Tiny Combat Arena @tinycombatarena.bsky.social · 22/09/2026The effectiveness of chaff increases dramatically when you are flying perpendicular to the incoming missile, or the incoming radar. For Command Guided missiles though, you will want to be perpendicular to the radar, since the missile itself has no sensors. 050
Tiny Combat Arena @tinycombatarena.bsky.social · 16/09/2026Made a little HP bar as a debug tool to visualize how countermeasures affect missiles, but I think I'll leave it as an option. It's kind of ugly though, and if I leave it I should probably make it look a little nicer. 020
Tiny Combat Arena @tinycombatarena.bsky.social · 14/09/2026Now that it actually matters, the question is how bad is the R-3R supposed to be? 040
Tiny Combat Arena @tinycombatarena.bsky.social · 14/09/2026With the AI starting to fire radar guided missiles, I'm learning a lot about how bad the R-3Rs are. I never really put any thought into its stats since the AI couldn't fire it anyway. Apparently the missile was slow enough that the proximity fuze would blow up the launching jet half the time. 151
Tiny Combat Arena @tinycombatarena.bsky.social · 11/09/2026The side effects of this goofy system are really neat. The biggest one being that other planes dropping chaff unrelated to anything you're doing can cloud up and sort of "jam" the environment. It's even possible that chaff you dropped a little bit earlier can muck up even your own missiles. 040
Tiny Combat Arena @tinycombatarena.bsky.social · 11/09/2026I really tried to make it work, but I think chaff is just going to function similar to flares and I'll leave it at that. It's a tried and true, and very predictable system. There's a reason pretty much everybody, including most real sims/wargames, do it that way instead my bubbles idea. 140
Tiny Combat Arena @tinycombatarena.bsky.social · 10/09/2026I have a couple more ideas I want to try, but I have a concrete fallback plan in case nothing really works out. 050
Tiny Combat Arena @tinycombatarena.bsky.social · 10/09/2026Unfortunately the way this works is kind of counter-intuitive, and it makes evading radar missiles work in almost exactly the opposite way I was intending. E.g. flying perpendicular to a target is basically the worst thing you can do here, since it reduces the chance of chaff blocking a radar. 140
Tiny Combat Arena @tinycombatarena.bsky.social · 10/09/2026Going through the list of essential features I think are needed before a main branch patch, one of them being chaff for the radar missiles. I've had this idea in the back of my head for years now, of treating chaff as this line of sight blocker for missiles, but it doesn't really work in practice. 180
Tiny Combat Arena @tinycombatarena.bsky.social · 05/09/20260.18.2.1 is now available on the Tester's branch. A full suite of missions with a variety of targets are now available in Instant Action Strike. The old island has been removed from Instant Action now that it's obsolete.store.steampowered.comTiny Combat Arena - 0.18.2.1 is available on the Tester's branch - Steam NewsA full suite of missions with a variety of targets are now available in Instant Action Strike. The old island has been removed from Instant Action now that it's obsolete. 060
Tiny Combat Arena @tinycombatarena.bsky.social · 04/09/2026What used to be called the Sand Island (WIP) map is now just the Sand Island map, with an updated thumbnail and description. It's kind of a big milestone! For now, the old Arena Demo mission on the old island remains, but further Arena missions are to come. 060
Tiny Combat Arena @tinycombatarena.bsky.social · 04/09/2026Finished filling out the rest of the instant action missions for the new island map, which is now becoming THE island map! 161
Tiny Combat Arena @tinycombatarena.bsky.social · 04/09/2026Was digging through some old footage and found the dev footage of the procedural runway markings the game has. 1100
Tiny Combat Arena @tinycombatarena.bsky.social · 01/09/2026Been filling out the Instant Action Strike missions. Each strike mission has some themed target like e.g. bunkers which require iron bombs to destroy or a big garrison. Once all these get done, the old placeholder island map can be removed from instant action entirely. 091
Tiny Combat Arena @tinycombatarena.bsky.social · 25/08/2026The loadout is 2 Shrikes, 2 Mk82 (Airburst), and 2 AIM-82s. It's meant to be fast and light, since speed and maneuverability are what you want when ducking behind the cover of terrain against SAM sites. 040
Tiny Combat Arena @tinycombatarena.bsky.social · 25/08/2026I was looking for a good "SAM Hunting" loadout and was going to use cluster bombs for the "clean up" but they looked kinda awkward and heavy. Then I remembered that I added airburst bombs specifically for dealing area damage to soft targets and just two of them worked out perfectly! 170
Tiny Combat Arena @tinycombatarena.bsky.social · 24/08/2026Check the full changelog here:store.steampowered.comTiny Combat Arena - 0.18.1.1 Tester's Branch Changelog - Steam NewsAdds a new SA-2 SAM Site, and an overhauled Instant Action Strike which now takes place on the new island. At present only one base is configured, but more are to come. 030
Tiny Combat Arena @tinycombatarena.bsky.social · 24/08/2026Patch 0.18.1.1 is now available on the Tester's branch of Tiny Combat Arena. The SA-2 and its radar guided missile is the big feature of this patch, along with a reworked Instant Action Strike mode (currently only fully featured on a single base) that supports the new island map. 181
Tiny Combat Arena @tinycombatarena.bsky.social · 24/08/2026Platoon of M60s advancing against a bunch of APCs while an Abrams is firing on T-62 at the rear defensive live. 090
Tiny Combat Arena @tinycombatarena.bsky.social · 22/08/2026There's still some work to be done with spawning the ground formations. Right now it's done procedurally, which doesn't account for terrain or water restrictions. There's also still a separate code path necessary for spawning SAM sites, since they are somewhat unusual vehicles in their operation. 060
