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报告翻译问题








- 2nd to final mission (Aces) -> the tunnel wont open
- last mission wont start, its stuck in loading screen for ever
- Rendevouz ceases to prgoress beyont the first few enemy spawns
- First Flight fails to spawn any enemies at all
- 2nd mission (forgot name; the one where Bartley gets shot down by the boat) does not play the
final cutscene and fails to finish
- the 3rd mission (where Blaze takes the lead) does not progress beyond the first few enemy
spawns
- Frontline (where you sink the giant sub with the help of the Arkbird) fails to load the 2nd wave, so
no progress beyond destroying the first wave of ships and planes
Tried to format my wall of text in a list, hope it helps xD
Didn't come around playing the other missions, i could take my time playtest all the missions if you want.
Love what you made there =) and hope it can be fixed.
I think the last update (weather update) might have messed something up, dunno.
I play unmodded.
I'd add AI wingmen spawns for solo players. Basically if player 2/3/4 not alive, then spawn.
On mission 19, personal note: The cut-scene at the end takes place in first-person. It feels like a hat on a hat.
I'd set "Swordsman" AI enemy to "engage" after the Morse code message then destroy pops, trigger a required objective called "B A I L O U T" right as you get a missile alarm on the RWR. That would be *chefs kiss*
Doing that as a cut-scene and not experiencing it was a missed opportunity imo.
The prelude cut-scenes weren't playing for me. The first two worked and all the ones after the pres snow rescue seemed to work fine. But the rest nada, Idk, maybe its just me.
Suggestions and crits aside, this whole thing was impressive. And I'm sure it took a great deal of time and effort to make. And for that, I thank you. Genuinely. I loved playing this out and reliving my childhood. 9/10
Update: Found the error causing the 2nd group not to spawn in Front Line.
Mission 19 ending was a decision made strictly to make it as idiot-proof and stable as possible, having Swordsmen properly be behind the Player and launch a missile with the assumption they'll know to eject isn't something I wanted to mess with at the time. I may look at some way to have this properly executed the safest way. Awesome Idea.
Do the Mission cut-scenes play normally? Not sure what could be causing the issue with the Prelude cut-scenes, they're all the same file type and roughly the same size across all of them with the same Timed Event triggering them. Do you hear the Audio Ping that shows that it's trying to play or nothing at all?
Thanks for the suggestions and I'm happy I was able to give a bit of your childhood a VR experience!
I totally understand the idiot-proofing. lol been there.
Again, I'm looking forward to seeing this refined.
- Some missions do not get marked as complete even after the final cutscene plays (might be some weird issue on my end)
- On Lit Fuse, the final bunkers haven't been spawning (or often only some, but not all spawn) and the ground units never go into the fortress and complete the mission as a result.
- Also on Lit Fuse, often the AI wingmen just follow me and don't engage enemies.
- Respawning in an AV-42 type aircraft starts you in mid-air with the aircraft powered down (might be just in Lit Fuse?)
- Chain Reaction does not progress or complete even after all enemies are destroyed (after the ground targets and cargo planes spawn)
(Overall most of the issues I've had was in Lit Fuse, though I haven't finished the campaign yet)
- Ice Cage: The enemy aircraft just automatically get destroyed shortly after they spawn so the mission immediately moves to the mission update without me doing anything.
- Solitaire: Seems pretty broken. Briefing is missing, and mission does not progress at all after reaching the base, nor does it fail if I fly too high/cross the radar line.
-Ice Cage is fixed and won't auto progress to the mission update, it was caused by a debug tool I used to test the 2nd part of the mission and never got removed.
-Solitaire's VTM file was a super old beta file that saved over the correct one, luckily I have many backups and was able to restore it to the proper version and should be working now. Briefing, progression, and Radar fail state should all be there now.
These issues are only found by people playing through and reporting them so I'm always happy to fix any problems you or anyone else find.
Anyways the issues
ACES: The dialogue during the intro segment is really quiet. The rest of the mission is fine. Also the AI wingmen don't engage enemies.
I'm glad you enjoyed the tunnel segments, truly a test of patience making those haha. Trust me, no one is more upset that the EF-24 has no AGMs making it arguably the worst plane to use.
The reason the intro dialogue is really quiet is because its playing through the "BGM" Event instead of the "Radio Message" Event, I had to do this because the whistling/singing of The Journey Home because horribly distorted due to VTOL VR's inherent radio filter that's automatically layered, thus forcing me to use the BGM instead to play it. In my opinion the intro of ACES is one of the most special moments in Ace Combat and didn't want it to ruin it.
The Wingmen will now engage after the In-flight Briefing with Pops.
We started the mission, and it played normally. No issues killing all the boats and fighters. Then the Scinfaxi spawned in.....
The Scinfaxi would not die. We bombed the hell out of it, dropped tons of ordinance, and sent out DOZENS of AGM-65s. Nothing worked. It wouldn't die. So I just skipped the mission and we moved on to the next one.
Could you look in to it? It's frustrating to commit 20-30 minutes of nonstop bombardment for the target to just not die. (The red circles on it would disappear and reappear, but I think they eventually stopped taking damage entirely. I could be wrong, though. I didn't have a good view of it as I was having to make attack runs, while my wingman just camped it while VTOLing in the F-45)
After destroying the two outer Bunkers on the top and all the Hardpoints, AA Guns and SAMs, there are 7 Weapons and 2 Bunkers that need to be destroyed, TGP Thermals help find the Bunkers easily. Afterwards the Arkbird will shoot it's "laser" and allow you to destroy the middle Bunker ending the mission.
None of the pieces are able to respawn and the red circles are simply the Enemy Buildings I used to build the frame, unfortunately you cant remove those.
Please let me know if you did destroy every piece to advance to the end of the fight and still had no luck.
I also checked the Demons of Razgriz and confirmed that one to be working as well, that one DOES have respawning Hardpoints to make a more lengthy/engaging boss fight.