and forth between channels is instantaneously
triggered by single hot-keys, whereupon your cockpit display
immediately
confirms your channel settings, and networked players flying nearby in
your mission see a cockpit instrument panel message alerting them of
the results of your Mumble channel change.
Mumble usernames can be coordinated with LAC usernames for
consistent display on LAC's cockpit panel and in Mumble's "Popups".
Mumble's well-known, optional "Overlay" is fully compatible with
LAC, so you can see the names of all channel users even when they are
not transmitting.
Expanded standard keyboard layout is now conveniently arranged to
add sixteen new, comms-related hot-keys in addition to the 45
flight-related hot keys that have long been offered.
Major new features from February 2017 include:
New network "smoothing" code significantly decreases network
jitter. Maneouvers performed by remote, network-connected aircraft are
now displayed much more clearly, more smoothly, and more immediately.
Network ID configuration is now automatic. If a mission is full,
an appropriate SystemStatus message declares "THIS MISSION IS FULL. TRY
ANOTHER" within about 60 seconds.
Flight models are significantly improved. They still need more
work, and although climb speeds and dive speeds still accelerate too
quickly, they are much closer now. Performance at extremely high speeds
is greatly improved so that the onset of "control heaviness" and/or
"compressibility" is much smoother and less shocking. Compressibility
effects now model roll rate degredation too.
Added the Russian Yak 9 fighter.
Added the Japanese N1K1 (Nakajima George) fighter.
Added a new "Mumble Panel" to the cockpit in network missions,
immediately below the "Mission Router Panel", significantly improving
voice comms and essentially perfecting our Mumble integration. It
constantly displays the name of any standard Mumble channel that is
selected with any of the standard Mumble Hot Keys. It also dynamically
displays "TRANSMITTING" or "RECEIVING" as appropriate to Mumble voice
traffic.
Improved Mumble event notifications. When used with our standard
keyboard macros and with our free Mumble server, our Mumble integration
is now so good that there is little need for Mumble's standard
"pop-ups" or the "Mumble Overlay". We have the best voice comms and the
best Mumble integration in the industry.
Acoustic volume of sound effects, background music, radio banter,
and training narration files have been balanced optimally.
The "SystemStatus" message area of the cockpit has been expanded
from a single line to three scrolling lines so that the pilots have
more time to read messages during online missions.
Cockpit target identification has been made more consistent with
the team affiliation logic described in our January 2017 release, so
that targets are now labeled with strings like "RED-1" or "BLUE-2", etc.
Players flying with a "Mouse" now experience proper stall and
compressibility effects.
Major new features from March
2017 (Version Lac03p72) include:
Added the B24 Heavy Bomber.
Improved the aircraft selection menu for all
missions.
Players without a joystick, using a mouse for
primary flight controls, now experience the same realistic stall and
compressibility effects as joystick users.
Improved the Flight Model math and coding for
all aircraft. In particular, the old logic that was responsible for
excessive climb and excess dive rates has been rewritten, and now
aircraft climb and dive at appropriate rates.
All Flight Model parameters for all WW2
aircraft have been carefully adjusted so that their flight
characteristics are now much more accurate. (Above 25,000 feet flight
characteristics are less accurate than below those levels, but are
still close enough to the recorded performance of the simulated
aircraft to support immersive, credible fun and to appropriately
represent the relative combat strengths.)
Major improvements from June 2017 (Version Lac04p16) include:
Bombers now have "autogunners" that shoot at hostile fighter
aircraft within gunnery range
Airfields are prettier, longer, and wider to facilitate easier
landings and takeoffs.
Some airfields are now equipped with defensive guns that shoot at
hostile aircraft within gunnery range
A new 10-player, networked, strategic combat mission arranges
players in two mutually hostile teams, each with three airbases. Win
the battle by destroying the opposing team's HQ airbase while defending
your own HQ airbase! Land at any of your three airbases to re-fuel,
repair, and re-arm your aircraft, but beware of "vulchers" while you're
on the ground....
After each network mission sortie, aircraft are re-fueled,
re-armed, and repaired when landed on a friendly airfield.
Major improvements from August 2017 (Version Lac04p53) include:
Improved support for players using a mouse instead of a joystick
for primary flight controls
Improved rudder responsiveness for users that rely on keyboard
keys for rudder control
Improved throttle responsiveness for users that rely on keyboard
keys for throttle control
WW2-era bombs
WW2-era unguided Air-to-Ground rockets
Two additional 10-player, online, strategic combat missions with
various terrains and starting conditions
All three multiplayer, online missions now feature strategic
airfield-based combat.
Improved explosion sound effects are louder with proximity, and
the volume fades with distance
Take-off logic is improved. It's now a lot easier to take off.
"Norden" bombsight makes precision bombing practical from medium
and high altitudes
Aircraft flight performance is degraded while lugging heavy
bombs, rockets, or missiles
Aircraft flight performance is degraded by airframe or engine
damage
Airfield defenses have been significantly strengthened. Beware
when flying near an undamaged, hostile airfield!
Airfield defenses are degraded by damage from hostile bombs,
rockets, missiles, and machine gun fire.
Damaged airfield defenses are gradually repaired by surviving
ground personnel.
Airfield damage is persistent between sorties (so long as at
least one player remains active in the mission).
Major improvements from September 2017
(Version Lac04p77) include:
Improved visual appearance of the Yak9 to better resemble the
general shape of the historic aircraft. Also found better data on the
Yak9T's flight performance and tweaked the flight model's engine power
and maxgamma accordingly. It now flies much faster and climbs much
better than before, and flight at medium and low altitudes is now
fairly close to that represented by the best available historic data.
Now it is NOT WEP-capable.
Increased the number of supported aircraft from 20 to 25 with the
following five new additions:
1 of 5: USA's
B25 "Mitchell" medium bomber.
2 of 5: USA's B26
"Marauder" medium bomber
3 of 5: Japan's G4m
"Betty" medium bomber.
4 of 5: US Navy's
F4F "Wildcat" fighter.
5 of 5: USA's P39
"Airacobra" fighter.
Bomber autogunnery logic is now more intelligent. Opposing
players will need to approach bombers from tactically advantageous
angles and/or they will need to "jink" to avoid the dangerous firepower
with which bombers now defend themselves. Trying to attack a bomber
with a simple tail chase is now a very risky
proposition.
Tuned up the lethality and durability of bombers and airfields
for better balance when airfields are attacked and for when bombers are
defending themselves.
Aircraft engines can now absorb more bullet hits before they
begin to fail.
Airfield and bomber autogunners now target all enemy aircraft
within gunnery range instead of just targetting the nearest enemy
aircraft. As a result, teams of allied aircraft attacking an enemy
bomber or airfield now share gunnery risk appropriately, and they
benefit from dividing the opposing firepower. For example, if an
attacker has a nearby ally, both will suffer only half of the damage
that would be likely if either was attacking alone, etc.
It is no longer possible to land upside-down or sideways without
sustaining extensive damage.
Fixed a bug in the joystick's "hat switch" logic that was
triggered by changes in 64-bit joystick drivers (versus the old 32-bit
joystick drivers). Now joystick "hat switch" mapping works correctly in
both 32 and 64-bit Linux installations.
Fixed longstanding bugs in the logic of the "SETUP
OPTIONS"->"GAME" menu so that it is now impossible to use those
menus to misconfigure the values for "DIFFICULTY" and "PRECISION",
which are now permanently hard-coded for "REALISTIC" and "SIMULATOR",
respectively.
Fixed a longstanding bug that was ignoring important differences
in the firepower of the guns in various aircraft. Now, the guns of some
aircraft are far more fearsome than other aircraft.
Added an explosion sound effect to accompany the impact of bombs
and rockets when they hit airfield facilities. The acoustic volume of
these explosions is proportional to their distance from the player.
Added new logic to the Norden Bombsight so that Bombsight icons
are supressed unless bombs are available and unless the displayed
tactical map is zoomed and centered appropriately. If bombs are
available but the tactical map is not properly zoomed and centered,
helpful prompts are displayed to inform the player of the need to zoom
it all the way out and to center it in order to activate the bombsight.
Added more new logic to the Norden Bombsight for players whose
machines are not powerful enough to set "fog distance" to the longest
possible range without losing frame rate. Experience has shown that fog
distance must sometimes be set all the way out (to 200) in order to see
the ground from bombing altitudes. Accordingly, this new logic sets fog
distance all the way out to 200 temporarily, while using the bomb
sight, and then resets it to the player's configured "fog distance"
value two seconds after the view exits from map mode. Sometimes this
logic does not work properly: If you cannot see the ground while using
the bomb sight, try pressing <ESC> twice to toggle out to the
menus and then back into the mission. After that you should be able to
see the ground from bombsight mode.
Found and fixed some bugs that had been preventing the immediate
propogation of airfield damage from rockets and bombs within the same
realm and mission.
Fixed a bug in almost all of the missions that was needlessly
resetting camera mode to "0" every time a bot was respawned. This has
long been a minor irritation, responsible for changing camera mode to
"forward" at inconvenient intervals when it ought to have remained
looking at map mode or looking to the left, right, rear, down, up, etc.
Improved the ending conditions for MissionNetworkBattle01,
MissionNetworkBattle02, and MissionNetworkBattle03. Now, when either HQ
airfield is destroyed, all participants hear dramatic music and a voice
declaring victory for the appropriate team (Red or Blue), followed by a
"countdown" message warning that the mission will end in 15 seconds.
Every player then hears a count going down, second by second, until it
gets to zero, whereupon all mission aircraft simultaneously explode.
Improved logging of tactical events so that players wishing to
research battle details during the prior mission can consult the
"~/.LAC/logfile.txt" file to learn exactly how much damage was
inflicted by or upon them at every moment throughout the entire
mission, along with the source of the damage and an explanation of the
contributing circumstances. (Note that this level of detail may be
diminished in the future as this software stabilizes).
Major improvements from October 2017
(Version 5.02) include:
Fixed bugs that were preventing easy configuration and mapping of
keyboard keys to flight functions in the configuration menus.
Increased intelligence of defensive bomber autoguns.
Increased intelligence of defensive airfield guns.
Fixed bugs that were preventing display of smoke trails behind
rockets and missiles.
Damaged airfield repairs are accelerated when friendly aircraft
dominate nearby airspace, and those repairs are decelerated when enemy
aircraft dominate nearby airspace.
Better balance of strategic offensive versus defensive weapons.
Strategic bombing missions are now more complex and last a lot
longer. Opposing fighters are forced to choose from among richer and
more complex options to defeat them.
Fixed many bugs in offline missions that interfered with proper
allocation of aircraft and weapons.
Updated audio narration in all of the offline training missions.
Added a "Gun Camera Film Request" key and a corresponding "Gum
Camera Services Requested" indicator on the cockpit (note that although
gun camera films can now be requested, the server must be updated
before they become available).
Enhanced network protocol so that player use of speed brakes and
flaps is transmitted to network peers, resulting in better "smoothing"
and further diminishing network "jitter". (Note
that this change makes older versions of LAC incompatible with the
latest server. If you try to connect an older version of LAC with one
of our latest servers, you will see error messages and logfile guidance
urging you to upgrade to the latest version.)
Decreased the violence of aircraft shaking when damage is
sustained. Now it's at a more realistic level.
Optimized standard keyboard layout to make the controls even more
intuitive. (See the updated keyboard illustration above.)
Major improvements from November 2017 (Version 5.09) include:
Added three new aircraft, taking the total to 28 aircraft. The
new ones are:
1 of 3: The Russian
Lavochkin La5
2 of 3: The Russian
Lavochkin La7
3: The Russian Ilyushin
IL2 "Sturmovik"
Improved structure of the comments within the LacConfig.txt file
for better clarity.
Improved visual effects associated with explosion of bullets,
cannon shells, and rockets.
Tweaked the "shaking" effect that is seen when flying aircraft
take damage.
Added another building near HQ airflields in two of the three of
the online, multiplayer missions (those using the island terrain). It
is on a hilltop and it can be strafed to destruction. Its destruction
does not contribute to the strategic goals of the mission, but its
position has been optimized to show off the new explosions associated
with bullets, cannon fire, and rockets. It's a lot of fun to destroy
these buildings!
I increased the destructive firepower of WW2-era rockets. Now
five rockets inflict approximately the same destruction as a single
500-pound bomb.
I fixed a minor bug in the "Mumble Panel" that was not fully
recognizing return to the "Root" Mumble channel after spending some
time in the RedTeam or BlueTeam subchannel of the appropriate mission.
I improved the pilot's ability to judge optimum sustained climb
angle. Now, when the pilot attempts to climb more steeply than his
aircraft's engine can sustain, the center cross that is projected on
his windscreen switches to a dimmer setting. Accordingly, so long as
that center cross is at the brighter setting, the pilot knows that his
engines can sustain the current climb rate without losing speed.
(Previously those brightness settings were reversed. The new
arrangement is more intuitive.)
I enhanced the cockpit's "TARGET ID=" prompts to display either
"28 (BLUE HQ)" or "29 (RED HQ)" whenever any participant of an online,
multiplayer mission targets object 28 (the BlueTeam HQ) or object 29
(the RedTeam HQ), respectively. This will help new players to better
understand and manage the strategic goals of these three missions.
I also found and fixed a series of bugs in MissionNetworkBattle01
and in MissionNetworkBattle02 that were causing run-time diagnostic
messages to log some of their bomb loading activities as if the active
mission were MissionNetworkBattle03.
Major improvements from January 2018
(Version 5.50) include:
The "BETA TEST" notification has been eliminated. This is the
first official "Production" version.
The cockpit "SPEED" indicator is now much more stable in flight,
and much more accurate while taxiing on the ground.
Five new aircraft have been added, taking the total to 33
aircraft. The new ones are:
The USSR Yak1
The UK "Lancaster" heavy bomber
The UK "Mosquito" fast bomber
The UK "Typhoon" fighter-bomber
The Italian "Macci C.202 Folgore" fighter
(The flight model parameters of those new aircraft are not yet
tuned up as accurately as the other aircraft, but they are reasonable,
and will get more accurate as we gain experience.)
All of the previous flight models are significantly improved as a
result of re-written inertia code and new code that handles "non-level"
flight. Among the resulting improvements: It is no longer possible to
roll an airplane and fly "sideways" without losing altitude
appropriately.
Seventeen additional, "generic" aircraft are available for test
flight. All of them fly exactly like a Lockheed P38, but the visual
appearance of each can be easily adjusted with "Blender" or replaced
with a custom .3ds model of the player's choosing. This is intended as
the basis for player-created aircraft to be given full support and
accurate flight models in future versions.
The visual appearance of most of the aircraft have been
significantly improved. (In prior releases, several of the aircraft
suffered from very primitive, silly visual appearance. All of those are
now improved enough to look reasonably good. However, player
participation in improving these .3ds models is still requested. I'm
not very good with "Blender". If you are good with "Blender", your help
would be greatly appreciated as you make these aircraft look better and
better.)
The drag effects of flap and landing gear deployment are now much
more accurate.
Heavy aircraft now accelerate and decelerate more slowly and more
accurately.
Descriptive text in the aircraft selection menus is now more
accurate and includes many additional details, making it a lot more
interesting to select an aircraft that's appropriate to the chosen
mission and tactical situation.
Armament loadouts of all of the aircraft have been adjusted for
improved historic accuracy and better mission play.
Fixed a bug that had been labeling some mission Player IDs with
the wrong team color on cockpit instrument panels.
Improved the automatic negotiation of "MyNetworkId" to minimize
conflicts and to make it easier to enter an online mission without
network ID conflicts.
I fixed a bug in all four of the online, multiplayer network
missions that was preventing vocalization of the player's "MyNetworkId"
number for players 7, 8, 9, or 10.
I removed all visual and vocal references to our old LAC Server
and our old Mumble Server (both of which had been hosted at
BoseNet.no-ip.biz). Now all of those references advertise our free
production LAC server at "LacServer2.LinuxAirCombat.com" and our free
production Mumble server at "LinuxAirCombat.com".
I enhanced the Mumble Panel's user interface whenever the user is
holding down one of the "Push To Talk" keys so that associated cockpit
labels consistently advertise one of the following four transmission
states:
"NARROWCASTING" (When
transmitting on a single channel not precisely matching the player's
current mission and team). This label is always displayed with white
text.
"TEAMCASTING" (When
transmitting to members of just one team of a network mission.) If the
transmitting player is tuned to his own RedTeam mission channel, this
label is displayed with red text. If the transmitting player is tuned
to his own BlueTeam mission channel, this label is displayed with blue
text. Otherwise, when the player is tuned to some other team or
mission, grey text is used.
"MISSIONCASTING" (When
transmitting to everybody listening on both the "RedTeam" and the
"BlueTeam" subchannels of an online mission). If the transmission is
directed at the player's current mission, then this label is displayed
in purple text (representing the combination of red and blue).
Otherwise, if the transmission is directed at some other mission, then
this label is displayed in grey text.
"REALMCASTING"
(When transmitting to everybody participating in every mission of the
current Realm, regardless of their team affiliation). This label is
always displayed with white text.
A new shell script, named "lac", has been added into the
distribution, and the installation script has been enhanced to store
that new "lac" script in the user's home directory. This new script
starts Linux Air Combat, compensating for differing LAC version names.
Accordingly, after a standard installation of Linux Air Combat, the
user can start the sim by typing "./lac" into a command console,
following long-standing LINUX and Unix conventions.
The acoustic volume of "beeps" associated with RADAR sweeps has
been adjusted because some of them were painfully loud in prior
versions.
In all three of the online, multiplayer missions, any player that
uses the standardized "hot keys" to tune his or her Mumble Radio to
their appropriate mission and team channel is now rewarded with
automated, acoustic radio messages announcing the damage/repair state
of the enemy HQ airfield, as if a "forward observer" carrying a
handheld radio were within eyesight of the action. This technique has
proven successful in motivating proper and optimal use of "Mumble" for
mission and interplayer communication, making every online, multiplayer
mission a richer community experience.
Cockpit RADAR performance is diminished or stopped whenever the
player's airfield becomes heavily damaged. RADAR performance is
restored as soon as the corresponding airfield damage is repaired.
Airfield repairs are accelerated when a friendly aircraft is overhead,
offering protection to ground-based repair crews. On the other hand,
airfield repairs are stopped when nearby enemy aircraft dominate the
local airspace.
After landing an aircraft on a friendly airfield, re-arming, and
re-fueling is now much smoother, quicker, and easier.
Major new features of the early Feb2018 version (Lac05.63) include:
The sim has been expanded to support 54 different types of
aircraft.
The "DEFAULT AIRCRAFT" menu has now been re-titled "SELECT YOUR
AIRCRAFT", and the available aircraft are now presented in alphabetical
order by country, manufacturer, and model name/number. Grouped by
country, the 54 aircraft break down into 8 national groups as follows:
France: 1 (fighter)
Germany: 9 (5 fighters and 4
bombers)
Italy: 2 (2
fighters)
Japan: 9 (6
fighters and 3 bombers)
UK:
7 (2 bombers and 5 fighters)
USA: 19 (11
fighters and 8 bombers)
USSR: 6 (1
bomber and 5 fighters)
Imaginary: 1 (jet fighter)
Among the more interesting of the new aircraft we have the
Messerscmidt
ME163 "Comet" rocket-powered short-range interceptor, the De Haviland
"Mosquito" bomber, and a variety of naval dive bombers. As it did in
actual practice, the ME163 suffers from a cumbersome, time-consuming
fuel loading process, which (when combined with its short, 7-minute
fuel supply) helps to balance it out among the other choices.
Aircraft are further subdivided into "Early WW2", "Late WW2", and
"Post WW2" categories.
The "SELECT YOUR AIRCRAFT" menu logic has been made a lot more
interesting because it now displays additional information about each
aircraft, including its primary historic role.
Strategic combat has been enhanced. By damaging the enemy's HQ
airfield
below 50% effectiveness, players can now deny their opponents access to
operable "Late WW2" aircraft. Although those aircraft remain available,
they now take off with just 20% fuel, 20% ammo, and 20% ordnance load.
Early-war aircraft are unaffected by this penalty.
The self-defending guns with which bombers and some heavy
fighters are
equipped now more accurately reflect the lethality and geometry of the
guns actually used by the respective aircraft. Accordingly, it is now
far more dangerous to attack a heavily defended bomber (like the B17)
than one with just one small-calibre tail gun like the Aichi D3A.
Flight model parameters of all aircraft have been tuned up a bit,
especially with regard to the presence or absence of dive brakes.
The visual appearance of most of the aircraft have been further
improved.
The visual appearance of the HQ airfields has been improved. The
two
"parked" aircraft have been replaced with a prettier version that
renders a little faster for better overall frame-rate.
Various minor bug fixes.
Major new features of the late Feb
2018 version (Lac05p67) include:
Better aircraft and airfield graphics: A new subfolder, named
"Optional3dModels", contains more detailed .3ds models for some of the
aircraft, and for the HQ airfields. Use of these files is optional.
When none of these files are used, the visual appearance of the
aircraft and airfields is optimized for maximum frame-rate, which will
work best on older, or lower-powered LINUX desktop PCs, and which will
always result in the smoothest graphics. On the other hand, users with
sufficiently modern and/or sufficiently powerful Linux desktop PC
hardware can replace any of the files in the old ~/models subfolder
with the corresponding files from this new "Optional3dModels"
subfolder, and the corresponding aircraft or airfield will thereafter
look a lot better.
Source code has been cleaned up a little bit more. For example,
we eliminated every reference to the unused "<stdlib.h>" header
file. The code has also been made more robust so that it is no longer
possible
to use misconfigured text fields within the LacConfig.txt or
LacControls.txt files to cause "buffer overflow" errors. This was done
by modernizing all of the relevant instances of "strcpy()" and
"strcat()" within all of the code files, replacing them with
"strncpy()" and "strncat()" as appropriate.
Fixed a small visual anomaly that was causing a tiny "shimmering"
effect along coastlines when flying certain aircraft. This has made
visual effects even smoother when flying those aircraft.
Two obscure name references were changed from "AIR COMBAT FOR
LINUX" to "LINUX AIR COMBAT".
Eliminated the redundant menu option that was allowing players to
try
to change their aircraft immediately before launching each mission.
(The preferred way to do this is to use the prominent "DEFAULT
AIRCRAFT" menu logic that is displayed at top of the list of missions.)
Major new features of the Mar2018
version (Lac05p76) include:
Improved HQ airfield appearance. Now the RADAR antenna is
animated,
spinning around and around like a proper late-war Radar reflector
array. It can be damaged and destroyed independently of the HQ
airfields. When the RADAR reflector antenna is destroyed, it stops
rotating, falls to the ground, and disappears, leaving only the
supporting tower structure visible. All RADAR-related functionality
immediately ceases for the affected Team so that they cannot see or
select RADAR blips or change RADAR range. With time, surviving airfield
maintenance personnel can make sufficient repairs to restore general
RADAR functionality, but those repairs are emergency contrivances that
never work as well as the original, and the spinning RADAR reflector is
never visible again. The repaired RADAR functionality can be damaged,
destroyed, and repaired over and over again as the battle progresses,
until one side or the other completely destroys an airfield, achieving
victory and ending the mission as in prior versions.
Major new features of the early
Apr2018 version (Lac05p91) include:
Bug fixes: Prior versions suffered a segmentation fault if the
operator ever attempted to select a RADAR target in any of the three
online, multiplayer missions if his RADAR was off. Also, when RADAR was
destroyed, even though the main RADAR display was blank, it was still
possible to select RADAR targets and learn their altitudes. Also, when
a destroyed RADAR was repaired, it would be destroyed again,
automatically, within 2 or 3 seconds. All of those bugs have been fixed.
RADAR destruction and repair cycle has been made more
interesting: Now, at the beginning of any of the online, multiplayer
missions, RADAR uses the large, rotating, reflector antenna with a
range approaching 500 kilometers. If the RADAR is ever destroyed, all
RADAR functionality ceases until ground crews can carry out repairs.
However, those repairs are insufficient to mount the large, rotating,
reflector antenna. Instead, a much smaller antenna is used, and maximum
RADAR range is just 50 miles (instead of 500). The cycle of RADAR
destruction and repair can continue indefinitely, but repairs are never
able to restore RADAR range beyond 50 miles.
Terrains have been beautified a bit more by eliminating the
"trenches" that had been prominent near airfields in prior versions. As
a result, many of the landscape and oceanscape areas look more natural
(especially near the airfields).
A new "Morse Code Radio" communication facility is now available.
