Project Wingman
“Project Wingman” is an action-packed game where you become a pilot flying fighter jets through thrilling missions. Developed by Sector D2 and published by Humble Games, it initially launched in December 2020 for Windows computers. It later expanded to Xbox One in October 2021, giving more players a chance to experience its aerial combat.
“Project Wingman: Frontline 59” is an expansion or separate release related to “Project Wingman.” It arrived specifically for PlayStation 5 on October 3, 2023. Unlike the original game, “Frontline 59” offers six new missions tailored for the PS5 platform. It still involves high-flying action, but unlike the complete game, these missions might not cover the full scope of the original game. This version also supports optional VR play, allowing players to dive deeper into the cockpit experience for those specific missions.
You are watching: Project Wingman Update 1.001 Patch Notes, Improvements in Project Wingman Update 1.001 Patch Notes
Project Wingman Update 1.001 Patch Notes
Project Wingman Update brings some cool stuff. There are big changes like fixing graphics issues with clouds and making the game smoother. They’ve also improved how things look, adding new effects for things like flares and smoke trails. Plus, they’re testing it first to make sure everything works before releasing it to everyone.
The patch notes might not be officially released yet.
WEAPONS:
-UGB-L blast radius doubled from 90m -> 180m.
-UGB-L ammo count doubled.
-UGB-S blast radius doubled from 45m -> 90m.
-GBS blast radius doubled from 45m -> 90m.
-CBU16 blast radius doubled from 45m -> 90m.
-BML-U projectile count has been reduced by 1 (this was not a balance decision this was a bug)
-BML-U should now launch correctily with the orientation of the player aircraft.
-Railgun rounds now penetrate through most objects.
-Bombs now have a 10m activation detection radius.
-Bomb behavior has been significantly altered.
-Reworked bomb drop behavior.
-Gunpods are now classified as a dumbfire multi purpose weapon in the weapon selection screen.
-ASM is now classified as a multi-purpose weapon in the weapon selection screen.
-Fixed an issue where bombs would occasionally spawn misaligned to their hardpoint.
-Fixed an issue where missile and bomb racks would appear in virtual HUD view.
GAMEPLAY:
-Added Camera Padlock tracking speed switch. Users can now switch between a faster camera speed or the standard camera speed the game shipped with when holding the targetting button to track an enemy.
-Adjusted the interpolation speed post AoA maneouver in “unlocked” camera mode. Should result in a smoother transition after the maneouver.
-Significantly increased combat effectiveness of both Diplomat/Hitman 2 and Comic/Hitman 3
-Player death sequence has been updated.
-Added controller force feedback when in clouds.
-Slightly adjusted afterburner force feedback effects.
-Added NEXT indicator for the next targettable unit in the target list sequence.
-Reduced the update rate of target list so it can select new targets more often rather than going back and forth between 2 targets.
-Slightly adjusted where “center” is for the next target system. It should now more reliably target what’s currently the perceived center of the screen. (Which is actually slightly lower than true center of the screen.)
RENDERING:
Clouds 2.0
-The cloud and sky system has been completely overhauled! Allowing us to have much more control over the artistic direction of the skyscape and drive our skies further. It’s still a largely work in progress so feedback is appreciated!
-Added an additional cloud resolution setting labelled [EXTREME] resolution. (Caution, potentially slow on some machines)
-Cloud resolution setting has been slightly overhauled. The following settings now correspond to the following resolution. Due to the change of the default scaling, you may notice a reduction in performance due to the setting going up a tier.
-Low
-High
-Very High
-Extreme
-Adjusted overall brightness of the game.
VISUAL FX:
-Adjusted rain opacity on the canopy. Greatly improving visibility in cockpit view while its raining.
-Improved snow weather effects.
-Improved missile smoke particle effects.
-Improved aircraft destruction smoke particle effects.
-Adjusted and optimized several explosion particle effects.
-Debris mesh has been fixed for both Airships and Air units.
-Debris particle orientation for airships has been fixed.
-Particle orientation for gun impacts now align correctly.
-Improved water splash particles.
-Added a special afterburner category for the VX-23 which conforms with the nozzle shape of the VX-23.
-Fixed F/C-16 engine size smaller than the nozzle opening.
-Gun firing smoke no longer appears in virtual cockpit.