The keyboard's primary alphanumeric and basic punctuation keys are
toggled into and out of this new "Morse Code Radio" mode by pressing
the "Caps Lock" key. When the Morse Code Radio mode is active in any of
the online, multiplayer missions, alphanumeric keys are encoded into
Morse code and transmitted across the network to all players
participating in the same mission and realm. As they are sent and
received, those characters are displayed on the cockpit panel, just
beneath the "Mumble Panel", in a small, single-line, text instrument,
scrolling horizontally across its surface as necessary to make room for
newer characters so that the pilot can always see the most recent 20
letters, numbers, or punctuation keys that have been sent. A
single-character indicator above that instrument displays the Network
ID of the most recent sender, and the color of that single-character is
either red or blue, matching the "RedTeam" or "BlueTeam" affiliation of
the sender. This "Morse Code Radio" works even for players that do not
install the usual "Mumble" VOIP application for interplayer
communication. However, the Morse Code Radio is far more primitive than
Mumble's voice communication: Morse messages are transmitted quite
slowly, one character at a time, and their reliability diminishes with
distance. At short range, characters are delivered with nearly 100%
reliability. However, as inter-player distance increases, character
transmission is less reliable. At a distance of 30 kilometers, about
99% of the characters are delivered correctly. At a distance of 40
kilometers, only about 80% of the characters get through. At a distance
of 100 kilometers, only about 10% of the characters get through. Users
are highly encouraged to download and install "Mumble" and to use it to
arrange missions and to communicate within missions. The Morse Code
Radio is a poor substitute for Mumble's voice communication!
Major new features of the mid-Apr2018
version (Lac05p97) include:
Improvements in the Morse Code Radio. Now players hear actual Morse
Code as characters are transmitted or received.
An eery, dramatic, new "Air Raid Siren" sound effect is started
whenever either of the HQ airfields suffers new damage. The sound
continues until the damage is repaired, or until the player flies so
far away from the damaged airfield as to pose no threat or to have no
effect on repair crews. The sound is very loud when landed on the
airfield or when flying very close to the tower, but it quickly fades
away with distance.
Major new features of the May 2018
version (Lac06p03) include:
New strategic warning messages in online, multiplayer missions.
Because hostile strategic bombers are capable of destroying the
player's airfield in a single sortie if they are well flown and if they
arrive undamaged with a full bomb load, it is important that defenders
launch bomber-intercept missions in a timely manner. Accordingly, three
new types of warnings now alert defending players of the presence of
strategic bombers as follows:
Warning 1 of 3: A prominent
new RADAR icon, shaped like a large, bright diamond, indicates the
location of strategic bombers piloted by network-connected, sentient
players. However, at long interplayer distances, it takes awhile for
the RADAR equipment to determine whether those bombers are piloted by a
sentient player. Until that determination has been made, the other two
types of warnings are issued. They are:
Warning 2 of 3: Prominent text
messages periodically scroll across the "System Message Panel" near the
bottom of the cockpit's instrument panel, and:
Warning 3 of 3: Those
scrolling text messages are accompanied by a polite little acoustic
"beep".
All together, these three new types of warning messages ensure that
attentive network mission players are given enough warning about
hostile strategic bombers to launch an effective defense with a
reasonable possibility of success. The resulting conflicts tend to last
longer than before, and players are now having more fun than ever as
they contrive richer, more devious, and more timely tactics for attack
and defense.
Major new features of the early June
2018 version (Lac06p10) include:
More balanced game play: With
additional online player activity we have learned that airfields were
too easy to destroy and strategic bombers were too difficult to shoot
down. Accordingly, we have tripled the durability of HQ airfields, and
we have cut the durability of strategic bombers in half.
Improved options for re-fueling, re-arming, and repairing aircraft. If
your own HQ airfield is too damaged to offer full service, you can fly
to some other airfield for more effective re-fueling, re-arming, and
repairs.
Server Missions: Gun Camera
recordings are now captured by the LAC Server, and can be replayed, as
persistent
"Server Missions". Several of these missions have already been
recorded, and the server frequently replays them (in Realm "0") to make
online play
more interesting. If you record a guncamera segment and want to see it
replayed by the server as a Server Mission in which you and/or friends
can fly, please contact us by email at: bbosen@AskMisterWizard.com.
Include these facts about the guncamera segment that you recorded:
Realm
MissionId
Start Date
Start Time (GMT)
Approximate duration
(Those details will allow us to locate the correct guncamera segment
among the Server's records).
We will respond by email and then we will work out a schedule for
replaying it in an appropriate Realm from among the 32 Realms that are
always available.
Alternatively, if you want us to replay any particular type of our
existing "Server Missions" for your enjoyment (either flying solo or
with friends), just send us an email describing the kind of mission
you'd like the Server to activate and when you want it playing. We'll
set it up to run continuously for the designated time period in one of
our 32 available Realms.
As a general rule, our existing little library of Server Missions
consists of heavy bomber strikes. We have missions with one, two, or
three heavy bombers flying in formation. These Server Mission aircraft
generally fly for the RedTeam and target BlueTeam HQ facilities. If
there is only one Server Mission aircraft, it generally flies as player
"9". If there are two Server Mission aircraft, they generally fly as
players "9" and "7". Three-player Server Missions generally automate
players "9", "7", and "5". If you fly among any of these missions, you
can try to defend the BlueTeam HQ, or you can assist the automated
RedTeam aircraft. Because these missions are persistent, any progress
you make damaging opposing airfields or accelerating repair of your own
HQ airfield remains in place even after you leave the mission. Other
Sentient players will "inherit" your work, and you, in turn, will
inherit theirs. This brings a valuable, long-term, strategic flavor
into LAC's multi-player, multi-session activity!
Major new features of the mid-June
2018 version (Lac06p15) include:
Numerous small bugs were fixed in logic affecting the Me163 "Komet"
rocket plane. In particular, when landing that plane on a damaged
airfield, the throttle settings became corrupted, and the service crew
failed to repair any damage it had sustained. Now the throttle problem
has been fixed, and repairs are made as for other planes, so long as
the airfield itself is sufficiently intact. I also diminished the
ability of airfield-based defensive gunners to hit and damage enemy
aircraft that are flying faster than about 430 MPH. This will
especially benefit players flying the Me163.
Improvements in Server-based missions will also be apparent to new
players: the damage that players inflict upon enemy airfields, and
enemy aircraft, as well as any repairs that they cultivate on their own
airfields, are all much better preserved between flight sessions, and
even effect subsequent Server missions as one might expect.
Improved "glide" performance: When aircraft run out of fuel, they glide
a lot better now (still not great, but not nearly so terribly as
before).
Improved HQ airflield explosion sound effects: In prior versions, when
HQ aircraft suffered damage from bombs or rockets that were not dropped
by the player, appropriate damage was inflicted but no explosion sounds
were heard. I fixed that. Now explosions are heard regardless of the
source of the weapons in use.
A new log file, named "GunCamHistory.LAC": That file makes a text
record describing every GunCamera segment session that the player ever
requests from the server. The details within that record can help users
request a specific GunCamera segment from the server.
This version is better behaved as new players join an online mission
that already has several active players: If the player's desired
"MyNetworkId" value is already in use by some other player, this
version tries to find a new value, but it preserves the same Team
affiliation (Blue or Red). The overall result is smoother, quicker,
less confusing for other players, and helps develop a better sense of
teamwork. If no new value from the player's previously configured team
is available, the sim terminates with some informative messages
advising the player to try selecting a different mission or to edit the
LacConfig.txt file to change the value of "MyNetworkId" to reverse team
membership.
Major new features of the July 2018
version (Lac06p19) include:
This version creates a new log file named "OnlineScoreLog.LAC", which
makes a permanent record of all of the player's victories. This will
eventually enable users to "claim" victories that will be published by
the LAC Server on a public web site.
This is the first version to use the "CommunityHandle" field of the
user's "LacConfig.txt" configuration file. Users can now choose a
unique, 20-character "handle", by which they will be known within the
emerging LAC community. That name is included in each entry within the
new "OnlineScoreLog.LAC" file in order to attribute the player's
victories to the chosen handle.
This version is better behaved after the user shoots down an online
opponent in any of the three online, multiplayer missions. Instead of
spawning a new, replacement "bot" aircraft immediately (and sometimes,
confusingly, in the very same location), this version waits a few
seconds.
Major new features of the Aug2018
version (Lac06p28) include:
CommunityHandles: Users
that enter a name for themselves in the "CommunityHandle" field of
their LacConfig.txt file now benefit from LAC's automated transmission
of those names among other players participating in the same Realm and
Mission. (It's best if you choose a name that's likely to be unique
throughout the emerging LAC community, and if it is the same as your
Mumble username.) In flight, when using the "SelectNextTarget" and
"SelectPreviousTarget" functions (activated with "N" and "P",
respectively unless you've customized your keyboard), the
CommunityHandle of each selected target is displayed on your cockpit
panel. (This isn't instantaneous; After joining a new mission, it may
take as long as 60 seconds for all of the CommunityHandles to
propogate among players via the network.)
Improved high-speed flight
models:
Extensive testing of prior versions has revealed a general tendency for
aircraft to turn too well when flying at extremely high speeds. This
version improves that situation. High speed maneuoverability is still
better than it should be for many aircraft, but all aircraft now
perform more realistically in this regard. Further fine-tuning may be
necessary in the future, but those changes will be smaller and ought to
characterized as "tweaking".
Improved defensive airfield
guns:
Prior versions enforced an altitude limit of about 4500 feet on
airfield guns, so opposing bombers were able to fly safely at
unrealistically low altitudes when attacking a hostile airfield. With
this version, that limit has been raised to 10,000 feet, resulting in
much more realistic airfield defense versus bomber missions. (Of
course, once airfields are damaged, the effectiveness of their
defensive guns is diminished proportionately, so it can still be safe
to approach a hostile airfield at low altitudes, but only after it has
been significantly damaged.)
Major new features of the Aug2018
version (Lac06p29) include:
Bug Fix: I fixed a bug
in
version Lac06p28 that was causing two of the three online, multiplayer
missions to crash about 30 seconds after they were started. The
affected missions were "MissionNetworkBattle01" and
"MissionNetworkBattle02". Now all three of those
"MissionNetworkBattleXX" missions are well-behaved again.
Missile Warnings: In all three of the main online, multiplayer
missions, whenever any player fires a missile or rocket, all other
players within the same mission are alerted with a radio message so
that they can take evasive action if necessary.
Major new features of the Sep2018
version (Lac06p38) include:
Improved external views: Prior
versions were only displaying the forward 75% of the player's aircraft
when flying in the "External" or "Chase" view". With this version, the
virtual camera is moved farther behind the player's aircraft so that
the entire plane is now visible and looks much better.
Improved graphical scaling: Prior
versions were displaying all aircraft with the same visual size, so
that small fighter aircraft looked just as big as heavy bombers when
flying near one another in formation. Now all aircraft are scaled
according to their historic size.
Improved visibility when landed
or parked on airstrips:
Prior versions did not display aircraft that were on the ground. With
this version, aircraft that are taxiing or stopped on runways are now
visible. This improves realism and exposes players to a much more
realistic risk of being "vulched".
The F6F "Hellcat" graphical
model has been significantly improved, thanks to Blake Williams
(Thanks Blake!).
Optimized visual appearance of
black smoke
associated with explosions when the player activates the "special
effects" option. Now playes will see a lot more smoke during violent
battles. (For computers unable to maintain high frame rates when smoke
is present, this feature can be disabled by turning off the "special
effects" option.)
Major new features of the Oct2018
version (Lac06p50) include:
Fixed a bug that was causing bombs to explode several times each.
Enhanced the appearance of black smoke associated with various
types of explosions. (Note that this is only visible if the "special
video effects" option is activated.)
Improved all of the flight models in steep dives: Now steep dives
are more exciting because the ground seems to "rush up" toward the
player much faster. This makes the consequences and risks of steep
dives more realistic.
Fixed a bug that was preventing rockets from displaying smoke
trails in the online, multiplayer missions.
Improved the intelligence of "bots" in all of the offline
missions, and in online missions when only one player has been active.
Although bots are still not very smart, they are not quite as stupid as
before and it is more fun to shoot them down.
The "hit bubbles" associated with all aircraft were adjusted so
that big, fat bombers are now a lot easier to hit with machine guns,
while smaller aircraft are proportionately more difficult to hit.
Network "jitter" has been further diminished.
I created a new sound effect that plays five sequential beeps,
used to warn the player whenever any opposing player fires rockets or
missiles in his vicinity. Those beeps are very loud if the missiles or
rockets are close by, but they are proportionately softer at greater
launch distances.
I created another new sound effect that plays some sad "mood
music" for members that are flying any of the online, multiplayer
missions when their team loses the battle. (At the same time, members
that are flying for the winning team hear the same, exciting musical
fanfare that both teams had been hearing in prior versions.)
The menus can now be navigated with keyboard keys in addition to
the mouse. This will be of great benefit to users whose LINUX PCs are
equipped with ATi "Radeon" display adapters, because LAC has heretofore
not handled mouse motion well within its menus on modern PCs equipped
with Radeon hardware. (The keyboard keys that navigate the menus are
the same keyboard keys that control view direction during flight. After
using those keys to designate a menu button, the <ENTER> or
<SPACE> keys will activate the corresponding function.)
The visual appearance of the German Me163 "Komet" rocket plane
has been greatly improved.
Text messages from the LAC Server can now be displayed when
directed to Realm, Mission, Team, and/or PlayerId.
The startup "splash" artwork has been enhanced with an animated
image of a Lockheed P38 "Lightning" fighter aircraft flying out of the
display screen toward the viewer. Also, the previous sign-on "splash"
image is now a lot prettier, has the proper aspect ratio, and features
an F4u Corsair and an F6F Hellcat flying in loose formation over an
airfield.
Fixed several bugs that were interfering with sound effects when
online missions end due to the destruction of one of the HQ airfields.
Major new features of the Nov2018
version (Lac06p72) include:
Source code has been cosmetically cleaned up even more.
Various minor bugs have been fixed.
Airfield terrains were improved to remove small water textures
from runway corners.
Better reliability: The rare cases when prior versions would
crash with "segmentation" faults are now even more infrequent.
The initial sign-on animation is now much more exciting, and
includes much better sound effects.
Some of the audio banter messages have been shortened and sped up
a bit, and the logic that activates those messages has been optimized
to minimize interference among them. Now it is a little easier to get
the
full report from forward observers about enemy airfield status in the
online, multiplayer missions.
The Morse Code radio has been improved. Users transmitting
messages can now type their characters a lot faster.
LAC's demands for RAM memory are diminished by about 20%. As a
result, the rare cases when prior versions would fail to load proper
ocean textures are now even more infrequent.
The following six aircraft are now prettier due to updated .3ds
models:
1 of 6: American F4u Corsair.
The standard version is a little nicer looking now.
Furthermore, the "Optional3dModels" folder includes two even more
beautiful versions for those with beefier graphics hardware. 2 of 6: American F4F Wildcat.
The standard version is a lot prettier now. 3 of 6: American F6F Hellcat.
The standard version is a lot prettier now. 4 of 6: German Me163 "Komet".
The standard version is a lot prettier now. 5 of 6: French Dewoitine 520.
The standard version is a lot prettier now. 6 of 6: Italian Macci
C.202. Ths standard version is a lot prettier now.
Additional, less prominant improvements have been made to
the following aircraft: Dornier17, FW190, Heinkel HE111, Junkers JU88,
Messerschmidt ME110, Aichi D3A, Nakajima KI84, and Douglas Dauntless.
A "Makefile" is now included in the distribution so that people
who do not wish to use "Codeblocks" can now compile LAC with the usual,
customary, classic, command-line "make" command.
The instructive text accompanying the three "Tutorial" missions
has been improved for better consistency with the World War II historic
period comprising LAC's primary focus.
The four old offline practice missions (which all had various
annoying bugs in them) have been eliminated, but all of their tactical
features have been incorporated into the three main, stable,
online, multiplayer missions. As a result, if a user enters one of
those online missions when nobody else is flying, he has allies and
opposition from locally generated bots like those that were available
in the old off-line training missions. Because these online,
multiplayer missions are all far more feature-rich and more stable, the
overall experience is vastly improved even when nobody else is flying.
(As soon as anybody else joins a mission in progress, the bots revert
to their older, "dumber" behavior in order to encourage sentient,
human-to-human interaction.)
Dive brakes have been strengthened and adjusted on all of
the aircraft that had them, making dive bombing a much more satisfying
and effective tactic.
I recalibrated the Norden Bombsight. It is now accurate when
bombing from altitudes between 6,000 and 15,000
feet at speeds between 200 and 350 MPH, making "level bombing" a lot
more effective.
I increased the durability of all aircraft, and especially of the
B17, B24, and B29 (heavy American bombers). I also increased the
lethality of the Me163 "komet" rocket plane. As a result,
fighter-vs-bomber combat benefits from a better and more realistic
tactical balance, and all individual air-to-air combat incidents tend
to last a lot longer.
I increased airfield defenses. Now airfield gunners can hit enemy
aircraft as high as 15,000 feet above them.
I recalibrated the altitude indicator in MissionNetworkBattle02
so that none of the terrain features are now below sea level.
Major new features of the Dec2018 version (Lac06p94) include:
In recent, prior versions, many of the aircraft have been able to
climb far too rapidly. This has been fixed. I rescaled and recalibrated
the logic that calculates altitude. This forced recalibration of all of
the flight models, and as a result of these changes, most aircraft are
a little more maneoverable, and all aircraft now enjoy much greater
freedom to climb at steeper and more realistic angles. "Zoom" climbs
now last longer and complete in a more satisfactory manner. It's
notably easier for beginners to get the "feel" of flight when climbing.
The recalibration of all of the flight models isn't yet quite as good
as I would like, but most of them are correct so far as historic
records are available, and all are in the right ballpark.
"Bots" are a lot smarter. In prior versions, bots had spent a lot
of their time rolled on their sides, struggling to fly more-or-less in
a straight line, and consequently looked silly during most of their
flight time. This has been fixed. Now the bots fly complex, energetic.
elaborate defensive manoevers, making them ideal for target practice.
They still aren't very agressive, so it is extremely rare for a bot to
shoot at the player, but it is great fun to chase them and shoot them
down. This exercise can now appropriately prepare beginners for the
online, multiplayer environment (where competition, created by other
online players, is smart and fierce). As a consequence of these new,
smarter bots, the three online, server-based, multiplayer missions are
now more robust and better behaved, even if no other online players are
present, than the old set of "offline" missions. Within those three
missions, the transition from flying alone, versus the bots, to flying
with or against one or more other online players, is now seemless as
soon as any other online player shows up.
I fixed a bug that had previously allowed players to recieve full
ground services (refuel, rearm, and repair) from hostile ground forces.
Now any attempt to receive those services from personnel at hostile
airfields results in confiscation of almost all of the player's fuel
and ammo.
I enhanced the "Startup00.wav" sound-effect file with much
greater dynamic range. Now, when the three P38s fly close past the
player's eyes, it sounds even more dramatic and exciting.
I further enhanced the signon animation with a brighter, better
scenery banner and with new logic that causes the VERSIONSTRING and the
name of the primary software author ("ROBERT BOSEN") to fall to the
ground, after the three P38s whiz by, in a more dramatic fashion.
I modified all of the target selection logic so that it is no
longer dependent upon RADAR. Accordingly, it is now possible to use the
familiar "TargetNext" and "TargetPrevious" functions to cycle through
all aircraft and airfield facilities, regardless of RADAR range, or
whether the RADAR has been switched off, or even if RADAR is destroyed.
When combined with LAC's long-present target vocalization logic, these
changes make it far more practical and fun to pursue a mission when
airfield damage prevents RADAR use. In those situations, the player can
hear vocalizations, similar to WW2-style radio dialogs, revealing the
general direction (in "clock-face" notation) and altitude of the
selected target. Furthermore, the distance to online targets can also
be estimated by paying attention to the Network Router panel. As a
result, LAC's online missions now better emulate WW2-style encounters
when RADAR is switched off or destroyed.
I recalibrated the Norden bombsight for more accurate prediction
of bomb impact points.
Airfield defenses have been strengthened to give them a better
chance of surviving sustained onslaughts from strategic bombers.
The audio messages from Forward Observers have been made more
reliable.
Bombers taking off from the most remote airfields are now spawned
in the air, with full fuel, full ordnance loadouts, and from an
altitude of 9,400 feet. If the player selects a B29 heavy bomber, the
"most remote" airfield is 35 kilometers farther removed from the HQ
airfields.
Aircraft that land on runways can now come to a complete stop
instead of "creeping" slowly forward all the time.
Major new features of the Jan2019 version (Lac07p09) include:
Each of the two HQ airfields in MissionNetworkBattle01 and in
MissionNetworkBattle03 are now strengthened by a battleship moored just
offshore, at right angles to the runway, adjacent the RADAR tower.
Victory requires destruction of the battleship in addition to
destruction of the airfield facilities. Once the battleship is
destroyed, it cannot be refloated or repaired, and airfield
anti-aircraft facilities are correspondingly weakened for the remainder
of the battle. This enriches the player experience because strike
missions are now far more likely to include attacks at right angles to
the runway in order to destroy these ships (favoring dive bombers and
other strike aircraft that are more accurate at delivery of their
ordnance), and it is correspondingly more complex and more
time-consuming to achieve victory.
Also in those two missions, the bunker building on the hilltop
adjacent the HQ runways is now of tactical importance. When it is
damaged, the associated HQ airfield suffers some damage too, and IFF
("Identify Friend or Foe") services are temporarily disrupted.
Dive Bombers with dive brakes have had their flight models tuned
up for greater accuracy. Dive bombing is now a lot more accurate and
more fun.
Air Raid sirens now shut off after all hostile aircraft leave the
area, even if the airfield is still damaged.
The penalty for lugging heavy ordnance has been made more
realistic. (Prior versions enforced no penalty for hauling more than 16
heavy weapons. Now that modest penalty is enforced for every heavy
weapon that is lugged, and jettisoning any such weapon results in a
slight improvement in sustainable climb angle, etc.) As a result, heavy
bombers that sustain damage will more frequently and more realistically
find it necessary and worthwhile to jettison some of ther bombs in
order to maintain flight.
.3ds rendering code has been optimized for efficiency and as a
result, frame rate is increased for even smoother flight.
Major new features of the Feb2019 version (Lac07p29) include:
LAC's Network Protocol version has been increased from "8" to
"9". This requires updating by all players. Any attempt to use an older
version while any other player is using a newer version will result in
numerous "beeps", run-time diagnostic reports, and descriptive log
entries in the ~/.lac/logfile.txt file as incompatible packets are
detected.
It is now possible to "squelch" any user that tries to jam the
Morse Code radio channel. This is done by pressing "BACKSPACE" while
the keyboard is in the Morse Radio mode, which activates a "squelch"
upon the player that has most recently been transmitting. Once a player
has been squelched, none of his Morse Radio transmissions will be seen
until the mission is restarted. (Pressing "BACKSPACE" again will clear
all active squelches.)
The visual appearance of the following aircraft has been greatly
improved:
1 of 3:
Me109F (German Fighter)
2 of 3: Me109G (German Fighter)
3 of 3: Mosquito (British
Bomber)
"Weight of Fire" logic has been improved to better represent
differences between aircraft armaments.
Several long-standing (but minor) bugs have been fixed.
The Makefile has been improved. Now it produces a highly
speed-optimized version of LAC like the one that has long been produced
by Codeblocks. It also copies the executable result into the
~/bin/Release subfolder according to the same pattern that has long
been established. As a result of this improved makefile, developers
that don't want to use Codeblocks can now more easily and more
automatically use familiar, linux compilation tools according to
long-established norms, and the result will be fully compatible with
our "install.sh" installation utility.
The well-established, standard linux command that invokes the new
Makefile with all of this is simply:
make
Running "make" as configured herein results in cluttering up
LAC's main
source code folder with a bunch of .o files and an extra copy of lac.
All of this can be cleaned up with the following, standard command:
make clean
All of these "make" procedures will be familiar to experienced
linux
developers but otherwise remains fully compatible with all of our
longstanding tools, documentation, and production practices.
Major new features of the Mar2019 version (Lac07p50) include:
All of the aircraft have been able to manoeuver too well,
especially at high speed. Accordingly, the "manoeuverability"
attribures of all aircraft have been adjusted and as a result, all of
the flight models are a little more realistic now.
The visual appearance of the Bell P39 fighter aircraft has been
significantly improved, thanks to the work of Blake Williams.
Morse Code sound effects have been improved.
Aircraft and rocket crash sound effects have been improved.
Rocket aiming has been made easier because rockets now launch and
fly straighter.
The Norden Bomb sight has been stabilized and recalibrated for
better accuracy, and the instructional prompts that it displays have
been enhanced with additional details.
Aircraft lethality has been adjusted for greater accuracy
compared with the best available records.
Sun glare and sunblindness effects have been improved.
Visible surface textures have been improved for the Me110,
Dornier, the airfield tower building, and the bunker buildings.
Several serious bugs in MissionNetworkBattle02 (the desert
terrain mission) have been fixed. It no longer suffers frequent
segmentation faults at startup, and the terrain features are
identically synchronized for all players. The terrain also benefits
from improved appearance, with dramatic new cliffs and canyons. Bombs
and rockets no longer cause multiple explosion sounds when they descend
below the altitude of airstrips.
RADAR has been made more realistic: Aircraft flying at extremely
low altitudes are no longer detected by RADAR and are immune from
airfield-based anti-aircraft fire. This has significantly improved
MissionNetworkBattle02 because its desert terrain now features numerous
canyons into which players can descend below RADAR detection level.
Experimentation has demonstrated that game play benefits from
battleships that are easier to destroy than traditional, heavy
battleships like "Bismarck" or "Yamato" or "Iowa". Accordingly, I have
decided to refer to LAC's "Battleship" as a "Pocket Battleship"
(similar to Germany's "Deutschland", "Admiral Scheer", and her infamous
"Admiral Graf Spee"), which implies a large, lightweight ship built for
speed but armed with heavy cannons larger than the 8-inch guns
generally used by naval cruisers. The "maxDurability" of LAC's
battleship is now set at "120,000", which allows its destruction when
hit by about 3 bombs and about 8 rockets. A B25 can even sink it with
just its heavy, devastating guns and cannon (but that requires a lot of
passes and is VERY dangerous unless the anti-aircraft guns of the
adjacent airfield have been neutralized).
The Morse Code radio has been improved so that the unshifted "\"
key is interpreted as the "?" key, since Morse code makes no provision
for the modern "shift" function of keyboards. Accordingly, whenever the
operator wants to send a question mark on the Morse code radio, the "\"
key can be used, and the resulting transmission, vocalization, and
display operations handle it as a question mark, avoiding any
requirement for "shifting" the keyboard.
Some bugs were fixed in the logic that accumulates rocket damage
versus battleships.
Changes from the late Mar2019
version (Lac07p56) include:
Manoeverablity of all aircraft have been adjusted for
greater accuracy.
Bots have been made a little smarter, so that they
don't crash into the ground as frequently.
The LAC Server interface has been made more
sophisticated.
Two bugs that were causing severe network jitter
under certain conditions within MissionNetworkBattle02 were fixed.
A bug that was causing excessive network jitter
immediately after any aircraft was destroyed in any of the multiplayer
missions has been fixed.
Some excessively "noisy" run-time diagnostic messages
have been eliminated.
Changes in the Apr2019 version
(Lac07p61) include:
This
version remains operationally compatible with all versions since 7.56.
Updated the tutorial prompting text in the LacConfig.txt file.
Updated
source code to fix many compiler warnings. This has fixed a startup
"segmentation fault" that had been reported recently among users whose
LINUX installations had been updated with new versions of the gcc
compiler.
Fixed a bug that had sometimes displayed a tiny white dot in the
center of the screen when looking straight up.
Changes in the late May 2019
version (Lac07p64) include:
No functional changes. This version remains operationally
compatible with all versions since 7.56.
Source code cleanup has eliminated more than 1,000 compiler
warnings. Now, when Codeblocks is used to rebuild all 80,000 lines of
source code, only 19 compiler warnings are detected, and all of them
are now individually documented in the source code and all are known to
be harmless.
As a result of this cleanup, the code is now more robust and more
tolerant of configuration errors. Some of the compiler warnings that
have been eliminated could possibly have caused occasional segmentation
faults had they not been fixed.
Changes in the
late June 2019 version (Lac07p65) include:
Only cosmetic changes. This version remains operationally
compatible with all versions since 7.56.
The
cockpit instrumentation has been slightly optimized with the addition
of an indicator revealing the rate of repair of the player's HQ
airfield. As a consequence, where prior versions had been scrolling
messages about that repair rate through the three-line "SystemStatus
Panel", this version eliminates those messages.
Changes in the mid-Aug 2019 version
(Lac07p70) include:
Numerous small bug fixes.
1-Flight Models tuned:
We tweaked flight models of medium bombers and dive bombers. In prior
versions, several of these bombers lacked power to climb acceptably
when lugging their full bomb loads. Others needed increased durability
to perform according to the best historic information. These problems
have all been fixed.
2- Mission-Ending
improvements: We
improved handling of network messages responsible for ending missions
when one of the HQ airfields is destroyed. In prior versions
(especially on networks suffering packet loss), it was commonplace for
one or more players to miss these messages and continue in a mission,
unaware that it had ended because somebody had already destroyed one of
those HQ airfields. Now those messages are more robustly propogated and
everybody gets the message.
3- Player
"Death" is now more realistic:
MissionNetworkBattle01 and MissionNetworkBattle02 now implement more
realistic handling of pilot/player death (but MissionNetworkBattle03
retains the prior, simpler and easier logic): In prior versions,
unsophisticated players were sometimes using "kamikaze" tactics,
committing deliberate suicide after dropping bombs or completing a
gunnery pass when far away from their own airfield in order to
short-circuit and avoid the long flight back home. In this more
sophisticated implementation, getting killed, or killing yourself, (or
starting out from a fresh, "dead" state) carries a penalty in terms of
refueling time. Upon entry into MissionNetworkBattle01 or
MissionNetworkBattle02, whether starting out fresh or restarting after
being killed, the player is almost out of fuel and is forced to land as
in prior verions, but when fuel levels are low, it now takes a lot
longer to be refueled. On the other hand, because it is normal and
commonplace for players returning from a successful mission to have
significant, unused fuel in their tanks, they spend far less time
grounded during the refueling process. The same is true for repairs:
Players that return to base without aircraft damage experience no
ground delays associated with repairs, but players returning a heavily
damaged aircraft must wait while the ground crew fixes them back up.
While waiting for these ground services, players are, of course,
vulnerable to attack, and any damage they suffer while grounded will
either kill them or delay their takeoff further while the additional
damage is repaired. (The delays are much, much smaller if only a small
amount of fuel or minor repairs are needed.) The consequence of all of
this is that players that kill themselves or get killed in some other
way suffer new delays on the runway while they are refueled and
repaired, while players that land with undamaged aircraft and with fuel
in their tanks suffer little or no delay. This adds a new dynamic to
MissionNetworkBattle01 and MissionNetworkBattle02: in addition to the
obvious incentives to return to base alive, undamaged, and with unused
fuel ready for re-use, the change also subjects players to additional,
realistic risks associated with exposure on the runway, vulnerable to
enemy players that may have positioned themselves advantageously above
in order to vulch them while they are stuck there. (For those that
prefer no such punishment associated with getting killed,
MissionNetworkBattle03 was left with the old system where refuel,
repair, and rearm tasks are completed almost instantly. Beginners, in
particular, are urged to start out with this system while they build up
their skills for more realistic treatment in the more sophisticated
missions.)
Players using prior versions should update to this new version before
joining others in MissionNetworkBattle01 or MissionNetworkBattle02. On
the other hand, MissionNetworkBattle03 remains operationally compatible
with all LAC versions since 7.56.
Changes in the late-Aug 2019 version
(Lac07p72) include:
1- Better
integration with "Mumble".
After installing the free, well-known "Mumble" VOIP application
according to the usual and customary norms, it is no longer necessary
to configure Mumble with the 20 "Shortcuts" that have heretofore been
recommended in order to automate switching between the 10 most
important of our Mumble Channels. Now all of LAC's online,
server-based, multiplayer missions automatically invoke Mumble and
direct it to the appropriate channel according to the player's team
affiliation and chosen mission, with no user intervention at all.
Furthermore, all ten of LAC's standard Mumble channel-changing "Hot
Keys" now directly command Mumble to switch to the corresponding
channel on our Mumble server at LinuxAirCombat.com, so it is very easy
for users participating in any of our missions to hop around among our
popular Mumble channels at will (without exiting LAC or mouse-clicking
anywhere) in order, for example, to speak temporarily on the Root
channel and welcome new players, or even with players participating in
other missions. (In order to avoid saturation of Mumble's
administrative tasks, LAC enforces a 10-second time interval between
these Mumble commands.) LAC's cockpit "Mumble Panel" and three-line,
scrolling "System Message Panel" alert all players throughout the
mission of all Mumble activity triggered by any of our standard Mumble
Hot keys, so everybody knows who is talking, the Mumble Channels they
are using, etc.
2- Improved Mumble
Server configuration: each
of our three online, multiplayer, server-based missions within our most
important domains have long been served by a trio of associated Mumble
channels arranged rather like a family, with one "Parent" channel named
after the mission and two "Child" channels (one for BlueTeam and one
for RedTeam). The intent has always been for team members to hold
private conversations within their own "Child" channel, and for the
"Parent" channel to serve for shared conversations among all team
members. This can be very conveniently automated with a single Mumble
"shortcut" configured with Mumble's "Shout to parent channel and all
its children" facility. However, some players are reluctant to
configure Mumble shortcuts or are using less powerful Mumble clients
(like Android's "Plumble") that do not offer that option. As of
20Aug2019 we enhanced our Mumble Server to automatically enforce those
relationships: Any "Push to Talk" transmission in one of the "BlueTeam"
or "RedTeam" channels is never heard by others tuned to the "Sibling"
channel of the opposing team. However, both of those sibling channels
always hear and can speak to anybody tuned to the "Parent" channel. All
of this can now be done without configuring any Mumble shortcuts.
3- Fixed several
minor bugs in heavy bomber ordnance loading.
4- Removed some
unimportant status messages
that were cluttering the cockpit's three-line, scrolling
"SystemMessage" panel, making it a lot easier to rely on that panel to
learn of significant mission events.
This version remains interoperable and fully compatible with version
Lac07p70. When limited to MissionNetworkBattle03, it remains
operationally compatible with all versions since Lac07p56.
Changes in the early Sep2019 version
(Lac07p82) include:
This version is operationally compatible with all prior versions since
Lac07p70, but it takes powerful advantage of the newest (optional)
features in Mumble V1.3.0, and the area of the keyboard used in our
standard configuration has been expanded with additional functions for
those that have updated their copy of Mumble.
While parked on
the runway waiting for refueling and repairs, the player can now stop
the automated review
and vocalization of all of the mission targets (which normally cycles
"Select Next Target" through all ten mission aircraft) by tapping the
"Select Previous Target" key. This gives the player an opportunity to
examine the tactical situation at his own pace and designate his own
preferred target while his aircraft is being serviced.
Even more powerful
Mumble integration, with an improved standard keyboard layout,
placing even more Communication-oriented commands within easy reach.
Unfortunately, older versions of Mumble, which do not support new
commands that recent versions of LAC like to use for interprocess
communication, are still in common use. Accordingly, this version of
LAC has enhanced its interpratation of the "NetworkMode" attribute that
can be set in the "LacConfig.txt" configuration file. That variable is
now "Bit Coded". Use of the least significant bit is unchanged, so a
value of "0" still indicates "Peer to Peer Mode" as before, and a value
of "1" still indicates "Client/Server" mode as before. However, we are
no longer ignoring the other bits. As a consequence, four distinct
settings of "NetworkMode" are now fundamental to LAC's operation on the
network and with Mumble, as follows:
if NetworkMode is set to "0", LAC will operate in "Peer-to-Peer" mode
and will not attempt to use any advanced Mumble functions.
if NetworkMode is set to "1", LAC will operate in "Client/Server" mode
and will not attempt to use any advanced Mumble functions.
if NetworkMode is set to "2", LAC will operate in "Peer-to-Peer" mode
but it will take full advantage of advanced Mumble functions.
if NetworkMode is set to "3", LAC will operate in "Client/Server" mode
and it will take full advantage of advanced Mumble functions. This is
the preferred setting.
(Explanatory text within the LacConfig.txt file explains all of this
and will help users set the value of NetworkMode appropriately.)
When LAC is told to avoid Mumble's advanced functions, it relies on the
user to configure Mumble "Shortcuts", as described in our "Frequently
Asked Questions", as the basis for our Mumble interface. Users that
configure all 26 of those Mumble shortcuts will enjoy very smooth,
high-speed Mumble performance for all of the basics. However, for
unknown reasons, Mumble loses some or all of those 26 shortcuts from
time to time, so it is frequently necessary to reprogram them. Without
those shortcuts, it is still easy to use Mumble on a single channel,
but it is difficult to optimize channel choices. As a consequence, most
Mumble transmissions will be broadcast to friendly and opposing team
members alike.
When LAC is allowed to use the advanced functions from Mumble version
1.3.0 and later, it automatically tunes Mumble to the best channel for
every mission as soon as the player selects it, and all of the
following "Hot Keys" always work immediately during those online
missions, with no need to program the corresponding Mumble Shortcuts:
"1": Switch to M1All Channel.
"2": Switch to M1Blue Channel.
"3": Switch to M1Red Channel.
"4": Switch to M2All Channel.
"5": Switch to M2Blue Channel.
"6": Switch to M2Red Channel.
"7": Switch to M3All Channel.
"8": Switch to M3Blue Channel.
"9": Switch to M3Red Channel.
"0": Switch to Root Channel.
"F7": Morse Squelch BlueTeam
"F8": Morse Squelch RedTeam
"F9": Morse Unsquelch All
"F10": Switch to TeamCast channel.
"F11": Switch to MissionCast channel.
"CapsLock": Toggle keyboard in and out of "Morse Code Radio" mode.
In addition, the following Mumble commands are instantly available if
the associated (very simple and well-behaved) Mumble shortcuts are
configured:
F1: Push To Talk in Current Channel
F2: Shout to Parent Channel and its Children
F3: Volume Down
F4: Volume Up
F5: Mute Speaker
F6: Mute Microphone
Furthermore, LAC
even uses those advanced Mumble commands in conjunction with five types
of specially formatted Morse Code Radio messages as follows:
1 of 5: "PPPPPPPP2"
(Eight or more sequential "P" characters followed by one or more copies
of the single digit "1", "2", "3", "4", "5","6","7", "8", "9", or "0",
corresponding with one of the ten players in the mission.) This is the
"PROMOTE" command, and it grants administrative privileges to the
designated mission player. Although no player can promote himself, he
can promote any other player on his team. The player remains "promoted"
until he is killed or exits the mission. After being promoted in this
manner, the promoted player can thereafter issue any of these other six
specially formatted Morse Radio messages:
2 of 5: "SSSSSSSS"
(Eight or more sequential "S" characters). This is the "SECRECY"
command, and it switches every member of the player's team onto a new,
secret, Mumble channel for private communication. Members of the other
team are NOT switched, and it is cumbersome and time-consuming for them
to ever discover which channel is being used for this secret
conversation. It is unlikely that members of the opposing team will
hear conversations held in this manner.
3 of 5: "MMMMMMMM"
(Eight or more sequential "M" characters). This is the "MISSIONCAST"
command, and it switches every member of the player's team onto the
"MissionCast" channel for the current realm and mission so that
everybody participating in the mission will be able to hear and
converse with everybody else.
4 of 5: "TTTTTTTT"
(Eight or more sequential "T" characters). This is the "TeamCast"
command, and it switches every member of the player's team onto the
"TeamCast" channel for the current realm and mission. The other team
also has its own TeamCast mission as a "sibling" channel, and those two
sibling channels are isolated from one another so that voice
communication in one is not heard in the other. Note, however, that any
player that chooses to enter the mission's "MissionCast" channel WILL
hear everything, so this "TeamCast" option is best viewed as a means of
minimizing congestion rather than a means of ensuring secrecy.
5 of 5: "RRRRRRRR"
(Eight or more sequential "R" characters). This is the "Root" command,
and it switches every member of the player's team onto the "Root"
channel of our Mumble server at LinuxAirCombat.com. This is handy for
recruiting new players into the mission, since it is commonplace for
new players to hang out in our Root channel while waiting for mission
activity elsewhere.
As a consequence of these advanced commands, it is now much easier for
teams equipped with the latest versions of Mumble to make powerful and
orderly use of our Mumble channels, enjoying a significant advantage in
combat.
If you don't use Mumble, or if you have Mumble (or one of the other
Mumble-compatible voice comms apps) installed on your phone, tablet, or
another computer, then you won't see any benefit installing any version
since Lac07p72.
Changes in the mid Sep2019 version
(Lac07p85) include:
This version is operationally compatible with all prior versions since
Lac07p70, but all of the new features of its Mumble interface,
previously limited to users of Mumble Version 1.3 and newer, now work
with older versions of Mumble too! We've had success with versions as
old as Mumble V1.2.3. Prior to version 1.3.0, Mumble used an older set
of commands, so LAC still needs to know if your copy of Mumble is older
than that. As with the prior LAC release, this is specified in the
"NetworkMode" field of your "LacConfig.txt" file. Repeating our
previous instructions on this subject, the four allowed values of
"NetworkMode" are:
if NetworkMode is set to "0", LAC will operate in "Peer-to-Peer" mode
and will control older versions of Mumble using the "old style".
if NetworkMode is set to "1", LAC will operate in "Client/Server" mode
and will control older versions of Mumble using the "old style".
if NetworkMode is set to "2", LAC will operate in "Peer-to-Peer" mode
but it will take full advantage of advanced functions for Mumble
1.3.0 and later.
if NetworkMode is set to "3", LAC will operate in "Client/Server" mode
and it will take full advantage of advanced functions for Mumble 1.3.0
and later.
The features of LAC's Mumble interface are now the same whether you use
new Mumble 1.3.0, old Mumble 1.2.3, or something in between. (One minor
difference: the newest versions of Mumble switch channels in about 5
seconds, while the older ones need about 6 seconds on average.)
If you have installed Mumble on the same computer that is hosting your
copy of LAC, you should definitely upgrade to this version because the
Mumble interface no longer requires such tedious configuration and is
much more reliable. You will really enjoy the difference, and your
team-mates will appreciate the way your communication will be
automatically integrated into the action.
If you don't use Mumble, or if you have Mumble (or one of the other
Mumble-compatible voice comms apps) installed on your phone, tablet, or
another computer, then you won't see any benefit installing any version
since Lac07p72.
Changes in the early October 2019
version (Lac07p88) include:
No new flight or mission features. This version remains operationally
compatible with all prior versions since Lac07p70.
This version is even more reliable and "bullet proof" than the prior
version, as a consequence of two tiny new user-management improvements
as follows:
1 of 2: To make the Morse Code
Radio more robust and reliable, "Squelch" settings now automatically
expire every time the player's aircraft is serviced with fuel, ammo, or
repairs while on the runway, deactivating old squelch settings to
ensure more constant Morse Radio monitoring and availablity for
interpretation of text-broadcast commands. As a consequence, stale old
Morse Radio squelch settings (which can easily be forgotten during the
activity associated with landings and takeoffs) no longer block
subsequent Morse Code Radio messages, making all players more alert and
more aware of LAC's most fundamental interplayer communication system
and less likely to accidentally miss out on MultiPlayer commands,
directives, bulletins, or queries transmitted by that means.
2 of 2: This version is easier
to install than prior versions, even if the user does not read the
online documentation and does not use the convenient "install.sh"
script to optimize all of the installation steps. If a user attempts to
run LAC immediately after downloading and/or compiling it (without
making use of our standard "install.sh" script), it tries very hard, on
its first execution attempt, to find or automatically generate all of
the necessary configuration files, creating the required ~home/.LAC
subdirectory to hold them. Any missing files that are absolutely
required for LAC's basic operation are now generated automatically as
needed, after which LAC generates explanatory diagnostic messages
explaining their successful generation and urging the player to try
running LAC again. Subsequent attempts to run LAC almost always succeed
after that, allowing the user to experiment with the menus and basic
flight.
However, the terrain that is used in LAC's most important missions is
populated with random mountains, lakes, islands, and other geographic
features unless the "DefaultHeightMap.LAC" file is present, and that
file cannot be automatically generated. It is always downloaded as part
of our standard distribution archive. If that "DefaultHeightMap.LAC"
file is deleted or misplaced, the resulting, randomly generated terrain
features never match up with the location or altitude of airfields, so
runways are sometimes located underwater or displaced, in bizarre ways,
from land features. (Sometimes the random terrain even exhibits water
levels at altitudes high enough to swamp aircraft immediately upon
their entry into a mission.)
To overcome this problem, new logic in this version of LAC tries very
hard to find and appropriately utilize the "DefaultHeightMap.LAC" file,
searching for it in all of the most likely places according to our
experience monitoring user behavior. Usually this is successful during
the first attempt to execute LAC, whereupon a series of helpful
advisory messages are generated on the user's console upon program
termination, along with an admonition to try running LAC again. These
advisory messages differ slightly depending on the filesystem location
where any copy of the "DefaultHeightMap.LAC" file is found, in order to
be as helpful as possible to the user and to increase understanding of
the ideal place to store LAC's executable file relative to its other
components. Users that read and follow that guidance are very likely to
experience complete success the next time they try to execute LAC.
Of course, if the "DefaultHeightMap.LAC" cannot be found in any of the
usual places, then LAC proceeds to generate new terrain, populated with
random geographic features that do NOT match the airfield locations
that are expected in the missions. Affected users can only recover from
this by placing a copy of the official "DefaultHeightMap.LAC" file into
their ~home/.LAC folder. Detailed instructions for this have now been
published in our "Frequently Asked Questions" ("FAQ") web page as FAQ
#44.
(NOTE: Even though the improved installation logic in this version
makes it easier to achieve basic LAC installation without using our
"install.sh" script, the preferred installation process still uses that
script because it automatically creates a tiny, convenient, additional
new script named "lac" in the user's home directory which can
thereafter be used to launch Linux Air Combat and also, according to
long-standing desktop LINUX practice, to create graphical desktop or
kicker-panel shortcuts to launch LAC with a single mouse click.)
If you are already happily using any
version of LAC since Lac07p70, having formed good interplayer online
habits and already having success with Mumble-based interplayer voice
communication, then there is little reason for you to upgrade to this
version. However, for new users, this version is the easiest to install
of any LAC version, and routine operation helps inexperienced users to
more reliably participate in the best interests of their team, less
likely to miss out on interplayer communication.
Changes in the late October 2019 version (Lac07p90) include:
This version adjusts and improves flight models and other competitive
aspects of online combat. Accordingly, this
is a REQUIRED update.
Players using older versions will be constantly alerted of the need to
upgrade whenever a player using THIS version enters their mission.
Terrain geometry proportions have been changed to enhance the
perception of high speed flight past terrain features. Now, especially
when flying fast and low, the visual perception of speed is much more
dramatic.
The logic that regulates the maximum climb rate of all aircraft at
extreme altitudes has been improved.
The "Map Mode" shows a wider view of the terrain, allowing a better,
more sweeping overview.
The flight parameters of all aircraft have been given a final
"tweaking" to bring top speeds and climb rates into very accurate
alignment with the best available flight test data from historic
records. Performance from sea level on up to about 15,000 feet is now
generally within 1% of the best available data. At higher altitudes,
accuracy diminishes somewhat, but it remains respectable. Roll rates,
zoom climb performance, turning rates, lethality, and durability have
also been tuned to yield more accurate relative performance and to
better match available historic and anecdotal information. This is the
most accurate version of LAC ever.
Bomb loads of the Lancaster and B29 were adjusted to better match
historic loadouts used in combat.
The Norden Bombsight is now a little more accurate across a wider range
of drop speeds.
Airfield anti-aircraft guns now reach a maximum altitude of 10,000 feet
instead of 15,000 feet.
Bomber auto-gunners are now slightly less accurate versus nearby
opponents that are flying at very high speed.
Changes in the 15Nov 2019 version (Lac07r92) include:
This is the official, first "Production Release" version of LAC.
Users can now edit the "NetworkMode" field of their LacConfig.txt file
to instruct LAC to ignore the presence of Mumble. This will be good for
users with computers suffering incompatibilities when trying to use
Mumble, or for users wishing to employ some other VOIP application.
Run-time diagnostic reporting was simplified, eliminating several
unimportant details and improving framerate when looking to the right,
left, up, down, or to the rear from within the cockpit.
LAC's video resolution configuration menu now offers nine standard
resolution options instead of just five, making it far less likely that
inexperienced users will ever need to manually edit the corresponding
resolution fields in their LacConfig.txt file. The vast majority of new
users will be able to find an appropriate setting from within LAC's
menus.
The flight model of the Nakajima N1K1 fighter was improved with better
handling of high-speed compressibility.
LAC's volunteer flight test crew flew meaningful missions, including
takeoffs and landings with agressive ACM, in all 54 of the WW2 aircraft
and confirmed that all of them fly reasonably without a lot of
segmentation errors, and within expected flight performance parameters
according to the best available historic and anecdotal records. Top
speeds at sea level, climb rates, stall speeds, roll rates,
maneuverability, lethality, and durability are all adjusted to our
satisfaction. For controlled flight at normal altitudes and speeds, the
overall performance and "feel" is entirely reasonable for anybody
willing to use a little imagination. (At the extremes of speed and
altitude, the flight models are less accurate, but still
respectable.) The biggest flight model compromise is evident
during takeoffs and landings, which are considerably simplified and
easier than in real life, but all of the active principles of flight
are modeled in principle; LAC's compromises in takeoff and landing are
matters of degree. All of the flight testers are satisfied with the
resulting compromises.