-Afterburners no longer appear in virtual cockpit.
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-Landing gears no longer appear in virtual cockpit.
-Lightning strikes now should consistently appear under cloud cover.
-Gun impacts now should work properlty when hitting ship hull and airship hull.
-Railgun and railgun trails now emit light.
-Improved rain particles.
-PW-Mk.I Monarch uses no longer have mini cordium inerter built into the engine.
-Adjusted gun impact particles.
-Reduced falling wreckage material glow.
-Adjusted rain effects on player aircraft.
-Adjusted default values of lightning spawners.
-Adjusted lightning particles to have supporting lightning step leader.
-Improved Countermeasure flare VFX and behavior.
-Transport/AWACS now can use flares as a visual effect. Although just like regular fighters, it’s only there as visual flair(heh).
-Aircraft destruction effects has been slightly adjusted.
-Aircraft destruction effects now has a more gradual onset.
-Improved ships fire effects.
-Adjusted ship sinking rate upon destruction.
-Improved aircraft fire effects.
-Fixed an issue where weapon racks would receive decals.
-Fixed an issue where Motion Blur would occasionally distort during world origin shift.
-Fixed an issue with EUFB particle orientation when viewed from above.
-Fixed an issue with the Cordium explosion in Mission 1 being see through.
-Improved radar visibility.
-Missile smoke no longer follows head rotation.
VIRTUAL REALITY:
-Separated video settings between when the user plays in VR or on regular screen. Saving the settings depending which display option is used.
-Rain canopy effects has been slightly reduced in VR for improved visibilty.
-VR now defaults to Round Robin occlusion.
-Subtitles in VR now only rotate on one axis instead of second. This will prevent users from constantly “chasing” the UI element they want to see.
-Subtitles now adjust to size with the HUD size options in the Interface settings.
UI:
MENU INPUT OVERHAUL
-Menu input has been overhauled. A new set of “Menu” bindings has been added to the game and should provide a much more tactile and responsive menu interactions.
-Gamepad mouse style navigation has been permanently disabled.
-Upon startup, the game will reinitialize several default menu bindings. It shouldn’t conflict with any of your other bindings.
-Fixed an issue where certain aspect ratio would fail to display the Debrief screen properly.
-Fixed an issue where certain aspect ratio would fail to display the Briefing screen properly.
-Added reconnaisance data to the hangar screen for better loadout decision making incentive.
-Added an indicator whether an aircraft has a WSO available or not.
-Legacy UI element sizes made more consistent with the New UI element sizes.
-Legacy UI now should scale correctly depending on the UI scale setting.
-More elements in Legacy UI now uses the screen space projection as opposed to the world space projection which now includes
-Gun reticle
-Horizon Indicator
-Velocity Indicator
-Cockpit UI
-Files/Codex primary info section font has been changed for something more readable in general.
-Mission images has been added to the mission select screen.
-Bomb prediction widget now turns red when it detects a target.
-Fixed an issue where lock on elements will get stuck on screen upon firing missiles.
-Lock on indicator size is now much more consistent with the target size UI element.
-Made UI transitions much more consistent with the rest of the game.
CAMPAIGN LEVEL ADJUSTMENTS:
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FRONTIERS:
-Adjusted weather sequence.
-Adjusted level lighting.
-Fixed an issue where a skin is applied incorrectly to some aircraft in the level.
HOMESTEAD:
-Fixed landscape casting oddly lit lighting.
UPHILL:
-Landscape has been overhauled to use a new experimental workflow.
SIRENS OF DEFEAT:
-Fixed an issue where the environment would have inconsistent lighting between Low and High Post Processing setting.
EMINENT DOMAIN:
-Fixed cloud illumination under cloud cover.
CLEAR SKIES
-Adjusted cloud sequence.
-Adjusted level lighting.
-Reduced the brightness of the landscape.
-Landscape layering has been adjusted.
PILLARS OF COMMUNICATIONS
-Landscape layering has been adjusted.
COLD WAR:
-Fixed cloud illumination under cloud cover.
MIDNIGHT LIGHT:
-Adjusted cloud sequence.
-Adjusted moon appearance.
WAYBACK:
-Galaxy no longer follows you since it’s not consistent with the dialog he says. Now he flies directly to Rowsdower.