Accordingly, we are declaring this release of "classic" Linux Air
Combat as DONE, and we are issuing it with a new name:
"LINUX AIR COMBAT R 7.92".
The compiled executable program is now named "lac07r92".
This version is fully compatible and
interoperable with all versions since 7.90. If you are already happily
using version 7.90 or 7.91 there is little need for you to upgrade
unless the Nakajima N1K1 fighter is important to you or your mates.
However, you will find that the newest version is a little easier to
configure for optimal video resolution and yields a slightly improved
frame rate when looking to the side, to the rear, or up or down.
Changes in the 19Feb 2020 version (Lac07p96) include:
This version is fully interoperable with all prior versions since
Lac07p90. No new features.
We fixed a bug that had sometimes caused aircraft to collide with their
own bullets when flying faster than 375 MPH. This was especially
troublesome when flying the Me163 rocket plane, which can easily exceed
500 MPH in combat.
We implemented several improvements in the visual perception of
"network jitter". When looking at nearby online aircraft in flight,
they are now a lot less "jumpy" as network packets update their
positions and orientations.
This version remains functionally
interoperable with all versions
since Lac07r92.
Changes in the early Apr2020 version
(Lac08p01) include:
The cockpit's "TAR ALT" display is now colored red when RedTeam objects
are selected, and colored blue when BlueTeam objects are selected.
The duration of flight supported by fuel supplies has been adjusted for
all aircraft so that bombers have longer flight endurance and greater
range than fighters, etc. The B29 now has the longest flight duration
(without refueling) in the sim, and the Me109 has the shortest
endurance of all piston-powered aircraft, according to its well-known
reputation. Others fall in between these extremes. In general, heavy
bombers can remain aloft about twice as long as fighters, and medium
bombers can remain aloft about 50% longer than most fighters.
The Spit5 and Spit9 now suffer from fuel-flow cutoff when pulling
negative "G" forces, in the same manner as their historic counterparts.
The DeHavilland "Mosquito" has been upgraded from the "bomber-only"
version to the "Fighter-Bomber" version, equipping it with guns and
rockets in addition to its bombs. These changes should make the
"Mossie" a more popular choice among LAC players.
I found and fixed several minor errors in the menu logic that displays
"HISTORIC PERIOD" associated with each aircraft. Now, in LAC's menus,
early-war aircraft are correctly described as "EARLY WAR", and all
late-war aircraft are correctly described as "LATE WAR".
I found and fixed a tiny little bug in main.cpp's
"event_targetPrevious()" function that was failing to vocalize aircraft
team affiliations if there was only one other aircraft in the mission.
I found and fixed a bug that was causing the "FIGHTERS" tutorial
mission to start out with IFF disabled every second time it was
re-started.
I enhanced the two-player "HEAD TO HEAD" mission so that its cockpit
instruments now display "DATA FLOW" instead of "CONNECTION" to better
describe that mission's true use of network activity.
I adjusted starting positions in all three of the server-based,
multiplayer missions. Now the player starts out farther from his
requested airfield and higher up, giving more time to set up landing
when desired.
I found and fixed a bug that sometimes caused LAC to "Hang"
destructively when a targetted object was destroyed (either by the
player or by somebody else). This bug had also sometimes caused
segmentation errors WITHOUT "hanging" the sim.
I adjusted startup logic that was sometimes causing segmentation errors
within the first 5 seconds of online missions. (Those errors are now
diminished in frequency but still occur from time to time. Not very
often. They can be avoided by avoiding violent maneuvers during the
first 5 seconds of a new mission.)
I found and fixed a bug that was sometimes causing segmentation errors
when the player collided with another aircraft or mission object.
I enhanced the "TargetNext" and "TargetPrevious" facilities. Now they
ought to be more accurately named "TargetNextRed" and
"TargetPreviousBlue", respectively, since the first of them cycles
FORWARD through all RedTeam mission elements (skipping BlueTeam
elements), and the second of them cycles BACKWARD through all BlueTeam
mission elements (skipping RedTeam items). Accordingly, the keys and
processes formerly known as "TargetNext" now yield the next RED target,
and the keys and processes formerly known as "TargetPrevious" now yield
the previous BLUE target. This arrangement sensibly preserves existing
habits, keyboard and joystick mapping, and documentation, with only a
small adjustment in pilot behavior. The arrangement is more convenient
than the "classic" arrangement that has been in use for the prior three
years, since a player that knows the team affiliation of his desired
target can now select it with an average of only half as many
keystrokes or joystick button activations.
I enhanced the "Map Mode" display with new information revealing the
player's current altitude and true airspeed, making "Map Mode" a lot
more useful (especially when the Norden Bombsight is active.)
I completely rewrote the Norden Bombsight logic. The "Continuously
Computed Impact Point" pipper (which was too "jumpy" in prior versions)
now moves much more smoothly. Accuracy is greatly increased. The
prompting text has now been optimized to give better advice, which is
customized a bit according to the type of aircraft being used.
I eliminated the universally despised, vocalized "tour" of the tactical
situation at the beginning of all three online, server-based,
multiplayer missions.
As a consequence of all of these changes, LAC is a little more
realistic, suffers from fewer segmentation errors and "HANG" problems,
is more accurate, and easier to control in complex tactical
environments.
This version remains functionally
interoperable with all versions since
Lac07r92, but it is better behaved, a bit more realistic, and nicer to
fly. All players are urged to upgrade.
Changes in the mid-Apr2020 version
(Lac08p02) include:
Better support for players that don't have a joystick. The logic
that supports flight without a joystick has been improved. Several
serious bugs were fixed. Now it's much easier and more reliable to fly
with just a mouse and keyboard, whether using the formerly flawed,
optional "RELATIVE" mode, or the long-stable nonrelative mode. Both
modes are now improved. As an option for pilots that are serious about
tuning mouse controls for the maximum possible performance, players can
edit their ~home/.LAC/LacControls.txt file to map two keyboard keys to
"key_TrimRudderLeft" and "key_TrimRudderRight". In that case, even
rudder inputs become available to players flying with only a mouse and
keyboard for flight control input. LAC's "SETUP OPTIONS -> GAME"
menu allows configuration of mouse controls in "RELATIVE" or
nonrelative mode. Beginners will probably prefer the "RELATIVE"
mode.
The amount of fuel available at the commencement of
MissionNetworkBattle01 and MissionNetworkBattle02 has been diminished
in order to more diligently force all players to land for fuel before
commencing any other mission tactics.
Bugs in the Me163 refueling, rearming, and repair logic were repaired.
Fixed a bug that had failed to assert accurate "blackout" and "redout"
effects when in the external view mode.
Airfield objects and battleships are now visible from much greater
distances. This aids in accurate bombing and dive bombing.
Fixed bugs in the Junkers Ju87 and the Aichi D3A that were incorrectly
permitting them to retract landing gear, in conflict with their
historic, fixed-gear designs.
Fixed bugs in the Junkers Ju87 flight model that had caused occasional
segmentation faults when its dive brakes were active.
Enhanced cockpit realism when IFF is disabled or damaged: without IFF,
many of the advanced cockpit and RADAR targeting features are now
unavailable and pilots are forced to rely on voice radios and LAC's
target "vocalization" to locate other aircraft and airfields.
Enhanced the results of damage in flight: Now, as damage levels
increase toward 100%, pilots experience various new types of failures
associated with WEP, Undercarriage, IFF, Ordnance access, Speedbrakes,
and flaps, in addition to the aileron and engine thrust damage that
have long been experienced by LAC pilots.
Improved pilot experience after landing for refuel, re-arm, and repair
services: the 20-second duration of HUD and RADAR shutdown has been
diminished to just 5 seconds.
This version remains functionally
interoperable with all versions
since Lac07r92, but it is better behaved, a bit more realistic, and
nicer to fly. All players are urged to upgrade, especially if they are
using "mouse" flight controls because they have no joystick.
Changes in the late-Apr2020 version
(Lac08p06) include:
The Mission Detail menus for the three online, server-based,
multiplayer missions have been enhanced with three new, clickable
areas. Two of these, labeled "TEAM" and "REALM", respectively, cycle
Team and Realm affiliation and the third, labelled "SYNCHRONIZE MUMBLE
WITH REALM/MISSION/TEAM", synchrohronizes Mumble to the best channel
according to the user's chosen combination of Realm, Mission, and Team.
Accordingly, players can now cycle their membership between "RedTeam"
and "BlueTeam" and among LAC's 32 distinct player-community Realms with
simple mouse clicks, avoiding the need to edit the LacConfig.txt file.
This version also modifies the value of "NetworkTransmitTimerInterval"
when Realm "01" is in use. In that case, the value of
"NetworkTransmitTimerInterval" is set to the special value of "101".
This greatly improves the visual perception of network "jitter" when
flying in Realm "01". If long-term experience with this setting does
not cause problems for the server, then we may double the rate of
packet transmission with a similar adjustment to
"NetworkTransmitTimerInterval" in some or all of the other Realms too.
I found and fixed the "Default Aircraft Selection MenuRendering Bug"
that has long plagued LAC. As a result of the improvements implemented
in this new version 8.06, our menus are now prettier and a lot more
functional. For the first time in almost 5 years, rendered images of
mission aircraft are now visible in all appropriate areas of our menus
according to reasonable user expectations, and menu clicks can cycle
TEAM and REALM affiliations without editing the LacConfig.txt file.
Mumble is easily synchronized with the user's choices, and any entry
into Realm01 automatically enforces an experimental, more agressive
setting of "101" for "NetworkTransmitTimerInterval".
This version is also more robust in handling certain types of
"misbehavior", such as "fratricide" (shooting or killing members of
your own team) and "ESCAPE desertion" (abuse of the "ESCAPE" key in
order to instantly vanish from combat when facing a difficult tactical
situation).
This version remains functionally
interoperable with all versions since
Lac07r92 but it is now much easier for users to select aircraft and
team affiliations.
Changes in the mid-May 2020 version
(Lac08p08) include:
I fixed the long-troubling, poorly named "LAC Maneuver
Segmentation Faults" bug, which had been causing segmentation faults
upon startup of online missions when GunCamera "REPLAY" aircraft were
active. This is the last known cause of segmentation faults in typical
LAC situations.
Mumble is now automatically invoked when LAC starts up.
Consequently, the litttle "lac" start script has been simplified so
that it no longer attempts to invoke Mumble. Furthermore, LAC is far
more intelligent about invoking Mumble: If the user's "CommunityHandle"
has been customized with an appropriate username, Mumble is directed to
connect him to our Mumble server's "root" channel, logging in with that
"CommunityHandle" as his Mumble username. On the other hand, if the
user's "CommunityHandle" has not yet been customized (in his
~home/.LAC/LacConfig.txt file), then he is connected to a new Mumble
channel named "NewPlayersStartHere" under a Mumble username commencing
with "NewPlayer" followed by a 4-digit pseudorandom number.
Furthermore, when a user that has not configured his
"CommunityHandle" clicks the prominent "ONLINE DOCUMENTATION" link from
LAC's main menu, a narrated, instructive video clip is automatically
displayed, presenting detailed instructions to help him get his
CommunityHandle set up. That movie is displayed on top of the
browser-based, online LAC documentation that is also activated at that
point.
Then I enhanced the mission detail menus for the three online,
multiplayer, server-based missions so that a user who has still not
configured his "CommunityHandle" sees additional prompts to do so at
the bottom of his display screen. Those prompts urge him to activate
the "ONLINE DOCUMENTATION" link as described in the previous paragraph,
resulting in automated launch of the aforementioned, helpful video
training clip.
The "SELECT YOUR AIRCRAFT" menus have all been enhanced with an
additional button named "CHECK FOR MULTIMEDIA". As before, the logic
allows the user to cycle through 54 different versions of this menu,
each describing a distinct aircraft. Within each of those 54 separate
instances, the new "CHECK FOR MULTIMEDIA" button quickly invokes the
user's preferred browser and displays a custom web page associated with
the referenced aircraft. Almost all of those web pages now display a
relevant YouTube documentary video clip.
As a consequence of these changes, selection of an aircraft from
among the 54 emulated by LAC is now a much more immersive and
educational activity, and users benefit from increased, natural
enthusiasm as they consider each as a candidate for flight.
Furthermore, online players are now much more likely to be properly
identified to one another as they interact online.
No changes were made that affect
flight. This version remains operationally compatible with all prior
versions since Lac07p92.
Changes in the late-May 2020
version (Lac08p11) include:
Additional missions and tools for developers: LAC's menus
now offer 7 online, multi-user, server-based missions instead of just
three. At this point, however, the four additional, new missions are
functional duplicates of "Mission Network 01", so this is just a
stable, interim release, anticipating further development in each of
those four new missions. The client and server infrastructure in
support of all missions has been significantly expanded in support of
these additional missions: Whether in flight or from within LAC's
mission menus, selection of any combination of either of the two
distinct Mumble Command Modes, 32 Realms, 7 Missions, and two Team
Affiliations results in correct display of the corresponding
information, in the proper color, on the cockpit's Mumble Panel, and
Mumble quickly switches to the corresponding channel if it has been
created on the server, or to the nearest available approximation
thereof if nobody has yet created that Mumble channel. All seven
missions have been subjected to significant online testing and appear
to be stable, well-behaved, and well-documented.
The source code for each of the seven online, multi-user,
server-based missions has been broken out of "mission.cpp" for better
modularization, and EXTENSIVE source-code comments have been inserted
into each of the four files corresponding with the four new missions.
As a consequence, it will hereafter be fairly easy for programmers of
elementary or better skill to customize the source code for the
creation of new, more sophisticated missions. Two of those missions
have already been "spoken for" as follows:
Blake Williams is working on Mission #4.
Hyrum Bosen wants to begin working on Mission #5
soon.
Accordingly, Missions #6 and #7 are available for community
experimentation and development. If you decide to participate, please
read the extensive explanatory comments within the source code of
"MissionNetworkBattle06.cpp" or "MissionNetworkBattle07.cpp" as
appropriate to your choice, and follow the guidance therein given.
Please avoid modifying any of the source code for the other files
unless you negotiate something extraordinary with me, as primary
developer, through email contact via "webmaster@AskMisterWizard.com".
The missions are written in industry-standard "C++", but
with the extensive source-code commentary that is now available, you
really don't need to know much about C++. You can just follow and
expand the well-documented, existing pattern. If you want to create an
official new mission for Linux Air Combat, THIS IS YOUR CHANCE! Submit
your modified source code for my evaluation. You have a lot of freedom
to choose different aircraft, weather conditions, terrain features,
victory goals, mission object locations, numbers, and dynamic
positions, durabilities, weapon loadouts, timed or event-driven cockpit
messages, text-to-speech messages, etc. I can easily visualize far more
sophisticated missions with, for example, additional defended
airfields, moving battleships, aircraft carriers, timed cockpit
messages, timed audio messages, additional anti-aircraft guns, moving
tanks, more complex victory conditions, etc. Check in on LAC's
forums
for further guidance. A new forum area, for mission developers, will
soon appear and I will populate it with YouTube clips showing exactly
what to do to get started.
This version also offers more multimedia and menu help for
new users needing to configure their online usernames for use in the
LAC community.
A few bugs were also fixed, including yet more protection
from the segmentation errors that have sometimes been seen immediately
upon entry into online missions with active gun-camera player activity.
Previous releases had been diminishing the frequency of these errors,
but they were still seen from time to time. I HOPE they are all gone
now!
Users who have installed the popular "espeak" text-to-speech
application will now hear brief text vocalized from time to time. At
present this is used only for introductory or explanatory information
in unusual situations.
Users who have installed the popular "vlc" media player
application will now see and hear brief new video clips from time to
time. At present this is used only for introductory or explanatory
information in unusual situations.
Users are encouraged to install "vlc" and "espeak" if their
LINUX distro does not automatically make them available. Both of these
applications are popular, well-known, well-behaved, and ubiquitously
available. Although their use in LAC is minimal and optional at
present, we anticipate their increasing use within new missions, and
new mission developers ought to be able to have a lot of fun inserting
video clips and/or text-generated speech into their work.
As configurable new options, LAC's automated use of "espeak"
and "vlc" can be individually disabled by editing the value of
"NetworkMode" within the user's ~home/.LAC/LacConfig.txt configuration
file. This follows the same pattern that has long been used for
optional disabling of LAC's automated use of "Mumble".
No changes were made that affect flight.
When used in any of the
three classic online, multi-user, server-based missions, this version
remains operationally compatible with all prior versions since Lac07p92.
Changes in the early June 2020 version
(Lac08p12) include:
Improved handling of Community Handles. Now, the user's
configured "CommunityHandle" is automatically and consistently used as
the Mumble username, and new users are automatically issued a
randomized CommunityHandle commencing with "NEW" and followed by a
four-digit random number upon startup. Thereafter, until that name is
replaced with something NOT based on that pattern, users receive gentle
but frequent reminders about editing their hidden
~home/.LAC/LinuxAirCombat.txt configuration file to change
it. This aids everybody in the location of other players during
our online missions.
The cockpit now displays the user's Community Handle during all
seven of the online, multi-user, server-based missions.
Several minor bugs were fixed in the format and color of messages
displayed on the cockpit's "Mumble Panel".
No changes were made that affect
flight. When used in any of the three classic online, multi-user,
server-based missions, this version remains operationally compatible
with all prior versions since Lac07p92.
Changes in the mid-June 2020 version
(Lac08p15) include:
No new player features or flight
model changes. When used in any of the three classic online,
multi-user, server-based missions, this version remains operationally
compatible with all prior versions since Lac07p92.
The four new, sample missions introduced back in Lac08p11 have been
further cleaned up and improved. At present, all of them are
functionally identical, and they duplicate the logic of our well-known,
classic, "Network Mission 01", with some increased run-time reporting
to increase understanding in support of new mission developers. We hope
a few budding programmers will join our development team by adopting
and customizing one or more of these missions. They have all been
improved with increased and more detailed source-code comments, and
with embedded examples showing how to take advantage of optional new
features. Furthermore, LAC's underlying infrastructure has been made
more robust in support of features that we hope will be helpful for
future mission developers. For example, by following or duplicating
well-documented patterns within those four published sample missions,
it is now very easy for mission developers, even if their programming
skill is modest, to change terrain types, weather conditions, or to
insert events of any of these types at any desired point in their
custom missions:
1- Text messages on the cockpit's "SystemMessage" panel.
2- Acoustic "beeps".
3- Acoustic verbalization of text ("Text-To-Speech" sound
effects).
4- Video Clips.
5- Web pages.
6- Additional self-defending airstrips.
7- Movement of self-defending Battleships or Aircraft
Carriers (more types of moveable objects to come).
8- Synchronization of mission states across multiple
players (to synchronize the location of moveable objects).
9- New definitions for victory and mission-ending
conditions.
All of these new development tools are documented in a new LAC Forum
named "Mission Developers" here:
Changes in the late-June 2020 version
(Lac08p21) include:
TEN online, multi-player, server-based missions are now available. (The
original three such missions are unchanged.) All of the other new ones
are still in a stage of experimental development, but the one labeled
"PEABODY'S MISSION" has had quite a bit of alpha testing and is now
ready for vigorous exercise by the LAC Community. It is bigger and more
complex than prior missions, and takes place in a heavily forested,
mountainous terrain. Victory requires destruction of TWO enemy
airfields instead of just one, and HQ airfields are further fortified
by an adjacent, very strong, artillery battery. Please report your
experience with this mission in our LAC Forums.
Two of the remaining new missions, named "BLAKE'S MISSION" and "HYRUM'S
MISSION", have been claimed by two of our developers for further
improvement, and we can expect to see them creatively enhanced soon.
The four remaining new missions, named "NET MISSION 7", "NET MISSION
8", "NET MISSION 9", and "NET MISSION 10" respectively, are all
essentially identical in function, and each is available for adoption
by one or more members of the LAC community who would like to become a
"Mission Developer". Each features a single moving aircraft carrier on
which players can land a RedTeam aircraft for refuel, repair, and
re-arm services. New LAC Mission Developers are encouraged to follow
the pattern that created that single RedTeam aircraft carrier for
enhancement with a BlueTeam aircraft carrier. There are abundant
opportunities to further enhance these missions according to your
inspiration! The source code for these new missions is extensively
commented for easier understanding, and our forums, at:
....now offer an additional new forum area in support of Mission
Developers. Interested members of the LAC community are encouraged to
use these facilities to claim one of these missions as their own, to
make their own improvements resulting in better missions, and to submit
the resulting, improved code back to us through our forums. The best of
these efforts will be incorporated into future versions of LAC!
LAC's standard cockpit instrument panel is now enhanced with an
additional instrument displaying the estimated repair status of the
selected, friendly airfield. (Although the repair status of selected,
HOSTILE airfields is not
displayed on a cockpit instrument, the user can press "F12" to request
a voice radio report from a "forward observer".) In large missions with
multiple defended
airfields, this instrument is a great aid to players needing to
understand the complex, evolving, tactical situation.
The visual appearance of battleships has been improved with addition of
a large, central smokestack.
The following additional mission objects are now available for
general-purpose use by new mission developers:
Mission developers can move Battleships, Aircraft Carriers, or Naval
Destroyers around during their missions. Players can land aircraft on
aircraft carriers and (if they are very very careful) they can take off
again.
Mission developers can now easily create new missions of far greater
complexity. As an example, a new, "sample" mission is included as
"PEABODY'S MISSION". It takes place in a mountainous terrain covered
with conifer forests and dotted with lakes of various sizes. Each of
the two teams has two defended airfields, and victory requires
destruction of BOTH opposing airfields. The two HQ airfields are
toughened by the presence of a very strong, adjacent, artillery battery.
LAC's infrastructure in support of mission developers has been
improved. Now it is much easier to synchronize repair status of
airfields, and to synchronize the movements of mobile mission objects
across multiple, network-connected players, and to avoid confusion if a
new MissionCommander enters an established mission that has already
advanced into its preconfigured set of MissionChronoMilestones.
Text-to-speech vocalization of many items of interest is now
comprehensively implemented for players that install the free,
well-known, optional "espeak" text-to-speech application. Users are
urged to install espeak to benefit from this optional improvement.
When used with any of the three long-standing, "classic", online,
multi-player, server-based missions, this version remains interoperable
with all prior versions since 7.92.
Changes in version Lac08p23:
No changes were made that affect
flight. When used in any of the three classic online, multi-user,
server-based missions, this version remains operationally compatible
with all prior versions since Lac07p92.
All of the changes in this version are intended to assist new Mission
Developers, and all are focused on the seven new, experimental
missions, all of which are now clearly advertised as "BETA" test or
"WORK-IN-PROGRESS" features.
I fixed several bugs in the infrastructure of online missions. Prior
versions suffered when new missions had two or more airfields. Upon
receipt of serious damage to just one of those airfields, player RADAR
and IFF would fail and a variety of other odd things were happening.
Now those problems are fixed. (Players now suffer loss of RADAR and IFF
after ALL of their airfields are heavily damaged, not when just one
airfield is heavily damaged.)
Four new functions, named "TestDamageMissionObjectHqBlue()",
"TestDamageMissionObjectHqRed()",
"TestDamageMissionObjectAirfieldBlue2()", and
"TestDamageMissionObjectAirfieldRed2()", are now available for use
during new mission development. They are intended to help new Mission
Developers test their missions without the need to coordinate a lot of
online beta testing. Each of those functions inflicts heavy damage on
the airfield implied by its name. New Mission Developers can invoke one
of those functions at the commencement of any desired "MissionState" to
simulate an attack by an online opponent. This can VASTLY simplify and
accelerate alpha testing of new missions during development.
Changes in Version Lac08p28
include:
The "install.sh" installation script has been improved. It now offers
additional advisory prompts and recommendations describing companion
software like "Mumble" and "espeak".
Improvements in the seven new missions from version 8.21. All of the
online, multi-player, server-based missions are now ready for serious
use. The first three "classic" missions remain unchanged and
interoperable with all LAC versions since 7.92.
MissionNetworkBattle06, advertised as "Peabody's Mission", takes place
in a mountainous and heavily forested terrain, populated entirely with
fixed strategic resources including artillery batteries fortifying the
two primary airfields. I consider this mission to be complete at this
point. It can serve as an excellent example for development of future
"static" missions (whose strategic assets DON'T move around).
All six of the remaining new missions are functionally identical,
taking place in the beautiful island terrain. Each of these new
missions features FOUR self-defending, strategic airfields, and each is
further enhanced with two mobile aircraft carriers. At this point, the
aircraft carriers simply cruise around in a big, circular loop, visible
to the North of each team's main airfield. Players can land on the
aircraft carriers, receive fuel, ammo, and repairs as might be
expected, and take off again. All six of these new Island Terrain
missions are now ready for serious beta testing and for subsequent
adoption and enhancement by future Mission Developers.
In all of our current missions, victory always requires destruction of
all opposing strategic assets (but new Mission Developers could change
those victory requirements as they customize future missions).