NO RESPITE:
-Greatly increased ground visibility by reducing contrast and increasing sun intensity.
RED SEA:
-Adjusted overall mood to be closer to a twilight sunset.
-Adjusted the speed of the friendly and enemy vessels in the area to emphasize the chaotic and desperate nature of the engagement.
-Adjusted player spawn position.
-Adjusted lighting.
-Fixed an issue where mission would end earlier than intended because airships would not be included in the target pool.
To learn more about Project Wingman Update 1.001 patch notes, check the Steam site.
TRENDING
Improvements in Project Wingman Update
In the Project Wingman Update 1.001 Patch Notes, numerous improvements have been introduced across different aspects of the game. Weapon adjustments take center stage, where the blast radius and ammo count for various bombs like UGB-L, UGB-S, GBS, and CBU16 have been doubled, enhancing their effectiveness in combat.
Other changes include correcting the projectile count for BML-U and enabling railgun rounds to penetrate most objects, offering more dynamic combat scenarios. Bombs’ behavior and drop mechanisms have been significantly reworked, providing a more refined and strategic experience for players during battles.
Gameplay enhancements have been integrated, allowing players to switch Camera Padlock speeds and improving the combat effectiveness of specific in-game characters like Diplomat/Hitman 2 and Comic/Hitman 3. The update also brings about refinements to player death sequences, contributing to a more immersive gaming experience.
Visual enhancements are notable, with a complete overhaul of the cloud and sky systems, providing greater control over the game’s visual aesthetics. Moreover, adjustments to rain and snow effects, as well as enhancements to missile and aircraft destruction smoke particle effects, offer a more polished visual presentation.
Several user interface (UI) improvements have been implemented, enhancing menu interactions and ensuring better consistency between legacy and new UI elements. The addition of reconnaissance data in the hangar screen aids players in making informed decisions about their loadouts.
Additionally, modifications to various campaign levels, such as weather sequence adjustments and lighting changes, aim to enhance players’ overall gaming experiences. The patch notes also highlight the addition of TrackIR support, fixes for conquest mode issues, rendering improvements, and a host of bug fixes aimed at refining the gaming experience and ensuring smoother gameplay.
Project Wingman Gameplay
“Project Wingman” gameplay puts you in the pilot’s seat of combat planes, resembling the action-packed vibes of the Ace Combat series. You get to fly these planes into intense battles, taking down enemy targets along the way. The game offers a bunch of plane options inspired by real-life combat aircraft, and you can equip them with special weapons to amp up your firepower.
Whether you prefer seeing the action from the cockpit or an external view, the game lets you choose between first-person or third-person perspectives. And if you’ve got virtual reality (VR) gear or a hands-on throttle-and-stick (HOTAS), the game supports those, too, making the experience even more immersive.There are two main modes to explore: the campaign and conquest
. The campaign mode unfolds a thrilling story where you, as the mercenary pilot Monarch, join the fight for Cascadia’s independence against the Federation. It’s all set in a future Earth, rocked by catastrophic tectonic events in the Ring of Fire.
On the other hand, conquest mode presents roguelike and strategic gameplay. Here, you conquer territories, manage resources, and accomplish various objectives across the map to advance in the game. In the campaign, you’ll tackle 21 missions, each with diverse objectives like destroying enemy planes, obliterating ground forces, or safeguarding allies.
Completing these missions earns you money that you can splurge on purchasing new planes for your arsenal. Meanwhile, in conquest mode, you start with basic planes and aim to survive through 43 missions in a single go.
These missions span from intercepting transport planes to dismantling anti-air defenses. With every completed mission, you earn credits and prestige – credits hire mercenaries while prestige helps in acquiring new planes. But beware, the enemy’s intensity increases based on the time spent in a mission, and if you lose, you’ll lose most things except prestige and previously bought planes.
Starting with beginner versions of planes like the F-4 Phantom II and MiG-21, you’ll progress through missions and earn in-game currency to buy other aircraft.
Some of the most advanced planes require specific campaign milestones or completion to unlock. Your performance during missions doesn’t directly impact unlocking new aircraft, though it does contribute to your in-game money earnings. So, it’s not just about skill but also smart plane choices to navigate through the game.
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Project Wingman Trailer
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