No changes were made that affect
flight. When used in any of the three classic online, multi-user,
server-based missions, this version remains operationally compatible
with all prior versions since Lac07p92.
Changes in Version Lac08p29
include:
I removed some testing logic from all of the new missions to ensure
that they are more user-friendly for public testing (however, all of
those new missions are primarily intended as training material for New
Mission Developers).
We determined that LAC performance is perfectly acceptable on the
popular, extremely low-cost Raspberry Pi 4b. To encourage its use, I
optimized performance for Raspberry Pi users, and a Raspberry-Pi-specific version is available in our
download archives on SourceForge.net.
No changes were made that affect
flight. When used in any of the three classic online, multi-user,
server-based missions, this version remains operationally compatible
with all prior versions since Lac07p92.
Changes in Lac08p30:
Since published version 8.29, I have enhanced handling of two items
in LAC's configuration file "LacConfig.txt" to benefit operations on
Raspberry Pi as follows:
1 of 2: The name of the "PreferredBrowser" is now
set to "chromium-browser" when the "Raspbian" operating system is in
use. This makes it much easier to access LAC's online help and to see
YouTube video clips related to each of LAC's 54 simulated aircraft.
Related, explanatory text in the LacConfig.txt file has been improved
to clarify this.
2 of 2: The menus that automate management of
video display resolution have been expanded and better optimized. Now
they support additional, popular options, including 1280x720,
diminishing any need to manually edit the LacConfig.txt file.
The "common.h" source-code file now has a new line of code that
can be enabled or disabled via the well-known "comment it out"
mechanism, and which triggers special logic when the "RASPBIAN"
operating system is defined for use. By default, that line is commented
out (disabled). People compiling LAC for use on the Raspbian operating
system should enable that line.
The logic that handles landings on unusual surfaces has been
improved. Now, when landing at an airstrip, it is necessary to remain
on or very near the paved areas in order to receive repair, refuel, or
re-arm services.
Water landings are now more realistic: A great deal of extra
damage is inflicted if you attempt to land on water with landing gear
extended. A loud "splash" sound effect is heard as your aircraft
settles into the water at sea level. Your aircraft is no longer
serviced, re-fueled, or re-armed after a water landing. (Note that some
of these water landing details do not work as nicely when landing on
lakes that are NOT at sea level.)
Landings on moving aircraft carriers are improved a little, but
it is still necessary to use your engines to move forward with the
aircraft carrier as it moves through the water, or the ship will drive
out from beneath you. If you are VERY careful you can land on an
aircraft carrier and remain in sync with its moving deck long enough to
be refueled, re-armed, and repaired. After that you can take off.
No changes were made that affect flight. When used in any of the
three classic online, multi-user, server-based missions, this version
remains operationally compatible with all prior versions since Lac07p92.
Changes in Lac08p31:
1: Target vocalization has been slowed
down for better speech clarity and to fix
bugs that sometimes caused the vocalization to skip words or syllables.
2: Fixed a bug in the Raspbian version
that had prevented proper refueling, re-arming, and repair services at
airstrips.
3: Joystick logic has been enhanced to
provide much better support for 4-axis, analog "game console"-style
joysticks of the type that are in commonplace use on "XBOX",
"PlayStation", and similar consumer-oriented console gaming systems.
To take advantage of this new logic, players wishing to use a USB game
controller of that style will need to edit the "NetworkMode" attribute
of their LacConfig.txt file. That file now contains additional
commentary details in support of that option. After making that change,
players will also need to edit their LacControls.txt file to re-map the
available joystick axes and buttons according to their own preferences.
The button mapping can be customized to meet individual needs. The
default layout is shown above. With the default layout, the four
"triggers" (hidden from view) are used for looking UP/Down and for
firing Primary/Secondary weapons.
4: The distribution archive now
includes a new folder named "ConfigFileSamples" that contains several
sample configuration files, each with descriptive names, that can be
used to replace the "LacControls.txt" file and/or the "LacConfig.txt"
file in certain popular situations. For example, the following
new files are available for reference by those wishing to customize LAC:
LacConfig.1279x600.GameConsoleController.txt:
Replace the text of your LacConfig.txt file with this text to configure
LAC for use with a game-console style joystick controller and to
operate in full-screen mode with 1280x600 resolution.
LacConfig.1280x720.txt:
Replace the text of your LacConfig.txt file with this text to configure
LAC for use with a conventional joystick and to operate in full-screen
mode with 1280x720 resolution.
LacConfig720x480.txt:
Replace the text of your LacConfig.txt file with this text to configure
LAC for use with a conventional joystick and to operate in full-screen
mode with 720x480 resolution.
LacControls.LogitechExtreme3dPro.txt:
Replace the text of your LacControls.txt file with this text to
optimize joystick button and axis mapping for use with the popular
Logitech Extreme 3dPro conventional joystick.
LacControls.LogitechGameConsoleController.txt:
Replace the text of your LacControls.txt file with this text to
optimize joystick button and axis mapping for use with most analog
game-console joysticks of the type that have become popular with "XBOX"
and "Playstation" hardware.
LacControls.Sidewider2.txt:
Replace the text of your LacControls.txt file with this text to
optimize joystick button and axis mapping for use with the old
"Microsoft Sidewinder 2" joysticks.
Using LAC's prominent configuration menus and/or using a simple text
editor, those sample configuration files can easily be further
customized to meet your specific needs with different controller
layouts and different display adapters, etc.
No changes were made that affect flight. When used in any of the three
classic online, multi-user, server-based missions, this version remains
operationally compatible with all prior versions since Lac07p92.
Changes in Lac08p32:
This version fixes one bug from Lac08p31 which won't affect very many
people. Back in version 7.92 we added logic to disable LAC's automated
management of Mumble, such as its automatic invocation at the
commencement of a new LAC session, and automated Mumble channel
changing to match the user's current LAC Realm, Mission, and Team.
(Disabling that Mumble-management logic requires editing the
"NetworkMode" field of the LacConfig.txt file.) Recent exercising of
that logic revealed several bugs that failed to disable LAC's automated
Mumble-management logic even when configured to disable it. This
version fixes those bugs.
Very very few people have ever used that feature, since LAC's automated
management of Mumble generally works perfectly. However, recent
experiments on Ubuntu Desktop Linux from September 2020 revealed that
extra copies of Mumble were being invoked each time a LAC user changed
to a different Mumble channel. Accordingly, it is desirable for Ubuntu
users (and perhaps other LINUX platforms too) to disable LAC's
automated management of Mumble, leading to discovery and repair of this
little bug.
No changes were made that affect
flight. When used in any of the three classic online, multi-user,
server-based missions, this version remains operationally compatible
with all prior versions since Lac07p92.
Changes in Lac08p34:
I fixed a bug in NetworkApi.cpp that had sometimes been invoking espeak
without first consulting "NetworkMode"to determine if LAC's espeak
interface is disabled.
Unfortunately, the standardized means by which LAC commands Mumble to
connect with our Mumble Server and automatically change channels is not
compatible with some LINUX distros, and can cause various problems
(like multiple instances of Mumble interfering with one another). To
tame that problem, versions of LAC since 8.32 include a provision to
disable LAC's automatic management of Mumble by adjusting the value of
the "NetworkMode" attribute within the LacConfig.txt file (as prompted
by explanatory text within that file).
Players that use this option to disable LAC's automated management of
Mumble can still use Mumble to communicate with other players, but they
must manage channel selection through Mumble's native tools, without
any direct help from LAC. Under most circumstances this is not
difficult; hundreds of thousands of Mumble fans use its native tools
while playing network games lacking an automated interface. However,
some of the advanced channel-changing commands that activate Mumble
activity for an entire team might easily be missed by a player that has
disabled them, causing those players to miss out on information
intended for their team due to lack of knowledge of the channel in use
by other team-mates. To help them keep up with the dynamic
communication situations that sometimes develop in online,
team-oriented combat, this new version 8.34 enhances LAC's cockpit and
voice prompts with the following three new provisions:
1- In the usual case, when LAC's automated managment of Mumble is NOT
disabled, nothing changes.
2- If the user disables LAC's automated management of Mumble, then
before LAC abandons an incoming command to change Mumble's active
channel to join or follow team-mates, the cockpit's "System Message
Panel" instead displays a simple new message like "YOUR TEAM IS
SWITCHING TO TEAMCAST CHANNEL" or "TEAM IS SWITCHING TO CHANNEL 001",
as appropriate to the situation. After an appropriate, descriptive
message is displayed on the player's cockpit SystemMessage Panel, the
command is abandoned with no direct impact on Mumble, and (if a copy of
Mumble that is NOT automatically managed by LAC is available) the user
is expected to join team-mates by manually switching to the new channel
as prompted.
3- If the user has installed the "espeak" text-to-voice application
according to our recommendations, those new System Message Panel
messages will also be vocalized into the player's speakers or headset.
Significant online testing confirms success. Now, even if players
disable LAC's automated Mumble channel management, they are nicely
alerted whenever their team-mates are automatically switched to a
different channel, and it is reasonably easy for them to follow along
if they have access to a copy of Mumble (either on the same computer or
elsewhere). It is especially easy if that copy of Mumble is configured
with the set of "Shortcuts" according to our old recommendations from
the days before most users automated the process as described in THIS
old YouTube clip:
No changes were made that affect flight. When used in any of the three
classic online, multi-user, server-based missions, this version remains
operationally compatible with all prior versions since Lac07p92.
Changes in Lac08p36
This version derives directly from Version 8.34 (bypassing version
8.35). This version fixes two bugs in "Peabody's Mission" as follows:
1 of 2: Peabody's Mission was failing to display the RADAR antenna at
secondary airfields,
2 of 2: In Peabody's Mission, the player's aircraft was prematurely
destroyed whenever his secondary airfield was heavily damaged.
(Extensive online testing has recently confirmed that "Peabody's
Mission" is now well-behaved and although it is still marked "TEST" in
the menus, it can now be considered to be of "production" quality.
No changes were made that affect
flight. When used in any of the three
classic online, multi-user, server-based missions, this version remains
operationally compatible with all prior versions since Lac07p92.
Changes in Lac08p38
This version derives directly from Version 8.36 (bypassing version
8.37). Three minor bugs were fixed in "Peabody's Mission" as follows:
1 of 3: RADAR was tracking targets flying too low to be realistically
detected (down in valleys, etc.)
2 of 3: Target reticles were drawn around those same targets even when
flying too low to be tracked by RADAR.
3 of 3: The rotating RADAR antenna at field "RED2" was positioned a few
feet too far to the West.
Note that none of these bugs affected any other missions.
We also eliminated run-time diagnostic reporting during Peabody's
Mission, resulting in much quieter operation. This was done by simply
"commenting out" the associated source code lines. Accordingly, Mission
Developers can easily re-enable that run-time reporting should they
ever want to enhance the Mission or derive some future mission from it.
We also eliminated the "TEST" label associated with Peabody's Mission
in the main menu, since it is now confirmed to be of "production"
quality.
We also tweaked some of the graphic detail settings in main.cpp to
achieve a very very slight improvement in frame rate.
No changes were made that affect
flight. When used in any of the three
classic online, multi-user, server-based missions, this version remains
operationally compatible with all prior versions since Lac07p92.
Changes in Lac08p40
This version derives directly from Lac08p38 (bypassing Lac08p39 which
has different objectives). It remains fully compatible with the prior
published version. If you are happily using prior version 8.38 or 8.39,
there is little reason to update to this new version. However, new
users may benefit, especially if they are not using a full-size
keyboard. Several small improvements were made as follows:
The cockpit's "SPEED" instrumentation
has been enhanced.
In addition to displaying the True Airspeed, additional controls now
also display Indicated Airspeed ("IAS") and Ground Speed ("GS") when in
flight.
Improved Menu references to "Peabody's
Mission":
LAC's previous few versions have resulted in very nice completion of
"Peabody's Mission". However, the menu text describing that mission was
still advertising it as "BETA TEST" and "UNFINISHED MISSION". We
updated those menu references to advertise the mission's completion and
stable status. We also enhanced menu text associated with that mission
to more clearly define its objectives and unique aspects.
Improved commentary within the
LacConfig.txt file to update and clarify certain details that
have been evolving during the past several months.
Improved support for compact
keyboards: Many
users have been running LAC on laptop computers that lack a full-size
keyboard. Because those keyboards often lack or scatter the organized
cluster of six keys that LAC's standard arrangement uses for zooming
the Field of View, the RADAR, and the Map in and out, use of these
"simplified" keyboards has proven to be cumbersome. Furthermore, the
Raspberry Pi Foundation announced availability of their new Raspberry
Pi Model 400, which is becoming very popular. Like many laptops, its
keyboard layout does not include the convenient rectangular cluster of
six keys that we have been using for all of LAC's "zoom" functions.
Several other keyboard keys are missing too, including "F11" and "F12".
We want LAC to run well on that hardware.
To compensate, this version allows an easy option to "double-map" the
keyboard keys for affected functions. In addition to the existing logic
that maps keys to functions according to our existing online
documentation, this new option hard-codes the following additional keys
and functions:
Num+ = RADAR Zoom In.
Num- = RADAR Zoom Out.
NumDel = FOV Zoom In.
NumIns = FOV Zoom Out.
NumEnter = Query Forward Observer for status of selected
enemy airfield.
z = Cycle Map View
Zoom.
As you can see, most of those hard-coded changes rely upon formerly
unused numeric keypad keys.
We now activate all of this new logic by consulting the "64" bit of the
"NetworkMode" variable as configured within the "LacConfig.txt"
configuration file, according to the established pattern for other
run-time configuration options. The prompting text associated with
"NetworkMode" within the "LacConfig.txt" configuration file has been
expanded to explain all of this. It prompts the user to use the "64
bit" of "NetworkMode" to designate use of an alternate keyboard map and
guides him in the calculation of the appropriate value.
Brief online testing confirms success: Now, if the user sets the "64"
bit of "NetworkMode", (s)he can use the following extra keys from the
numeric keypad (in addition to any already configured for the same
purposes) to zoom FOV and RADAR range in and out:
NumIns: FOV Zoom Out
NumDel: FOV Zoom In
Num-: RADAR Zoom Out
Num+: RADAR Zoom In
NumEnter: Query Forward Observer
Additionally, if the operator presses "z", (s)he can cycle Map Zoom
through all available settings. Each "z" zooms Map Range in farther and
farther until maximum zoom is achieved. An additional "z" resets Map
Zoom out to maximum, and the cycle repeats indefinitely as the operater
presses "z".
As a consequence of this new optional keyboard map, LAC players that
use laptop computers, Raspberry Pi Model 400 computers or others
lacking a standard, robust keyboard will still have easy access to all
of LAC's important functions through formerly unused keys.
Alternative Makefiles: This
version also includes two alternative Makefiles, for use by those that
have had trouble compiling LAC with our standard Makefile. The
alternative Makefiles are named "MakefileV2" and "MakefileV3". As you
might well suppose, the file named "MakefileV1" is a duplicate copy of
our well established, long-stable "Makefile".
Thanks to a new posting in our online forums by Daniel Barland, we have
learned of improvements in LAC's Makefile that seem to help Ubuntu
compilation efforts. In his post (in the "Welcome to Ubuntu" thread),
he refers to our YouTube video playlist showing exactly how we
downloaded, compiled, installed, and tested LAC on a brand new Ubuntu
system in September of 2020. Here is the YouTube playlist to which he
refers:
Here is the text of Daniel's original post containing his improved
PlayList:
========== BEGIN ==========
For those running Ubuntu 18.04LTS, things may be a little different from 20.04LTS as shown in the video playlist. You must still install the needed libraries, but successful compilation (Lac08p38) with 18.04LTS required a couple of tiny tweaks of the provided Makefile, as shown below. My 18.04 installation is using gcc 7.5.0, make 4.1, and glibc 2.27 on AMD64. The tweaks needed are to remove g++ PIE flag and that the linker requires libraries to be appended at the end of the compiler call.
Daniel's new Makefile is included herewith as "MakefileV2". If our
standard Makefile doesn't work for you, replace it with MakefileV2 and
give it a try (or use the "CodeBlocks" option, with which many, many
people have had success). "MakefileV3" derives from Daniel's MakefileV2
but includes compiler directives for "speed at any price". It should
result in better frame rates. Further information about compiling LAC
with all of these options can be found in our "Compiling and Installing
LAC" forum here:
No changes were made that affect flight. When used in any of the three
classic online, multi-user, server-based missions, this version remains
operationally compatible with all prior versions since Lac07p92.
Changes in Lac08p42
1 of 2: Descriptive text in some of the mission
menus is a little more detailed. 2 of 2: A subtle rudder-induced roll effect enhances
the flight model. You will notice this when applying full rudder
because your aircraft will tend to roll a bit. This is easily and
naturally overcome with gentle aileron pressure as in real aircraft.
Changes in Lac08p44
The little-used old "ConfigFileSamples" folder has been deleted from
our standard distribution page because that information is now
available online through our "Flight Control Hardware" forum.
The little-used old "Optional3dModels" folder has been deleted from
our standard distribution package because it is now available online
through a prominent "ENHANCED ART" link at the top of our main web page.
The little-used "KnownBugs.txt" file has been deleted from our
standard distribution package because that information is now available
online through our "LAC Bug Tracking" forum.
I found and fixed a bug that had been sounding an irritating noise
when landing a damaged aircraft.
I fixed a bug that was causing bomber gunners to shut down their
guns in preparation for landing whenever their aircraft was flying at
extremely low altitude. This behavior is no longer desirable because so
many of our new terrains include low-altitude canyons and valleys where
aircraft like to fly low in order to avoid radar detection.
I balanced the acoustic volume of all of the sound effects. Now the
engine noise levels are more appropriate among all of the other sounds
that are active in flight. Computer-generated voice effects from the
"espeak" companion application are no longer so disturbingly loud. It
is now easier for users to "tune" acoustic volume levels to their
liking, and to balance them with sounds emanating from "Mumble",
"espeak", "YouTube" documentation videos, etc.
I improved the selection of aircraft 3d model artwork for a better
balance between visual quality and performance. If you are unhappy with
any of these changes, you can always download individual .3ds art files
for any aircraft, choosing from our "optimized for appearance" or from
our "optimized for speed" online archives instead of the "balanced
optimization" set used as the standard for this version of LAC. It is
easy to find the required web page from the prominent "ENHANCED ART"
link at the top of our official web page here:
I improved "USB Console Game Controller" support. Now users equipped
with a low-cost, readily available USB Console Game Controller can use
it with good success instead of a joystick. They have easy access to
all 23 of these functions:
01 of 23: Elevator Axis
02 of 23: Aileron Axis
03 of 23: Rudder Axis
04 of 23: Throttle Axis
05 of 23: LookFwd (Dedicated Button)
06 of 23: LookBack (Dedicated Button)
07 of 23: LookLeft (Dedicated Button)
08 of 23: LookRight (Dedicated Button)
09 of 23: LookUp (Dedicated Button)
10 of 23: LookDown at Map (Dedicated Button)
11 of 23: WEP (MaxThrottle & click)
12 of 23: Undercarriage (CenterThrottle & click)
13 of 23: SpeedBrakes (MinThrottle & click)
14 of 23: Radar Zoom Cycle (Dedicated Button)
15 of 23: FOV Zoom (Click Elevator/Throttle axis while
looking out a cockpit window)
16 of 23: Map Zoom (Click Elevator/Throttle axis while
looking at map)
17 of 23: Target Select Cycle (Dedicated Button
18 of 23: Target Vocalize (Dedicated Button)
19 of 23: Flaps Up (Dedicated Button)
20 of 23: Flaps Down (Dedicated Button)
21 of 23: Secondary Weapon Cycle (Dedicated Button)
22 of 23: Fire Primary Weapon (Dedicated Button)
23 of 23: Fire Secondary Weapon (Dedicated Button)
Here is a picture of a typical USB Console Game Controller mapped to
take best advantage of all of these functions:
Here is a YouTube "PlayList" showing exactly how to configure a
typical USB Console Game Controller for use with LAC, taking full
advantage of all of the new features recently made available:
Version 8.47 has no new features. However, it is installed in a
different location on your computer. As a consequence of its mature
status since early 2021, LAC's published versions have been divided
into two classes according to two distinct installation methodologies.
Even-numbered versions (8.40, 8.42, and 8.44) are installed in your
private ~home filesystem for your private use, according to LAC's
long-stable, long-documented conventions. You don't need "root"
privileges to install any of these versions.
In contrast, odd-numbered versions (like 8.47) are installed in the
global /usr filesystem for use by ALL users of your computer.
In both cases, user-specific configuration and log files are installed
in a new, hidden folder named ".LAC" in the home folder of each user.
For an individual user, it doesn't matter very much which of these two
versions you choose to install. The even-numbered versions (like 8.44)
are better described in our online documentation and forums because
everybody has more experience with that "classic" installation
technique. Our FAQ and other publications still assume you are
installing LAC in that way. Odd-numbered versions (like 8.47) are
intended for new LINUX Distros, for publication in official or
semi-official repositories, or for system administrators that want to
make sure LAC is available to all users of a shared desktop LINUX
computer.
All of this is best discussed in our "LAC in LINUX Repositories" forum HERE.
Changes in Lac08p48 and Lac08p51
Both of these versions derive directly from
Lac08p44 (bypassing
intervening versions). All of the aircraft, flight models, and missions
are unchanged, so competitive, multiplayer aspects remain interoperable
with all versions since 7.92. Version Lac08p51 differs only as required
to support the well-known "AppImage" packaging and distribution norms.
However, one bug was fixed, new guidance is offered to help new users
configure their systems optimally, and improvements were made to each
of the Menus that describe an individual mission.
Because LAC now has 15 missions, there are 15 individual,
descriptive, mission menus, and the purpose of each is to illustrate
the aircraft that will be used, to describe the asssociated mission, to
allow the player to choose a Realm and Team in which he wants to fly
the associated mission, and to select among available starting points
on the associated mission map.
Three enhancements were completed in each of those 15 menus. They are:
1 of 3: A list of active Sentient Players and any active Replay Blokes
currently using the network in the selected Realm and Mission is
displayed. This makes it much easier for new players to find the most
active missions and/or to locate participating friends. (Note that this
list is always empty for missions that do not support network access.)
2 of 3: A new button, labeled "CHECK FOR MULTIMEDIA", is displayed at
the bottom center of the menu, immediately beneath the familiar set of
buttons that have long been present on those descriptive, individual
mission menus. When the operator clicks that button, LAC immediately
attempts to activate the configured "PreferredBrowser" and to display a
related web page, for the described mission, from AskMisterWizard.com.
(The intent here is to play one or more brief "YouTube" video clips
about the selected mission, showing exactly what the player can expect
during the first minute or two after he commences the mission for
himself.)
3 of 3: LAC's mission menus now offer very detailed, powerful text
guidance to assist in configuring "CommunityHandle" and "mumble". For
example, if mumble is not installed in any of the usual filesystem
locations, LAC urges the player to install it. If the "CommunityHandle"
has not been configured, LAC urges the player to configure it. After
the CommunityHandle is configured, if mumble is installed and active,
the player is instructed about options to disable LAC's active
management of mumble if any incompatibilities are discovered in the
user's specific environment. In that case, the user is urged to use
mumble's native management tools instead, or to install and use mumble
on a compatible phone or tablet.
The Morse Code Radio was enhanced with a new administrative command. By
transmitting eight or more consecutive 'H" characters, new logic is
triggered and the
user is prompted (by new messages on the cockpit's SystemMessage Panel)
to enter the text of their desired or new CommunityHandle, which is
saved in the LacConfig.txt file and used thereafter exactly as one
might expect. This makes it very easy for new users to configure their
CommunityHandle from within LAC, diminishing the need to edit the
LacConfig.txt file.
We found and fixed a bug that was making it cumbersome to activate
LAC's menu items without a mouse. Although the numeric keypad's arrow
keys
have long allowed moving the mouse cursor around enough to navigate,
activation of a selected menu button (by pressing the "ENTER" or
"SPACE" keys) was always executing the selected
function TWICE instead of just ONCE. This made it impossible to select
alternative values for any of the "toggle" functions. That bug has now
been fixed, so users that find LAC's menus cumbersome to navigate with
a mouse can now do so with the same keyboard keys that LAC uses for
view direction in flight.
The "AUTHORS" menu was also enhanced. It now displays the current
version of LAC at the top of the scrolling authors report.
The cockpit display was also enhanced so that the "FLAPS" position is
now displayed with a negative number. This makes more intuitive sense
to players, since the flaps are "lowered" to increase their effect and
"raised" to diminish their effect.
The "map" display is enhanced so that it now displays the name of the
current mission.
The "NetworkMode" attribute is set to "67" by default within the
LacConfig.txt file. This enhances LAC's standard keyboard map to take
advantage of formerly unused keys on the numeric keypad. Users of
laptop computers (and other computers lacking a full-sized keyboard)
will find this helpful because it makes it easier to zoom the RADAR
range and field of view in and out during missions. As a consequence of
this change, the default arrangement of LAC's numeric keypad now looks
like this:
Version 8.48 is installed in the user's own "home" directory, according
to our long-established pattern.
Changes in LAC 8.52
New version 8.52
derives directly from Version 8.48 (Lac08p48), bypassing intervening
versions. All of the aircraft, flight models, and missions are
unchanged, so competitive, multiplayer aspects remain interoperable
with all versions since 7.92. Users that have been happily using
version 8.48 and who have installed and configured Mumble for robust
use within the LAC community will have little reason to upgrade.
However, new users will find that this version offers very helpful,
additional guidance to get them started with a robust LAC experience.
Two significant improvements oriented
toward optimal configuration and use are included. They are:
Improvement 1 of 2: New sign-on
animation with instruction about navigating LAC's menus
Extensive online experience reveals that about 20% of LAC's players
suffer with very slow response to mouse movement when menus are
displayed. This has long been documented as FAQ
#25. As therein explained, LAC's standard keyboard configuration
compensates for this mouse pointer problem through easy navigation
among menu buttons with the arrow keys of the numeric keypad. Affected
users can just use those keyboard keys instead of their mouse pointer.
Selected buttons are then toggled or activated by pressing the "ENTER"
or "SPACEBAR" keyboard keys. Unfortunately, this option is not obvious
to new players suffering from this problem, who may simply abandon LAC
before discovering the simple solution.
Accordingly, I added new, animated instructive text to the initial
signon animation. It displays "IF
YOUR MOUSE POINTER RESPONDS TOO SLOWLY, YOU CAN NAVIGATE AMONG OUR
MENUS WITH THE ARROW KEYS OF YOUR NUMERIC KEYPAD INSTEAD. AFTER
HIGHLIGHTING A MENU BUTTON, ACTIVATE IT WITH <ENTER> OR
<SPACE>". That new text starts out small and grows
gradually larger for 14 seconds in order to attract enough attention to
ensure it is seen by new users.
Improvement 2 of 2: User
interface improvements for players that have not yet installed Mumble
All previous versions of LAC alert network players on the 3-line
scrolling SystemMessagePanel whenever another player participating in
the current mission presses the key configured as his Mumble "PTT"
("Push To Talk") key. For example, if the player with CommunityHandle
"FRED" had configured "F1" as his Mumble "PTT" key for "NarrowCasting"
according to our prevailing norms, when he held down "F1", all other
players participating in his online, multiplayer mission saw the
following message scroll onto their SystemMessage Panel:
"NARROWCAST COMMS
FROM FRED"
Following the same pattern, if FRED configured "F2" as his "PTT2" key
for "MissionCasting" according to our prevailing norms, when he held
down "F2", all other players participating in his online, multiplayer
mission saw the following similar message scroll onto their
SystemMessage Panel:
"BROADCAST COMMS
FROM FRED"
There was a little quirk in that logic: Even if the user had not
installed Mumble, those Mumble Status Change Messages were still
displayed in response to Fred's use of either of those keyboard keys.
Of course, if Mumble was not present on the user's computer, those
Mumble Status Change Messages were not very useful, and they might have
confused new users. Furthermore, if a new user lacking Mumble ever
attempted to transmit his voice through the "F1" or "F2" (Push-To-Talk)
keyboard keys, his Mumble Panel would illuminate with status implying
successful transmission of his voice, further confusing him.
This version improves that situation. If Mumble is installed and
configured according to our norms, no changes will be apparent.
However, if Mumble is not installed, the user's cockpit instruments
behave differently. The Mumble panel warns the user with a prominent
message declaring "MUMBLE NOT
INSTALLED" instead of "MUMBLE
PANEL". Furthermore, instead of displaying the name of the
current Mumble Channel, a message declaring "MUMBLE INACCESSIBLE. PLEASE INSTALL
MUMBLE"
is displayed by default. Attempts to use any of the Mumble-oriented
channel-changing "hot keys" are ignored unless the user presses some of
them in rapid succession, whereupon the "MUMBLE INACCESSIBLE. PLEASE INSTALL
MUMBLE" message is temporarily replaced with "UNCHANGED".
Whenever the player attempts to use either of his configured Mumble
"Push-to-Talk" keys to attempt a Mumble TeamCast, MissionCast,
Broadcast, Narrowcast, or Realmcast, the associated Mumble status
message is colored grey and prepended with "CANNOT".
When another network-connected user participating in the player's
current mission transmits his voice for a TeamCast or a MissionCast via
Mumble, any participating players NOT equipped with Mumble will see "VOICE NARROWCAST MISSED" or "VOICE BROADCAST MISSED" on
their Mumble Panels, and a message like "FRED IS TRYING TO SPEAK WITH YOU"
is scrolled through their 3-line SystemMessagePanel.
As a consequence of these changes, players that have not yet installed
mumble are given constant, situation-appropriate feedback online about
the resulting deficiencies. This will help new players to understand
the value and importance of installing and using Mumble as they join
and participate actively in the LAC online community.
I also updated and corrected spelling and punctuation in several of the
aircraft selection menus.
Changes in Lac08p56
The flight model has been made more realistic as a
consequence of torque-induced roll. This new torque-induced roll must
be
specifically switched on through LAC's menus, whereupon all
propellor-powered
aircraft except for the Lockheed P38 Lightning tend to roll in the
direction opposite prop spin when flying too slowly for their ailerons
and rudders to compensate, especially when at maximum power. (The P38
is the only prop aircraft that does not suffer from torque-induced roll
because its two engines rotate in opposite directions, so that each
engine cancels the torque induced by the other. Rocket and jet-powered
aircraft do not suffer from torque-induced roll either.)
For most aircraft under normal flight conditions, this new
torque-induced roll is a subtle effect of little consequence, and it is
generally not felt at all when airspeeds exceed about 160 MPH. However,
it will almost always be felt at takeoff and in low-speed turnfights,
and the effect is greater for
single-engine fighters equipped with large powerplants and props. In
particular, the Vought F4u Corsair was notoriously difficult to take
off because of its high torque-induced roll, and LAC's F4u suffers
accordingly. Be gentle as power is applied during its takeoff, and (in
any of the single-engine, prop-powered fighters) be ready to assert
opposite aileron to steady any induced roll as soon as one of the
wheels lifts off from the runway. In low-speed encounters, pilots that
are aware of the quirks of torque-induced roll can gain an advantage in
combat because their own aircraft may be able to roll a little faster
in the direction favored by engine torque, and if they know that the
aircraft they are opposing prefers to roll in the opposite direction,
they may be able to compound that advantage by forcing the fight into
rolls that the opposing aircraft cannot match.
As an option, this new torque-induced roll can be switched on or off.
This is
done from within LAC's "SETUP OPTIONS" -> "GAME" -> "DIFFICULTY"
menu buttons, by cycling the value of "DIFFICULTY" back and forth
between "2" and "3".
When "DIFFICULTY" is set at "2", all of the aircraft, flight models,
and missions are the same as in prior versions since 7.92, so
competitive,
multiplayer aspects remain completely interoperable by default. Players
that increase "DIFFICULTY" to "3" can still fly among
other players using older versions, but their flight characteristics
will be slightly more complex and more realistic.
All of the mission selection menus have been enhanced. Now,
as the user views one of the menus describing any of the online,
multi-user, server-based missions and cycles among the 32 associated
realms, the "ACTIVE PLAYERS" list is immediately and dynamically
updated with no need for the user to press the "UPDATE" button. The
descriptive text associated with the most important and most popular
mission/realm combinations has also been improved for better clarity
and additional detail.
Consequently, as the user continues to click the menu's "REALM"
indicator to cycle through the 32 realms that can host a particular
mission, the names of all participating players are immediately updated
in the prominent "ACTIVE PLAYERS" list. These improvements make it much
easier for players to identify realm and mission combinations that are
populated with Sentient players or with "Replay Blokes" (generated when
the server replays previously recorded player activity).
The cockpit RADAR display was also enhanced. It now features a new
indicator that announces "NO IFF" whenever the "Identify Friend or Foe"
facility is switched off or disabled due to aircraft damage, airfield
damage, or detected fratricide attempts. (Prior to this enhancement,
some new users have been confused and mystified when the color of RADAR
blips degraded to grey from their normal red or blue colors due to loss
of IFF functionality.)
We also expanded LAC's aircraft selection menu by displaying new text
that asks new players to fly online missions, to join Mumble, to join
our forums, and to post favorable online reviews in order to expand our
community. In order to make room for this new block of text I also
moved the rotating aircraft image slightly to the left.
We also enhanced the text that displays the names and descriptions for
all available online mission menus so that the old "TEST" labels now
say "BETA TEST" instead, for better clarity. New text also advises
users about the best realms for their use and the probability that the
server may offer "Replay" missions in case no live, sentient players
are participating. Browsing among the available missions and realms is
now much more dynamic and responsive to the nuances of different
mission/realm combinations. As a consequence, new members of LAC's
growing user community will have an easier time finding other players
or enjoying Replay Missions in Realms "00" or "01" when other players
are not available.
Finally, we eliminated Linux Air Combat's "ESC abuse penalties" for
anybody that is operating under all of these three conditions:
1 of 3: Mumble is installed
2 of 3: LAC is configured NOT to manage Mumble automatically
3 of 3: LAC is NOT running in full-screen mode.
It is very unusual for LAC users to operate under all three of those
conditions, but when they do it is probably because they need to manage
Mumble with their mouse pointer by clicking in Mumble's application
frame displayed in a separate window adjacent LAC's application frame.
In order to do that, they need to temporarily escape out of LAC, click
something on the Mumble frame, and then return to LAC.
We don't want to penalize players for that behavior, because it is
quite different from pressing "ESC" to temporarily flee from a
threatening online combat situation.
Changes in Lac08p58 Three small bugs were fixed:
1 of 3: The "Query Forward
Observer" function had been indvertently hard-coded to the Numeric
Keypad's "ENTER" key. Several people have indicated a preference to use
that Numeric Keypad "ENTER" key as an alternative Mumble "Push-To-Talk"
key. Accordingly, this version removes the hard-coded coupling of
"Query Forward Observer" with "NumEnter".
2 of 3: Destruction of a
battleship moored adjacent an HQ airfield should propogate significant
damage into that airfield, but a bug was interfering with that process.
We fixed that bug.
3 of 3: The elevation of
"SeaLevel" was changed in "Network Battle 02" from "50" to "46"
because, under the Raspbian version of LINUX, target selection
logic
within that mission was unable to select HQ airfields until the
SeaLevel was dropped down to "46". We made this change effective for
all versions of LINUX for the sake of consistency.
We also changed the default Realm from
"00" to "01"
because a long-term experiment has proved that the increased packet
transmission rate in all odd-numbered Realms has resulted in smoother
visual representation of online aircraft without causing any problems.
As a consequence of this change, we expect Realm "01" to become our
most popular Realm, and we have enhanced LAC's server with several
powerful, dynamic new "Replay Bloke Missions" that ensure a much more
interesting experience when a player finds himself all alone online.
We also adjusted the mission selection
menus to clarify the new popularity and superiority of missions
in Realm01. The
"Mission Notes" sections of each of our most popular missions are now
dynamically adjusted according to the selected Realm and current
availability of powerful new Replay Bloke Missions within Realm 01.
Changes in Lac08p59
Features in Version 8.59 are identical with features in Version 8.58,
but (like all recent, odd-numbered versions), Version 8.59 installs in
the global "/usr" filesystem. This installation technique requires root
privileges, and although anybody that knows the "root" password can use
it, it is intended for repository distribution or for publication in
new desktop LINUX distros.
Changes in LAC 8.61
Features in Version 8.61 are identical with features in Version 8.58
and in Version 8.59, but Version 8.61 is distributed as a precompiled
AppImage, ready to execute on any of the leading, popular desktop LINUX
distros with no need to compile. An Internet search for "AppImage" or
"AppImages" will yield lots of information on this emerging de-facto
standard for universal LINUX application distribution. Further details
can be found in our forums here:
This is a more comprehensive update than most. You will notice several
areas of improvement.
It is installed in the user's private /home filesystem where it can be
accessed only by the user that installs it. Root privileges are NOT
required for installation.
Sound effects are improved. You
will hear a small improvement in engine noise according to your
throttle setting, and a big improvement in wind noise according to your
airspeed.
Players that rely on mouse and
keyboard controls (because they have not connected a joystick or
console game controller) will notice increased realism in the
management of their throttle controls (previously the keyboard
throttle controls allowed throttle settings far, FAR beyond reality....)
"Bot" logic is improved somewhat.
The bots are still somewhat stupid, but it's fair to say that they are
now LESS stupid and that their stupid, repetitive maneuvers now look
more realistic.
"BLAKE'S MISSION" has been rewritten
and is now stable.
Accordingly, the menus no longer advertise it as "BETA TEST". This is
now our simplest mission, taking place in a new rocky grassland
terrain, and limited to pure fighter versus fighter dogfighting with no
ground gunners or tail gunners. Bombers (and other aircraft with tail
gunners) are not allowed.
The flight model has been improved for
all aircraft
if the player uses the "SETUP OPTIONS" -> "GAME" -> "DIFFICULTY"
buttons to set "difficulty" to "4" or higher (or if he edits the
corresponding "difficulty" setting within his hidden
~home/.LAC/LacConfig.txt file). When thus configured for increased
realism, the flight model feels considerably more respectable when
flying any of LAC's aircraft at extremely slow speeds. Roll rates and
elevator responsiveness diminish, and the overall feel gets
increasingly "mushy" as airspeed diminishes, more-or-less as a real
pilot might expect. Landings and takeoffs are correspondingly more
realistic, and attempts to turn or loop at extremely low speeds now
have a much more realistic "feel". However, once airspeed exceeds stall
speed by 15% or more, all flight characteristics return to the
well-established and comfortable norms that have been in place since
LAC07r90, and any player that always wants to enjoy that relaxed
realism can just diminish the value of "DIFFICULTY" through LAC's
prominent "SETUP OPTIONS" -> "GAME" -> "DIFFICULTY" buttons. At
extremely high speeds with "difficulty" set above "3", compressibility
effects and gun lethality are now more realistic. Joystick-based
throttle responsiveness is also improved.
Changes in Lac08p67
Version Lac08p67 is identical to version Lac08p66 except that it
is installed in the global /usr filesystem for use by everybody on the
same computer. This version is primarily intended for Repository
distribution, but it can be used by anybody that can get the "root"
password, which is needed during the install process.
Changes in Lac08p69
Version Lac08p69 is identical to version Lac08p66 except that it
is distributed, without source code, according to the well-known
"AppImage" norms, precompiled for compatibility with all of the
leading, popular desktop LINUX distros with no need for compilation.
Just download the single .AppImage file, mark it as executable, and run
it!
Changes in Lac08p71
LAC no longer disconnects or changes any mumble connection settings at
startup, because users rejoining ongoing flights were suffering
cumbersome, unwanted disruption of ongoing mumble conversations every
time they started or re-started LAC. Now LAC only changes existing
mumble channel settings when explicitly asked to do so or when the user
switches to a different online mission.
On the other hand, LAC now tries to connect mumble to the "root"
channel of our Mumble server whenever a user commences any of the four
offline, tutorial missions. This will help experienced, online LAC
pilots to use voice coaching through mumble in order to tutor newcomers
during their initial, experimental use of those tutorial missions.
The default aircraft has been changed from "P38L" to "P51D" because
newcomers were having too much trouble managing the P38's speed brakes
and flaps.
All four of the offline tutorial missions have been enhanced.
Descriptive menu text has been updated. Outdated references to missiles
and rockets have been eliminated. Some of the bot aircraft have been
changed from bulky, heavy bombers to agile fighters because the bombers
could not pull out of dives quickly enough to avoid frequent ground
crashes. Audio narrations accompanying the four offline tutorial
missions have also been updated and expanded, so players now get
additional coaching and are urged to begin exploring the online,
multi-player, server-based missions.
The acoustic volume of wind and engine noises has been adjusted
downward a bit because some computers were suffering from distorted,
overmodulated sounds from time to time.
We fixed minor bugs in the logic that plays noises when the player's
aircraft is damaged. Now the player can more clearly hear damage noises
when bullets collide with his aircraft, but the noises heard when
suffering damage from a hard landig are less irritating.
LAC's menus are now more responsive to mouse movements because the menu
buttons are not highlighted when the cursor hovers over them unless the
LacConfig.txt configuration file is edited to change "MenuHighlighting"
from "0" to "1". Some computers (especially those equipped with the
most modern graphics adapters) need this simpler menu configuration to
avoid clumsy delays when the mouse is moved among LAC's menus. Most
people will find no need to change the default value of "0" for this
new "MenuHighlighting" variable, but those that prefer the prior, more
visually appealing behavior can change "MenuHighlighting" to "1" to
regain the prior appearance.
Some of LAC's menu text has been slightly adjusted to more clearly
describe available missions. (The missions themselves are unchanged.)
Changes in Lac08p73
The cockpit's 3-line, scrolling, "SystemMessagePanel" has been
enhanced. This display has long been programmed to discard any new
message that exactly duplicates the previous message. This helps to
minimize clutter, and avoids scrolling prior messages beyond the 3-line
limits before they can be read. However, that logic left pilots unaware
when identical events repeated over and over again. For example, a
message like "YOU DAMAGED PLAYER 02" might be received 10 times in
rapid succession during combat, but the pilot would only see it once.
The improved version now displays a counter to the left of the lowest
of the three scrolling lines (containing the most recent displayed text
representing the most recent event). That counter cycles upward each
time a new message would exactly duplicate the current message. Now
players can see, at a glance, when a series of identical events is in
process.
The mission menus have been optimized for better performance and
quicker response to mouse motion, because some players, equipped with
certin modern display adapters, have continued to suffer from slow,
cumbersome response when moving their mouse pointers within those
menus. (This improvement is in addition to the related improvement
associated with the new "MenuHighlighting" setting, implemented in
version 8.71, that's available in the LacConfig.txt file.)
We also fixed a minor bug in LacControls.txt that was double-mapping
the "P" keyboard key to both "WEP" and "PREVIOUS TARGET" by default.
Now the default settings use the "E" key for War Emergency Power.
Changes in Lac08p77
We found and fixed bugs that were corrupting the ballistic flight
paths of falling bombs and unguided rockets. Before this was fixed,
bombs and rockets that were accurately aimed when released would turn
off-course in response to pilot maneuvers even after ordnance release.
Unless the player continued in a perfectly straight line after
releasing bombs or rockets it was nearly impossible to accurately hit
the desired target. Now players are free to maneuver after ordnance
release without corrupting the ballistic flight paths of bombs or
rockets in flight.
The logic and advisory/instructive text displayed when the Norden
Bombsight is active has been updated with additional recommendations
about ideal altitudes and speeds for bomb release. Level bombers are
now able to hit opposing airfields with greater accuracy.
As a consequence of this new ballistic flight logic, bombs and rockets
"fly" somewhat differently. Experienced players will need to adjust
their use of these weapons accordingly. In particular, it is now easier
to hit targets with rockets, but players will need to exercise
additional care NOT to collide with rockets during the first two
seconds after they are launched, because their rocket motors need about
1 second to ignite, and it is possible for the pilot to collide with
them if he is moving rapidly and maneuvering agressively.
Unfortunately, as a consequence of these flight model changes, "Bots"
are now a bit more stupid. They sometimes make sudden, wierd changes in
their flight direction when flying at low altitudes. This problem does
not seem to affect bots flying at medium or high altitudes. We do not
know what has caused this little problem and we hope to fix it in some
future version.
We also made very small adjustments to the flight models of the Grumman
F6F "Hellcat", the Mitsubishi A6M2 "Zero", and the Lavochkin LA5 and
LA7 fighters. (These were very minor adjustments that will not be
noticed by most players.)
Changes in Lac08p79 (V
8.79, from Jul2022)
With help from "Talas", we implemented a frame-rate limiter that
diminishes frame rates for those with computers that run LAC so fast
that it disturbs the accuracy of flight dynamics and sometimes suffer
from related, wierd visual effects. This will not affect most users at
the time of this writing in July of 2022, but as new computers become
increasingly more powerful it will help to stabilize and
normalize LAC's performance.
I tuned up the flight models of the FW-190 and F4u with very slight
adjustments to better match their performance with historic and
anecdotal records of the actual aircraft. The adjustments were very
small and may not be noticed by most players.
I diminished take-off acceleration of all aircraft slightly, resulting
in a small increase in realism. (Aircraft still accelerate too quickly
during their takeoff run, but now the error is a little smaller.)
This version is distributed with full source code and it is installed
in the global /usr filesystem like most linux applications.
Changes in Lac08p81
Version 8.81 exactly duplicates the features of Version 8.79 except
that it is precompiled and packaged into an "AppImage" with all
required libraries and other prerequisites, according to the well-known
AppImage conventions. Accordingly, there is no need to compile it, and
the source code is not provided in the download. Just download the
single file, mark it executable, and run it. Further details about LAC
and AppImages are available in our forums here:
Version 8.83 derives directly from version 8.79 (described as Lac08p79
above). We fixed a bug in the throttle management for players using the
keyboard keys "[" and "]" to decrease and increase throttle (players
without a hardware throttle of the sort commonly found in joysticks and
USB Game Controllers). The bug had prevented players from diminishing
their throttles all the way to zero when landed, causing their aircraft
to constantly roll slowly forward, eventually falling over the cliffs
beyond the end of the runway.
We also fixed bugs that had failed to properly adjust the acoustic
volume of the engines as WEP was activated and de-activated.
Finally, we increased the RollRate of the Tempest because historic
records indicate it could roll quite nicely. It is now easier and
quicker to maneuver.
Users with version 8.79 will have little reason to upgrade to this
version 8.83 unless they are using keyboard controls for throttle
(lacking a hardware throttle of the sort in common use with a joystick
or USB console game controller) or if they like to fly the Hawker
Tempest.
This version is distributed with full source code and it is installed
in the global /usr filesystem like most linux applications.
Changes in Lac08p85
Version 8.85 derives directly from version 8.83 (described as Lac08p83
above). We enhanced the external view mode to give the player a much
better view of his own aircraft. Immediately upon toggling the view
mode into "External", the player will view his aircraft from "chase"
mode, more-or-less as before. However, if he then activates "look left"
or "look right", the origin point of his external view responds by
circling around his aircraft to the left or to the right, from a
reasonable distance, continuing to circle around his aircraft, while
looking directly at it, for as long as he continues activating "look
left" or "look right". Additional new view angles are also available if
the player activates the "look down" or "look up" functions while in
external mode. Accordingly, the player can now view his aircraft from
any desired angle.
A sample of our new external view.
For the first time it's now possible to view your own aircraft from
almost any angle.
We also fixed a subtle bug in the logic that repairs damaged airfields.
That logic accelerates repairs when nearby airspace is dominated by
friendly players, and it decelerates repairs when nearby airspace is
dominated by hostile players. The intent was that repair acceleration
and deceleration would be affected ONLY by Sentient, online players.
However, extensive online experience revealed that the near presence of
friendly replay blokes was accelerating repairs, and the near presence
of hostile replay blokes was decelerating those repairs. This made it
too easy for replay blokes to prevail in the large, complex battles
that have become commonplace in Realm01. With that bug fixed, it is now
more practical for online players to destroy hostile airfields with
sustained bombing, rocket, and strafing attacks, even if they are
outnumbered by hostile replay blokes near the targetted airfields.
The speed brake of the Lockheed P38L "Lightning" was enhanced. Historic
records reveal that activation of the P38L speed brake resulted in a
noticeable uplift of the flight path, described as "raising the nose in
flight". Now our P38L exhibits this behavior in response to its speed
brake.
The engine power of the Russian IL2 "Sturmovik" was increased slightly,
making it a little easier to lift it off the runway when fully loaded.
We enhanced conf.cpp so that the "16" bit of "NetworkMode" is now set
by default, and consequently, a default configuration of LAC can now
generate all of the most important audio status messages (generally
those relating to selecting or localizing a target) with no need for
the optional, external "espeak" text-to-voice application. The
enhancements also expand the associated commentary text within the
"LacConfig.txt" file to help users understand and configure the value
of that bit within the "NetworkMode" variable. This change is more
convenient for new users (who might not know anything about espeak
yet). Users that install the well-known "espeak" text-to-speech helper
application will now need to SUBTRACT "16" from the value of
"NetworkMode" to inform LAC to seek and use espeak. Further information
about LAC's use of espeak can be found in our forum HERE.
Changes in Lac08p87
This version derives directly from Lac08p85. As an odd-numbered
release, it installs in the global /usr filesystem.
Gun and Cannon
Lethality increased!
After extensive experience among LAC's online community, we are
reaching a growing consensus that LAC's combat is not as deadly as the
actual air combat described in available historic records from World
War II. It has long been too rare for quick "ambush"-style encounters
to bring down
an opponent in LAC.
Accordingly, we re-balanced the durability and lethality settings for
all of the aircraft.
We DOUBLED the lethality of all of the aircraft guns, and then we also
cut the durability settings in half.
The two primary consequences of these two changes will be:
1 of 2: After two opponents have both upgraded to
this new system, guns will bring down opponents 4X faster (because both
sets of guns will be twice as lethal and both involved aircraft will be
twice as vulnerable).
2 of 2: When only ONE of two opponents has upgraded
to this new system, he will be able to bring his opponent down 2X
faster (because his guns will be twice as lethal), but his opponent
will also be able to bring him down 2X faster (because his durability
will be only half as great).
This approach should result in fair, reasonable impact upon the LAC
community as we all upgrade: Everybody has a nice incentive to upgrade,
but it's still fair to those who have not yet upgraded.
Tracer Bullets
improved
We also enhanced the visual appearance of tracer fire. Tracer bullets
are now colored white instead of black, and the bullets in the bullet
stream now look a lot smaller. Bugs in gun vibration logic are
diminished and gun vibration is lessened, so tracer fire generally
looks more stable.
We fixed some bugs in the artificial intelligence of bots. The bots are
somewhat less stupid than before (still stupid, but not AS stupid).
Bots no longer make magical, impossible leaps and lurches at low
altitudes, and they no longer crash into the ground as frequently.
Changes in Lac08p89
This is an AppImage version ready for immediate execution on X86
hardware with any of the most popular desktop LINUX distros. No need to
compile it. It includes all of the best features of all prior versions,
resulting in exactly the same characteristics as version Lac08p87
(described above).
Changes in Lac08p94
Optimized Support for Valve's "Steam
Deck" portable console gaming PC
Valve Corporation's "Steam Deck" is
the
premier
portable "Gaming Console" PC at this time. Big enough to draw even
burly military veterans into computer gaming and built on top of Arch
Linux,
it has plenty of power to run Linux Air Combat. New AppImage version
"8.94SD" was our first attempt to optimize LAC for easy use on the
Steam Deck (and for
other gaming environments whose primary flight controls are patterned
after today's common "Console Game" controllers). Valve
Steam Deck users: Note that this version 8.94SD cannot automatically
manage the Steam Deck's popular "FlatPack" version of "Mumble"
for voice communication. For voice communication with other LAC
players, those with this version of LAC must manage Mumble manually.
LAC missions can now be flown much
more effectively without any access to a keyboard.
This is of particular value to those using LAC on Valve's "Steam Deck"
portable console gaming PC, since no keyboard is available during
flight.
We found and fixed one bug that was
corrupting throttle settings from the joysticks of console game
controllers whose only axis handles always have a spring loaded
return-to-center construction.
A new "Tap Menu" is available to
players that use a console game controller
instead of a conventional aircraft-oriented joystick. When those
players tap the controller button designated for "Target Vocalize", a
menu of 12 different commands enters the cockpit's 3-line, scrolling
SystemMessage panel. The first displayed menu option is "Vocalize", and
if the player doesn't tap that button again within 3 seconds, the
Target Vocalize function is activated. However, if the player taps that
button again before 3 seconds, the next menu item is displayed and IT
will execute within 3 seconds. Any additional quick taps of that button
will cycle through all 12 of those menu options, and the player can
ensure that any of them is executed, at his choice, 3 seconds after he
stops tapping and scrolling through the options. This is a workable
substitute for a keyboard, and it grants easy access to several
important functions that are not very time-critical in combat but that
are otherwise inaccessible without a keyboard.
Bigger RADAR icons and Target Reticles:
Players with poor eyesight, those playing in sunlight or where room
lighting makes visibility difficult, or those using very small displays
(like the Steam Deck) can configure LAC to display bigger, bolder RADAR
icons and Target Reticles to improve visibility. This is done by
setting the "128" bit of "NetworkMode" according to LAC's longstanding
norms. The explanatory text introducing "NetworkMode" within the
LacConfig.txt file has been updated to help new users with this.
Default Keyboard, Joystick, and
Console Game Controller command mapping has been optimized for diverse
build platforms.
Of course, it is still easy for users to modify the control mapping
according
to their personal wishes by exercising LAC's menus or by editing the
LacControls configuration file within the hidden ~home.LAC folder, but
the default values now automatically adjust for the Steam Deck or for a
standard keyboard when the software is compiled for each such platform.
We fixed a bug in the keyboard mapping
for "Fire Secondary Weapon".
The default key for this is now the "Right Alt" key, and there is no
longer any need to edit the LacControls.txt file to configure this.
Source Code Unification: This
version unifies all of the source code and features for all of the
previously distinct target platforms on which Linux Air Combat has
become popular. This will accelerate development and distribution of
new versions and support for additional specialized platforms in the
future. Accordingly, hereafter we will use this source code and its
derivatives as the basis for all future public distributions of:
1- Binary executable for Raspberry Pi's "Raspbian" operating
system.
3- Binary executable "AppImage" for all other popular Linux
distros using "x86" hardware.
4- Published Source code for compilation on any popular desktop
Linux distro.
As a consequence of this source code re-organization, unless the
"AppImage" version is in use, it will always hereafter be ESSENTIAL
that LAC's regular executable program is located in the global /usr
filesystem at /usr/bin/. For example, with this version, it will
generally be "/usr/bin/Lac08p94" or "/usr/bin/lac".
That requirement for location at /usr/bin is new. About six months ago
we began recommending that change, but developers have known that they
could still execute from their own /home filesystems without bothering
to install the result. That has changed. Developers will now need to
copy their test versions into /usr/bin before they can exercise their
improvements or modifications.
This will affect LAC's version numbering. In the past we had reserved
odd-numbered versions for AppImages and for versions of LAC that were
intended for installation in the global /usr filesystem. We had
reserved even-numbered versions for installation in the /home
filesystem. It's been about six months since we published an
even-numbered version, since those /home installations were deprecated.
Now that all versions are unified, we are no longer skipping
even-numbered distribution names. (This version 8.94 is the first such
example, since "94" is an even number.)
Hereafter we may use slight modifications to the filenames of LAC's
published executables to indicate any intended specialization according
to hardware architecture. For example:
"Lac08p94-x86_64.AppImage" indicates a binary executable AppImage
formatted for compatibility with all popular Linux Distros using
industry-standard 64-bit x86 processor architecture.
"Lac08p94SD-x86_64.AppImage" indicates an executable AppImage
compiled specifically for the 64-bit x86 processor architecture and
controls of Valve's "Steam Deck" console gaming computer.
"Lac08p94Pi" indicates an executable compiled for Raspberry Pi on the
Raspbian operating system.
We simplified the P38's handling of
speed brakes.
In this version, the P38's nose no longer pitches up when speed brakes
are active, because it's too hard for Steam Deck players (or anybody
flying with a console game controller instead of an aircraft-oriented
joystick) to normalize
it afterward, since they lack any buttons for elevator trim.
Changes in Lac894SD.AppImage
Version Lac894SD-x86_64 is identical with version Lac08p94 but it is
packaged as an AppImage and its default configuration maps all flight
controls for optimal use with Valve's "Steam Deck" portable console
gaming PC.
Default control mapping
for Linux Air Combat on the Steam Deck. The right analog joystick
handles elevator and aileron surfaces for primary flight control. The
left analog joystick handles throttle and rudder. The D-PAD controls
view directions Left, Right, Forward, and Back for the player's left
hand, and the left trigger, just in front of the resulting "Look FWD"
button, invokes "Look Up". The right trigger (not shown) activates
primary machine guns and/or cannons. Other single-mode and
multi-mode controls work as illustrated. The user can issue sequential
taps thru the right joystick's hidden click button to
display and activate a new "Tap Menu" as described in the description
for Lac08p94 above. When
configured this way, players need NEVER touch their keyboard in flight.
Changes in Lac08p95
Version Lac08p95 derives directly from Version Lac08p94 and includes
all of its features (including those of the "SD" version used on the
SteamDeck). Most of the changes are oriented toward optimizing
LAC's use on the Valve "Steam Deck" console gaming PC as a consequence
of five "Steam Deck Improvements" as follows:
Steam Deck Improvement #1 of 5:
With this new version Lac08p95SD, the Steam Deck AppImage can now
automatically manage SteamDeck FlatPak Mumble as
expected. Upon entry into any of the online, server-based, multi-player
missions, if Steam Deck FlatPak Mumble is installed, it is
automatically activated, connected to the LAC Mumble Server, and
switched to the appropriate TeamCast channel according to
the designated Realm, Mission, and Team.
Steam Deck Improvement #2 of 5:
The "Tap Menu" has been re-arranged and optimized for easier access to
Map Mode and for larger automated Morse Code messages through the Tap
Menu.
Steam Deck Improvement #3 of 5:
It is now much easier for SteamDeck users to communicate with other
players because users lacking a keyboard can easily broadcast all of
these preprogrammed Morse Code Radio messages through the Tap Menu:
"
I HAVE NO KEYBOARD. "
" I ONLY SEND YES/NO, & SOME PROGRAMMED MSGS. " (if
a member of the RedTeam)"
I CANT XMIT MUMBLE VOICE ON BLUE CHANNEL. " (if
a member of the BlueTeam) " I CANT XMIT MUMBLE
VOICE ON RED CHANNEL. "
Steam Deck Improvement #4 of 5:
The Tap Menu also allows players to switch Mumble back and forth in
flight between the appropriate Mission Channel or the TeamCast channel
according to the designated Realm, Mission, and Team.
Immediately
after switching Mumble to the Mission Channel, the
following Morse Code Radio text message is automatically broadcast to
all players:
"
TO HEAR ME ON MISSION CHANNEL, PLS HIT F11. "
Immediately
after switching Mumble to the TeamCast Channel, the
following Morse Code Radio text message is automatically broadcast to
all players:
"
SWITCHING MUMBLE TO MY TEAMCAST CHAN... "
Steam Deck Improvement #5 of 5:
The Steam Deck version no longer complains "MUMBLE NOT INSTALLED" if it
cannot find the mumble executable in the usual places, because it is
commonplace for Steam Deck users to have the sandboxed "FlatPak"
version of Mumble instead.
Note that none of the "Steam Deck"
changes will have value to players that have a
conventional keyboard. Unless you are using the Valve Steam Deck or
otherwise prefer to control flight with a console-style USB game
controller without a handy keyboard, you will have no need for those
improvements.
We also fixed some bugs in the
mission-ending conditions for the
online, multi-player, server-based missions. Because it is so
difficult
for players flying all alone to achieve victory in any of these
missions, very very few people have ever experienced these bugs, and
unless you are participating online in cooperation with others it is
unlikely that you will benefit from these fixes.
We eliminated the need for players to tune to their appropriate
TeamCast channel before querying their Forward Observer for the status
of the selected enemy airfield. Now the player can successfully query
his Forward Observer whenever he has designated an enemy airfield as
his current target.
Changes in Lac09p01
This version adds:
Redesigned cockpit Router Panel.
Now the ten lights representing online players are colored
red or blue according to the Team affiliation of the corresponding
player. Following the same Team affiliation pattern, the ten lights
representing Mumble voice transmission are also colored red or blue.
Furthermore, instead of simulating a simple cockpit light bulb, each of
those 20 colored indicators is now replaced with a numeric digit. The
result is much easier to interpret during the heat of battle.
The Morse Code Radio now
automatically displays tutorial operating instructions for new players,
instructing them to use their keyboard's "CAPS LOCK" key to toggle
their keystrokes between LAC's normal flight mode and Morse Code Radio
mode. This tutorial information scrolls through the cockpit's 3-line,
scrolling "System Message Panel" whenever a new Morse Code Radio
character is received if the player has a name like "NEW321"
(indicating a brand new player that has not yet established an
appropriate online CommunityHandle) and if he has not already
demonstrated successful use of the Caps Lock key during the prior 5
minutes.
The Cockpit's "Compass Band" is
always displayed across the top of the screen even if the "HUD"
("Heads Up Display") is disabled. This gives a better simulation of a
World War II aircraft, since pilots of that era always had access to a
reliable compass.
LAC's offline "bot" aircraft are
now much less stupid. I wish I could say that they are truly
smart, but that would be a stretch. Nevertheless, they have heretofore
been so profoundly stupid as to be embarassing. Now they are far
less stupid. In fact,the offline tutorial missions with automated,
computer-generated "bot" opponents are now quite fun to play.
LAC's "TUTORIAL 3: FIGHTERS"
mission has been cleaned up. Now it is easier and more
consistent to target an opposing aircraft, and some of the opposition
flies aircraft with tail gunners that shoot back at the player, making
this mission far more fun and more interesting.
Rocket launching has been made
more accurate, and the risk of collision with your rockets
within the first 2 or 3 seconds after they have been launched is
significantly reduced.
We also fixed a bug in all of the online, server-based, multi-player
missions that was leaving the RADAR antenna floating in space after its
airbase was destroyed. Now when an airbase is destroyed, the associated
RADAR antenna falls to the ground in a heap of rubble as it should.
Changes in Lac09p14
This version adds:
Further improvements in the
behavior of off-line "bot"aircraft in all of the missions.
Bots now fly more smoothly, with fewer ubrupt, un-natural-looking
manoevers, and with a greater variety of tactical actions. They don't
crash into the ground as frequently, and their mix of automated
manoevers is now expanded with more horizontal turns in addition to
vertical ones.
The "FIGHTERS TUTORIAL" mission has
been cleaned up and enhanced.
For example, the displayed tutorial text has been trimmed down, and we
fixed a bug in that mission that was preventing damage when the
player's aircraft collided with another. Now collisions in the FIGHTERS
TUTORIAL mission result in violent, appropriate damage or destruction,
as in the more sophisticated, online, server-based, multi-player
missions. With these mission-specific improvements and the general
improvement in the automated flight of bots, the "FIGHTERS TUTORIAL"
mission is now an appropriate and challenging introduction to LAC. The
online, multi-player, server-based missions are still a lot more fun
and more interesting than the tutorials, but the gap is now not so wide.
NOTE: WE FOUND A TACTICALLY SERIOUS
BUG IN THIS VERSION 9.14: AIR-TO-GROUND ROCKETS DO NOT WORK PROPERLY IN
ANY OF THE ONLINE MISSIONS IF OTHER ONLINE PLAYERS OR REPLAY BLOKES ARE
ACTIVE. Somehow this bug escaped the attention of our beta
testers, probably because those air-to-ground rockets DO work properly
in the offline missions and even in the online missions if the player
is the only network entity participating.
Changes in Lac09p15
This version fixes the bug that prevented proper use of air-to-ground
rockets in the online missions of the prior version.
Changes in Lac09p32
Recently the LAC community has suffered from a perplexing
incompatibility when some desktop LINUX distros are updated with the
latest patches and upgrades. As of this writing on 31Jul2023 we have
experienced this problem on recent versions of Manjaro and Linux MINT
systems.
The symptoms render LAC's menus useless. Although all of the menu
items are displayed properly, clicking on displayed menu items never
has any effect. Even when using keyboard keys to navigate LAC's menus,
operators are still unable to activate any of the displayed menu items.
It has always been possible to edit LAC's "LacConfig.txt" file
instead of clicking on menu items to configure most of LAC's options.
In fact, the only obvious things that COULDN'T be configured this way
are (1) selection of a mission and (2) designating one of the three
possible spawn points thereof.
With this version 9.32, we enhanced LAC's "LacConfig.txt" logic to
designate a "DefaultMission" and a "DefaultSpawnLocation". Following
the established pattern for variables managed through LacConfig.txt,
this is done by editing the file with a simple text editor, searching
for "DefaultMission", and entering a small integer value (besides zero,
acceptable values range from 8 to 32). When DefaultMission is set
non-zero, LAC immediately activates the associated mission without ever
demanding input to any menus. For users willing to edit the
LacConfig.txt configuration file, this enhancement allows users
complete control over LAC's myriad options even if their menu systems
never respond to the usual mouse clicks or keyboard selection
techniques.
To help new users learn about this change, several paragraphs of
related, informational text are now displayed adjacent affected menus.
The explanatory text within the LacConfig.txt file has been expanded
with extensive documentation of the new "DefaultMission" variable and
comprehensively lists all of the acceptable values, making it easy for
new users to designate any desired mission.
When "DefaultMission" is set to a value representing one of LAC's
missions, LAC quickly and automatically cycles through all of the menus
and automatically launches the designated mission. (If the user needs
more time to read the mission menu before it is automatically closed to
launch the mission, he can postpone its closure by keeping his mouse
pointer in motion. The mission commences after six seconds without
mouse motion.)
When "DefaultMission" is set to zero, all of the features of this new
version 9.32 are identical with the previously published version 9.15.
Changes in Lac09p33
AppImage Version 9.33 derives directly from Version 9.32 (described
above). There are just two differences:
1 of 2: This is a precompiled
"AppImage" version, compatible with industry-standard "X86" hardware on
all popular desktop Linux distros, with no need to compile or
to install any prerequisite library components. You can learn
more about LAC AppImages from our forums here:
2 of 2: Some of the instructive
new prompting text was expanded for clarity, and users that configure a
DefaultMission are better able to spend more time viewing mission menus
before they automatically expire.
Changes in Lac09p35
When LAC is invoked from a bash shell, users can now specify additional
details from the command line. To help new users learn how to construct
an appropriate and useful command line, all of the new command line
options are displayed to the user in response to any command that
launches LAC but includes any parameters that LAC cannot understand.
For example, if the user enters a command line like this:
lac helpme
....Then the following enhanced messages are now displayed in addition
to the old ones:
-nMissionNumber: Set
DefaultMission for automatic activation, bypassing menus, where
MissionNumber is one of:
Tutorial 1 (Getting Started with the Basics) 8
Tutorial 2 (Ground Attack
Basics)
12
Tutorial 3 (Fighter
Tactics)
10
Tutorial 4 (Free Flight with no opposition) 31
Network H2H: (Two Players
only)
32
Network Battle
01
20
Network Battle
02
21
Network Battle
03
23
Hyrum's
Mission
24
Blake's
Mission
25
Peabody's
Mission
26
Net Mission
07
27
Net Mission
08
28
Net Mission
09
29
Net Mission
10
30
-tTEAM: Configure
Team, where TEAM = r or b (red or blue).
-v: Display version
string and quit
-dLEVEL: Set debug
LEVEL to 0=silent... 4= show Network-related logs... 5=log all
As you can see, users can now designate a DefaultMission and their
desired team affiliation from the command line. For example, to play on
the BlueTeam in Network Battle03, the command line would be:
lac -tb -n23
When "DefaultNetwork" is set to the default value of zero and menus are
used according to longstanding LAC practice, the features of this
version are identical with Lac09p15.
Changes in Lac09p36
This version derives directly from Lac09p35 (described immediately
above) and adds command-line support for designating the
DefaultAircraft. Accordingly, by appending as many as three arguments
to the command line invoking LAC, the user can now designate any
combination of:
DefaultMission
DefaultAircraft
Team Affiliation.
If the user needs help understanding the command line arguments, he can
issue a command like this:
-tTEAM: Configure Team, where
TEAM = r or b (red or blue).
-v: Display version string and
quit
-dLEVEL: Set debug LEVEL to
0=silent... 4= show Network-related logs... 5=log all
For help configuring
joystick and keyboard, we recommend avoiding
full-screen mode so you can see status messages,
and running at debug level 4. Status messages in your
main window will then show the value of keypresses and
joystick buttons as they are detected during the
game. Use those values as you edit the file named
LacControls.txt which you will find in your home folder's
.LAC directory. Edit that file with a simple text
editor. Retain the general format of the file while
changing the numeric values associated with keyboard
key commands or joystick button commands. This will allow
you to associate any keyboard key or any joystick button
with any supported flight function.
===== END COMMAND LINE HELP TEXT =====
As you can see, the help text is comprehensive, and users now enjoy
great flexibility launching LAC from the command line with minimal need
to use menus or to edit the LacConfig.txt configuration file in
advance. This is especially useful in situations where LAC's menus are
rendered useless due to unknown incompatibilties in recently upgraded
desktop LINUX distros.
Now the user can designate DefaultAircraft, DefaultMission, and Team
affiliation from the command line. For example, to fly a Grumman F6F
"Hellcat" for the BlueTeam in Network Mission 03, the user could issue
commands like any of the following:
The player can issue more than one command line argument, and the order
in which those arguments are issued generally does not matter. In all
of those command lines, the "-n23" argument refers to Network Battle
03, and the "-p212" argument refers to the Grumman F6F Hellcat, as
described in the helpful text that the user can see whenever he invokes
lac with any command line argument that LAC does not understand, like:
lac -help
When "DefaultMission" is set to the default value of zero and
menus are
used according to longstanding LAC practice, the features of this
version are identical with Lac09p15.
Changes in Lac09p37
This version derives directly from Lac09p36.
We fixed a bug that was corrupting flight input for players lacking a
joystick or console game controller and that must rely on their mouse
pointer to control elevators and aileron as primary flight controls.
Now players that use their mouse pointer for primary flight control can
enjoy a MUCH MUCH better flight experience.
(That bug appeared back in Lac09p13 and has been present, with certain
variations, in at least some of our missions all the way through
Lac09p36). None of our beta testers reported the bug because they are
all using joysticks.)
LAC Server Updated to Version 90
In August of 2023 we updated the LAC Server to version 90, which
allowed us to publish a dynamic new web page, updated every 60 seconds,
with a list naming all of the current online players. Now it is much
easier to determine whether any "Sentient" human players are
participating, and to find them in the mission(s) they are using.
Here's a snippet showing a typical bit from that new web page, arranged
as a list of player names that were active between a series of
prominent timestamps:
Realm = all. Timestamp: Mon Aug 21 14:19:02 UTC 2023 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Realm = all. Timestamp: Mon Aug 21 14:20:01 UTC 2023 Pilot REPLAY01 is Player # 1 in Realm = 1, NETWORK BATTLE 02 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 03 Pilot GARFIELD is Player # 9 in Realm = 1, NETWORK BATTLE 01 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Pilot POLK is Player # 4 in Realm = 1, NETWORK BATTLE 01 Pilot REPLAY03 is Player # 3 in Realm = 1, NETWORK BATTLE 02 Pilot GARFIELD is Player # 9 in Realm = 1, NETWORK BATTLE 01 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Realm = all. Timestamp: Mon Aug 21 14:21:01 UTC 2023 Realm = all. Timestamp: Mon Aug 21 14:22:01 UTC 2023 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Pilot POLK is Player # 4 in Realm = 1, NETWORK BATTLE 01 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Pilot GARFIELD is Player # 9 in Realm = 1, NETWORK BATTLE 01 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 02 Pilot REPLAY07 is Player # 7 in Realm = 1, NETWORK BATTLE 03 Pilot REPLAY01 is Player # 1 in Realm = 1, NETWORK BATTLE 02 Pilot POLK is Player # 4 in Realm = 1, NETWORK BATTLE 01
As you can see from that report, two players, named "Polk" and
"Garfield" were active in Realm 1's "Network Battle 01". All of the
other players were "Replay Blokes" populating "Network Battle 02" and
"Network Battle 03".
Changes in Lac09p44
We fixed a bug that was making it difficult for
users
with fast, powerful computers to exit LAC when the "DefaultMission"
mode was active. Now LAC exits immediately and easily from
DefaultMission mode as soon as the player presses the "ESC" key.
LAC now handles aircraft on the runway in a much
more
realistic and satisfying manner: Network peers that are nearby on
runways no longer suffer from frequent visible "jitter", the landed
player
can use rudder to turn left or right much better, and landings come to
a much more gradual, more realistic stop with a more realistic "runout".
Users can now enable or disable optional "segmentation fault"
protection by setting or clearing the "256 bit" of "NetworkMode" within
the LacConfig.txt file. This "Segmentation fault" protection logic is
normally ON, but most systems don't need it and disabling it can
improve framerate and general visual smoothness. Disable it by setting
the "256" bit.
Users can now also enable or disable the optional "frame-rate limiter"
by setting or clearing the "512 bit" of "NetworkMode" within the
LacConfig.txt file. This frame-rate limiter is needed only by very fast
computers, whose display hardware allows very very very high
framerates, causing disturbing visual anomalies. Users that don't need
the frame-rate limiter may see an improvement in framerate and in
general visual smoothness. Disable it by setting the "512" bit.
Changes in Lac09p45
Further improvement of LAC's handling of aircraft on runways and
otherwise moving around on the ground. Landing runouts are extended a
bit more. Flaps are auto-retracted after landing and after ground speed
dissipates.
The "help" text displayed on the command console in response to
erroneous LAC command-line arguments are now further enhanced to
include instruction on how to disable the new "DefaultMission" mode and
return LAC's behavior to the legacy mode that relies on displayed menus
in order to select missions, aircraft, and team affiliation.
The "help" text within the LacConfig.txt file is similarly enhanced.
Changes in Lac09p46
LAC's flight model is slightly improved for all aircraft. We added a
slight "burble" or "flutter" at the onset of accelerated stalls.
Accordingly, when the player exerts a strong turn and suffers heavy "g"
forces, the aircraft begins to bounce and "flutter" realistically, and
the player sees the results visually. The effect is subtle but improves
the overall feeling of violence experienced by real pilots in combat.
Changes in Lac09p47
Further improvement in LAC's handling of aircraft moving around on the
ground. When traveling over sloping or bumpy ground, the player's
airplane now bounces and rolls accordingly.
Changes in Lac09p48
LAC's command line parser has been made much more comprehensive.
Now the user can use command line arguments to specify everything of
any importance that users have been configuring from LAC's menu
buttons. As a consequence, whenever LAC's menu logic is incompatible
with a user's hardware or software, there is a reasonable option to
completely bypass LAC's menus by providing command line arguments.
Although it is still possible to configure everything by editing the
LacConfig.txt file, only the most unusual situations will hereafter
demand that approach. If the user enters "lac -help" on the command
line, LAC provides comprehensive instruction for use of all command
line arguments. Here is what that comprehensive instruction looks like:
========== BEGIN EXAMPLE OF LAC'S HELP INSTRUCTION ===========
-qQUALITY: Configure video detail quality from 0 to 4, where 0 is lowest and 4 is highest.
-sSCREENFULL: Activate or de-active FullScreen Mode. SCREENFUL = 1 or 0 (Fullscreen or NOT Fullscreen).
(Do not activate fullscreen unless you are confident that both X and Y resolution are compatible
with your display and display adapter hardware.)
-tTEAM: Configure Team, where TEAM = r or b (red or blue).
-v: Display version string and quit
-xHORIZONTALRESOLUTION: Set horizontal resolution. Recommended HORIZONTALRESOLUTION ranges from 640 to 1920.
-yVERTICALRESOLUTION: Set vertical resolution. Recommended VERTICALRESOLUTION ranges from 240 to 1080.
For help configuring joystick and keyboard, we recommend launching LAC from a bash shell
and avoiding full-screen mode, with resolution smaller than your bash shell, so you can
see LAC's resulting debug/log messages while running LAC at the default debug level (3).
Status messages in your main window will then show the value of keypresses and joystick
buttons as they are detected. Use those values as you edit the file named LacControls.txt
which you will find in your home folder's hidden .LAC directory. Edit that file with a
simple text editor. Retain the general format of the file while changing the numeric
values associated with keyboard key commands or joystick button commands. This will
allow you to associate any keyboard key or joystick button with any supported flight function.
Here are a few sample command lines. The first just launches LAC
as previously configured. The next two examples just change the
player's default plane before launching LAC. The next two examples
just change the player's team affiliation to blue or red before
launching LAC. The next two examples force LAC to bypass all menus
and automatically execute a designated or Default mission before
launching LAC. The next example disables the Default mission logic
and reactivates LAC's normal menus before launching LAC. The next
two examples illustrate how you can change several different
configuration options with a single command before launching LAC.
The last example configures LAC video to 1280 x 720 fullscreen.
lac
lac -p213
lac -p215
lac -tb
lac -tr
lac -n23
lac -n21
lac -n0
lac -n23 -p219 -tb
lac -n25 -p214 -tr
lac -x1280 -y720 -s1
========== END EXAMPLE OF LAC'S HELP INSTRUCTION ===========
As you can see, the user is comprehensively instructed in command-line
configuration of pretty much anything he might ever need.
As with all recent versions, this
version remains interoperable with all published versions of Linux Air
Combat since 7.92 when flown in any of the three online, "classic"
missions.
Announcing the Linux Air Combat
Menu Launcher Version
07, Sep2023
In late Sep2023 we developed a new
companion program, named "LacMenuLauncher", that will accompany Linux
Air Combat hereafter. Here is a description, taken directly from its
own "help" facility:
This is the
Linux Air Combat Menu Launcher.
It is needed
by people whose desktop LINUX systems are
incompatible with LAC's built-in menus.
It expects to
find a copy of Linux Air Combat (version 9.48
or later) installed according to the usual
pattern, with its resources at /usr/share/lac and its
executable at /usr/bin/lac.
This program
displays simple, text-based menus that are
similar to LAC's built-in menus and allows you to
specify all of the same details to configure the way LAC
works on your hardware and to designate your choice
of aircraft, mission, and team.
As you make
those choices, this program gradually builds up a
command line matching your choices, according to
the command line arguments described when you
invoke lac from the command line with the -help
argument.
It is
commonplace to make several passes through the menus,
gradually building up your command line, with one or more
options to be applied when you run LAC.
As the new
command line is built, it is displayed for examination.
When you are happy with it, you can use main menu
item f to execute it. LAC will immediately start up,
configured according to your choices.
When you
finish your LAC session, you are returned back to this LAC
Menu Launcher, which you can continue to use to manage LAC
after the same manner that others use LAC's
built-in menus.
Note that LAC
remembers your configuration. Once set up to your
liking, you can re-launch it with a command line that
simply designates: lac
As you can see from the above
description, the new "LacMenuLauncher" is a sofware utility that
essentially duplicates LAC's internal menus. As a small, simple,
text-based, external program relying only on foundational tools that
have always been at the core of LINUX, it does not suffer from the
mysterious incompatibilities that have sometimes rendered LAC's legacy
menus useless.
Here is what LacMenuLauncher's main
menu looks like:
a HELP (WHAT IS THIS MENU LAUNCHER?)
b CHOOSE YOUR AIRCRAFT
c CHOOSE A MISSION AND TEAM
d ONLINE DOCUMENTATION
e SETUP OPTIONS
f EXECUTE LAC FROM THE COMMAND LINE (WITH THE OPTIONS
SHOWN ABOVE)
g RESET COMMAND LINE (ERASE ALL OPTIONS)
h EXIT
Designate your choice from a, b, c, d, e, f, g, or h:
As you can see, the
functionality is similar to the familiar menus that have long been
offered by Linux Air Combat. Anybody having trouble activating any of
those internal menu facilities will be able to use the LacMenuLauncher
instead.
You will probably need to compile this LacMenuLauncher program from
source code. Fortunately this is VERY easy because there is only one
source code file, named "main.c", and there are no external
dependencies not found in ordinary desktop LAC distros. Accordingly, to
compile and run it from a bash shell, just follow these five simple
steps:
1- cd to the directory containing the source code.
2- Issue the following command:
cc main.c
3- Verify that it produced an executable named "a.out".
4- Rename a.out to "LacMenuLauncher" with this command:
mv
a.out LacMenuLauncher
5- Execute LacMenuLauncher by typing its name, preceded by "./"
according to longstanding LINUX/UNIX norms:
./LacMenuLauncher
We just published a new YouTube PlayList with detailed instructions on
downloading, installing, and configuring the new version of LAC with
this new LacMenuLauncher, including step-by-step instructions for the
way we integrated both into the menus of our modern desktop LINUX
distro for easy activation. Here's the link:
We added support for 2 more command-line arguments. Now, in addition to
all of the other things that could be configured from the command line,
users can also configure:
-rREALM: Realm (From 0 to 31).
-iINITIALPOINT: Mission starting point, where INITIALPOINT = 1, 2, or 3
(for Near, Farther Out, or Even Farther Out, respectively).
No other changes were made. Accordingly, if you are not using the new
"LacMenuLauncher" utility or otherwise using command-line options to
configure LAC's details, you have no reason to update to this release
9.49.
As with all recent versions, this
version remains interoperable with all published versions of Linux Air
Combat since 7.92 when flown in any of the three online, "classic"
missions.
On the other hand, this new version of LAC
supports the latest
functions of LacMenuLauncher version 11, with its comprehensive,
alternative set of menu tools. If LAC's built-in, legacy, "GUI" menus
don't work well on your desktop LINUX platform, you should update LAC
to this version 9.49 or later, and you will then be able to enjoy all
of the new features of LacMenuLauncher version 11 or later. (After
integrating the latest versions of LacMenuLauncher into the desktop
LINUX menus, several of our alpha testers have found that they PREFER
this new menu approach over LAC's built-in legacy menus.)
If you want to experiment with LAC's new LacMenuLauncher, you might
find the following YouTube PlayList helpful:
That PlayList sequences 11 short video clips to illustrate exactly how
we downloaded, installed, configured, and installed a recent, beta-test
version of LAC and LacMenuLauncher on a recent, typical version of
desktop LINUX. Commencing with the 7th of those 11 video clips, you
will learn all about the LacMenuLauncher, including detailed
instruction for integrating it into your desktop LINUX menus.
Changes in LacMenuLauncher11
LacMenuLauncher Version 11 takes advantage of two new command-line
enhancements first made available in LAC version 9.49, making it
possible to configure the desired realm and mission starting point.
Consequently, it is now possible to use the alternative, text-based
menus of LacMenuLauncher to completely bypass LAC's legacy GUI menus.
Concurrently with release of this LacMenuLauncher11, we enhanced 54
little-used LAC web pages, each describing one of the 54 aircraft
supported by LAC. We expect those 54 pages to get a lot more use now,
because when LacMenuLauncher invokes the user's firefox web browser to
display one of them from its "CHOOSE YOUR AIRCRAFT" menu, each enhanced
page now shows a clear, rendered picture of the associated airplane
alongside a tabular summary of its flight characteristics. YouTube
documentary video clips about the illustrated airplane are also
prominent. Prominent links on all 54 of those pages lead to "NEXT" and
"PREVIOUS" airplanes among the 54 available.
Accordingly, it is now as easy and as enjoyable for LacMenuLauncher
users to browse among all 54 of LAC's aircraft as it has heretofore
been for those accessing LAC's legacy, "GUI" menus. It's almost like
visiting a warbirds museum, studying the details of all of the planes,
picking a favorite, and then hopping inside and taking it for a flight!
Even if you DON'T install the LacMenuLauncher, you might enjoy
exploring that group of 54 short new web pages. It's a great way to
explore LAC's aircraft. Here's the link:
Back in version 9.37 we had to "dumb down" our bots to fix a bug that
prevented proper use of the mouse for primary flight control.
Accordingly, several LAC versions of summer 2023 suffered with bots
that were less intelligent and less fun.
With this version 9.51 we have restored the bots to the higher
intelligence they demonstrated for a few months in spring of 2023,
WITHOUT triggering the old bug that caused problems for people relying
on their "mouse" for primary flight control.
Consequently, all of our offline missions are more fun. You'll
especially see the difference in "OFFLINE TUTORIAL 3: FIGHTERS" and in
the "NETWORK H2H (2 PLAYERS)" missions.
Although the bots are also more intelligent in all ten of our more
sophisticated, 10-player, server-based missions, you won't notice the
difference very much when you fly among Sentient Players or among
Replay Blokes, since their human intelligence easily dominates those
situations.
As with all recent versions, this 9.51 release
remains interoperable with all published versions of Linux Air Combat
since 7.92 when flown in any of the three online, "classic" missions.
Changes in Lac09p54
"Bots" now shoot back!
In all of our offline missions and in any of our server-based,
multiplayer missions when no Sentient peer or Replay Bloke has
connected (or when LAC is configured to function without a connection
to a server), LAC's bots now take shots at the player.
Although bots still fly erratically sometimes, about 99% of the time
their flight behavior is credible, and they take shots at and often
claim damage against the player when a reasonable firing solution
results from the current, complex "bot dance". The result is more fun
than any of the offline missions LAC has ever offered since abandoning
the old, arcade-style flight model from gl-117.
The cockpit's compass tape (displayed across the top of the windscreen)
is improved too. Whenever graphic quality is set to "4" or "5" (the two
highest settings), numeric indicators are displayed below the compass
tape to help the player understand the working of his compass with
greater realism. When headed directly North, he sees "000". When headed
directly West, he sees "090". When headed directly South, he sees
"180". When headed directly East, he sees "270". Halfway between each
of those compass headings, the player sees "045", "135", "225", and
"315", exactly as one should expect.
As with all recent versions, this 9.54 release
remains interoperable with all published versions of Linux Air Combat
since 7.92 when flown in any of the three online, "classic" missions.
Here is a YouTube video clip
demonstrating this version during an alpha test flight:
Changes in
Lac09p55
Improved sound effects.
Wind noise is now louder and better adapts to changes in airspeed,
significantly increasing the player's situation awareness in combat.
During accelerated stalls due to extremely violent maneuvers, at or
near the onset of blackout, the player now hears a subtle "flutter" or
"buffet" sound as the formerly smooth slipstream over wings and other
flight surfaces begins to break down into swirls and eddies. This
too helps to increase the player's situation awareness in combat.
As with all recent versions, this 9.55 release remains interoperable
with
all published versions of Linux Air Combat since 7.92 when flown in any
of the three online, "classic" missions.
UPDATE 24NOV2023: WE JUST DISCOVERED A PROBLEM WITH THE TWO
APPIMAGE
VERSIONS OF THIS BETA TEST SOFTWARE. BOTH LACK THE PROPERLY UPDATED
SOUND FILES NAMED "chaff1.wav" and "WindNoise.wav" and accordingly, THE
NEW SOUND EFFECTS ASSOCIATED WITH ACCELERATED STALLS DO NOT SOUND THE
WAY THEY SHOULD. IN FACT, THEY SOUND SILLY. SORRY ABOUT THAT! THE TWO
PROBLEMATIC APPIMAGES WERE:
We are traveling outside our lab and cannot fix this until we return
from our road trip. At that point we will update this ChangeLog with
detailed instructions for replacing the two faulty AppImages with
better ones.
UPDATE 04DEC2023: WE HAVE FIXED the Lac955Beta-x86_64.AppImage.
The little bug described above is gone, and it is now available for
downloading according to the usual pattern. (The SteamDeck AppImage
should be fixed and available for download within 24 hours.)
Here's a YouTube video clip illustrating the effect:
That clip's primary emphasis is on
the improved behavior of LAC's bots. But the improved sound effects are
also featured.
Changes in
LacMenuLauncher12
LacMenuLauncher Version 12 derives directly from Version 11. Due to
changes in the AskMisterWizard.com web server, it was necessary to
change all of the "https://AskMisterWizard.com" references to simpler
"http://AskMisterWizard.com" references. Since 15Dec2023 if you try to
access any of the AskMisterWizard.com web pages with https, most
browsers will refuse to grant you access.
We hope we can soon restore the AskMisterWizard.com web site with https
security, but until we take that step, you will find this version 12 of
the LacMenuLauncher more compatible.
We also added a new main menu item: "LAUNCH MUMBLE". As a consequence
of this new version, this "LAUNCH MUMBLE" command is activated through
main menu item "g". (Previously, main menu item "g" had launched the
firefox web browser and displayed the main page of LAC's online
documentation. Now that online documentation is available through main
menu item "h".) The new main menu now looks like this:
a HELP (WHAT IS THIS MENU LAUNCHER?)
b SETUP OPTIONS
c CHOOSE YOUR AIRCRAFT
d MISSION OPTIONS
e RUN LAC BY EXECUTING COMMAND LINE WITH OPTIONS SHOWN ABOVE
f RESET COMMAND LINE (ERASE ALL OPTIONS)
g LAUNCH MUMBLE (IT'S GOOD TO DO THIS ONCE BEFORE LAUNCHING
LAC.)
h ONLINE DOCUMENTATION
i EXIT
The new "LAUNCH MUMBLE" command makes it easier for the player to
ensure that mumble is running before LAC. On some platforms, if mumble
is not running prior to launching LAC, mumble steals the keyboard from
LAC so the player can't issue any keyboard commands in flight. When
that happens, the player's only way to regain use of his keyboard is to
crash his aircraft and wait for LAC to exit. By issuing this new main
menu item "g" to launch mumble prior to using main menu item "e" to
launch LAC, the player can always avoid this problem.
Changes in
Lac09p61
All of the changes in this version 9.61 are purely cosmetic. None of
the flight, tactical, strategic, network, sound, or mission
characteristics have been changed. Two areas of cosmetics have been
changed as follows:
Note the expanded cockpit panel with
four additional round instruments. These new "WW2-style" cockpit
instruments can now be displayed as a run-time option, instead of LAC's
standard, "glass cockpit" instrument style..
1 of 2: You can now use the "1024 bit" of "NetworkMode" (available by
editing your hidden LacConfig.txt file according to the usual pattern)
to designate whether LAC will display cockpit instruments in the
long-established "glass cockpit" mode or in a new, more graphically
intense, more historically accurate "WW2" mode. If the 1024 bit is NOT
set, cockpit graphics are unchanged since version 9.55, and the glass
cockput mode is used. If the 1024 bit is set, the more graphically
intense "WW2 mode" is used.
2 of 2: RADAR icons are changed. Airfields are now shown with a
prominent diamond shape, and strategic bombers are now shown with a
triangle.
Here are two YouTube video clips illustrating these changes:
Changes in Lac09p62
We cleaned up and simplified the Makefile. Now it is more compatible
with evolving industry practice.
We cleaned up the logic that invokes the user's web browser to display
web pages related to LAC training, aircraft, and missions. Now it tries
much harder to use the preferred browser designated by the user in the
"PreferredBrowser" of the LacConfig.txt file, even if the user
designates a browser of unknown type. If the user does NOT designate a
PreferredBrowser, LAC no longer defaults to "firefox". Instead, it now
defaults to "xdg-open" which, as a consequence of evolving industry
norms, will always invoke the default web browser in use by the user's
current operating system.
We cleaned up the logic that has been displaying the following little
block of prompting text accompanying LAC's main menu:
IF LAC'S MENUS DON'T RESPOND TO
MOUSE CLICKS, YOU CAN USE OUR
OPTIONAL,
EXTERNAL MENUS INSTEAD. DOWNLOAD
THE
LACMENULAUNCHER UTILITY, WHICH IS
ALWAYS
AVAILABLE FROM OUR OFFICIAL
DOWNLOAD SITES.
YOU WON'T EVER NEED LAC'S INTERNAL
MENUS
AFTER YOU TAKE THAT SIMPLE STEP.
LEARN MORE WITH AN INTERNET SEARCH
FOR: LINUX AIR COMBAT
DOCUMENTATION
(EXIT WITH ESCAPE KEY.)
Now that text is no longer displayed after the user clicks into any of
the main menu items (and no longer clutters subsequent menus).
We fixed a bug that had improperly positioned the RedTeam RADAR
reflector in Hyrum's Mission, and in the "BETA TEST" missions.
We slightly diminished the violence of the burbling and shaking
associated with accelerated stalls.
Changes in Lac09p68
We carefully reviewed and adjusted the flight mathematics for all 54 of
LAC's simulated aircraft for more accurate flight according to the best
historic and anecdotal records. Now LAC's simulated flight is more
accurate than ever before.
WW2-style cockpit instruments are now
enhanced with calibration icons allowing easier interpretation of
airspeed, altitude, and climb rate with reference to the pointer
needles on each of the round instruments.
The optional "WW2-style" cockpit instruments are now calibrated with
additional information clarifying the meaning of the various needle and
dial positions. The resulting appearance is more realistic and easier
to interpret.
We fixed a spelling error in the aircraft selection menu for the
Consolidated B24 which had incorrectly designated the manufacturer as
"Consolodated".
More comprehensive source code commentary is now included in all of the *.cpp files.
We fixed a bug that had rendered the durability of battleships far too weak.
We adjusted the flight model to help all of LAC's aircraft to slow down when pointed in a steep climb with minimal throttle.
Changes in Lac09p69
We improved LAC's flight mathematics for more realistic performance in
dives. Prior versions of LAC didn't respond to the effects of gravity
as forcefully as they should. Now steep dives accumulate more velocity
and can be appropriately terrifying due to the more realistic
accumulation of related effects like compressibility, blackouts,
redouts, and ground collisions, as well as the demand for pilots to
respond more quickly to gunnery solutions. Combat tactics are
correspondingly more dynamic, and players that practice "dive and
slash" tactics will benefit.
We comprehensively re-tuned the flight mathematics of each of LAC's 54
aircraft for better accuracy overall according to the best availible
historic and anecdotal records.
We fixed a bug in cockpit.cpp's "drawCounter()" function that was
displacing the cockpit's "TAR ALT" indicator when the "H2H" mission was
in use, obscuring it behind the "DATA FLOW" instrument that is only
used for that mission.
Changes in Lac09p75
We fixed a bug that was diminishing proper acceleration for all aircraft when climbing or diving at very shallow angles.
LAC now enjoys amazing, more robust, networked management of every copy
of mumble associated with all players simultaneously participating in
the same Realm and Mission. All players now start out as "Promoted" and
generally remain that way, but any player can "Demote" any other player
(and presumably will do so if abuse is apparent). Any player can
instantly enable or disable Mumble Management for himself or (if he is
not "Demoted") for all players. For all players participating in the
same Realm and Mission, whenever "Mumble Management" is enabled, any
online player can:
Switch himself to the TeamCast channel by pressing "F10" (to speak with team-mates)
Switch ALL players to their TeamCast channels by transmitting morse "TTTTTTTT"
Switch himself to the MissionCast
channel by pressing "F11" (to speak with anybody else on that channel
regardless of team affiliation)
Switch ALL players to the MissionCast channel by transmitting morse "MMMMMMMM"
Switch himself to the Root channel
by pressing "0" (to speak with anybody else on that channel even if
they are not in a mission)
Switch ALL players to the Root channel by transmitting morse "RRRRRRRR"
Switch himself to the Opposing
channel by pressing "F12" (to speak with opposing players in the same
Realm and mission)
Toggle Mumble Management on and off for himself by pressing "a"
Enable Mumble Management for ALL players by transmitting morse "AAAAAAAA"
In addition, Promoted players can:
Demote any individual player by pressing "DDDDDDDDN" (Where "N" designates player 1-9 or "0" for player 10)
Promote any individual player by pressing "PPPPPPPPN" (Where "N" designates player 1-9 or "0" for player 10)
Note: Demotion
continues until a player restarts LAC, and the status of Mumble
Management continues until it is explicitly changed, even if LAC is
restarted.
We also enhanced the "Tap Menu". Now players lacking a keyboard (like
"SteamDeck" players and others relying on just a console game
controller) can use Tap Menu option #9 to command all players to join
them on the MissionCast Channel so everybody on both teams can hear
them speaking when they use "Voice Activation" instead of pressing
"F2". (Prior to this change, those users could only speak with
team-mates on the default "TeamCast" channel. They could switch
themselves to the MissionCast channel and ASK others to join them on
there so they could speak with opponents too, but this process was too
cumbersome for practical use.)
Changes in Lac09p76
The names of several of our aircraft were adjusted in LAC's menus for better consistency.
We fixed bugs in the logic that invokes the user's preferred browser
when the pilot asks for documentary video clips about LAC's missions
and aircraft.
We diminished the violence asserted in steep, high speed dives slightly.
We changed the SteamDeck version so its cockpit will now default to the
WW2-style round instrument package instead of the glass cockpit style.
For the SteamDeck version, we supressed a Mumble panel message that was
displaying "MUMBLE NOT INSTALLED", since we cannot determine whether
mumble has or has not been installed on the SteamDeck. Instead, that
message is replaced with a grey label simply displaying "MUMBLE PANEL".
We recalibrated the Norden bombsight for better accuracy. (This was
necessary due to several small changes to LAC's flight model
mathematics put into place during the prior few months.)
We changed the default reference for the Linux Air Combat server from
"LacServer2.LinuxAirCombat.com" to "192.34.59.172" to eliminate any
dependence on DNS (Domain Name Service) resolution. As a consequence of
this change, all of our online missions will hereafter be available, by
default, even to players lacking an Internet connection and even if the
LAC Server is down. In those two cases, rather than exiting with
regrets about an inability to resolve the name of the LAC Server, LAC
will now launch those missions anyway, populating them with bots.
We modified the default value of "NetworkMode" to enable the
"Segmentation Fault Protection" logic. This reverses a change that had
disabled that option back in version Lac09p71, because experience has
revealed that more LINUX distros and hardware combinations need that
protection than we had thought.
UPDATE 02Oct2024: We just found a bug in this version 9.76 that will
never be seen by people installing it for the first time. However, this
bug WILL be seen by people upgrading to version 9.76 from a previous
version unless they delete their old ~home/.LAC/LacConfig.txt
configuration file. Further details of the bug's symptoms and two
"workaround" techniques that can be used to overcome the bug can be
found in our "LAC Bug Tracking" forum here:
We fixed the bug that was discovered in version 9.76. No further
changes were made. Accordingly, if you never suffered from the bug
described in our forums HERE
(or if you used one of the two published "workarounds" to avoid it)
then you need not update from V9.76 to this V9.77 unless you aticipate
a need to re-install in a different environment that may trigger the
bug. The changes in V9.77 that fixed the bug also updated related,
descriptive text in the LacConfig.txt file, resulting in a more timely,
more accurate description of the way LAC is configured to find a LAC
Server anywhere on the worldwide Internet.