Tiny Combat Arena @tinycombatarena.bsky.social · 22/08/2026The options for aircraft wings and ground formations are now dynamic in the instant action Strike menu based on the mission as defined in the map's JSON data. The menu also finally properly handles a map with no strike missions. 160
Tiny Combat Arena @tinycombatarena.bsky.social · 21/08/2026I fixed a crash where if you alt tabbed while in photo mode, and then tabbed back into the game, and had a joystick plugged in, but you did NOT have a gamepad plugged in. 130
Tiny Combat Arena @tinycombatarena.bsky.social · 19/08/2026SAM sites are done, now they need to be integrated into the rest of the game. As part of that process, instant action is getting another pass, which means the new island is getting a whole host of new strike missions. 0100
Tiny Combat Arena @tinycombatarena.bsky.social · 17/08/2026Simple, but obvious in hindsight solution to just showing both. Just use a subtitle for when you want to add an alternate name to something. For modders, there's a new property so they can add subtitles to their objects too. 091
Tiny Combat Arena @tinycombatarena.bsky.social · 15/08/2026Running into a funny problem right now where I can't decide if I want to use the NATO names or Russian names for various Russian missiles. I don't really have room for both, but I want to standardize on one. I tend to prefer NATO names for SAM (e.g. SA-2), but Russian for A-A (e.g. R-27). 161
Tiny Combat Arena @tinycombatarena.bsky.social · 13/08/2026It's the chase camera, nothing new about it. 010
Tiny Combat Arena @tinycombatarena.bsky.social · 13/08/2026Taking out the radar will disable the SAM site and any missiles already in the air. Getting close enough to do so, can be risky. At both long and very short range, you can outmaneuver the SA-2s. At medium range though, you'll need to either terrain mask or fly nap of the earth. 1122
Tiny Combat Arena @tinycombatarena.bsky.social · 13/08/2026They look so much more legit when you put the big tracks under them. 160
Tiny Combat Arena @tinycombatarena.bsky.social · 11/08/2026The trails already have a "jitter" added to them to give the effect of turbulent air pushing them around even if they fly perfect straight, but yeah this makes the trails even more interesting looking. 010
Tiny Combat Arena @tinycombatarena.bsky.social · 11/08/2026While digging through various test scenes for reference I found the prototype map that the game started on. This is from 2020 and it's where all the earliest parts of TCA were built from. 070
Tiny Combat Arena @tinycombatarena.bsky.social · 10/08/2026SA-2s are wiggly. This was something I wanted to add because of the source videos showing it. Basically it adds noise to the control inputs. 1110
Tiny Combat Arena @tinycombatarena.bsky.social · 08/08/2026The SA-2 itself has been having its stats tweaked as I've been working on it. I want the SA-2 to be pretty scary, and keep your head down, so while the missiles are big and slow, they hit hard with a proximity fuze and a huge warhead. It doesn't have to hit you to destroy your plane! 081
Tiny Combat Arena @tinycombatarena.bsky.social · 08/08/2026The missiles are now using a more correct "Command" style guidance, with the radar directing the missiles. The missiles depend on the radar for guidance. If the radar is lost, the missiles lose guidance. If the radar switches targets, it'll try to redirect missiles already in the air if possible. 1102
Tiny Combat Arena @tinycombatarena.bsky.social · 07/08/2026Added an option for turrets to need to align to azimuth only to handle the case for missile launchers which don't necessarily aim the missile at the target. For this launcher, even if the target is very low, it elevates to a minimum of 25 degrees to avoid the missile hitting the ground. 091
Tiny Combat Arena @tinycombatarena.bsky.social · 07/08/2026I'm not sure how many games even have the staging, but I really wanted to make sure you could see it! 010
Tiny Combat Arena @tinycombatarena.bsky.social · 07/08/2026The SAM launchers have their turrets cued off of the lead vehicle in the group's sensors. The lead radar also keeps track of missiles in the air, so it doesn't fire off all the launchers at once. In this case it's set to keep only 2 missiles up at a time. 1143
Tiny Combat Arena @tinycombatarena.bsky.social · 08/10/2025Fields in the Germany terrain with the updated trees and scatter rendering. 1101
Tiny Combat Arena @tinycombatarena.bsky.social · 03/10/20250.17.2.3 has been released for Tiny Combat Arena. It contains a hotfix for the Unity security vulnerability that was patched this morning.store.steampowered.comTiny Combat Arena - 0.17.2.3 - Steam NewsPatched Unity security vulnerability 091
Tiny Combat Arena @tinycombatarena.bsky.social · 02/07/2025The #StopKillingGames EU Citizens' Initiative is the best shot we'll likely get at a pro-consumer outcome. This is NOT just an internet petition. Only 200k more signatures means the EU Commission MUST take action. If you live in the EU, please consider signing! eci.ec.europa.eu/045/public/#...eci.ec.europa.euEuropean Citizens' InitiativeGive your support ! 0179
Tiny Combat Arena @tinycombatarena.bsky.social · 02/07/2025I play a lot of retro games. I'm spoiled by the fact that you just install a game and play. For the next generation of gamers, this is becoming increasingly untrue with even singleplayer games like The Crew being rendered inoperable due to mandatory server-side connections. 1122
Tiny Combat Arena @tinycombatarena.bsky.social · 02/07/2025Since release, Tiny Combat Arena has been designed to be able to be played 100% offline. This means with no connection to Steam whatsoever. If Steam isn't detected, the game will save all its settings locally, and Steam APIs and features are bypassed/forwarded to local versions. #StopKillingGames 1294
Tiny Combat Arena @tinycombatarena.bsky.social · 26/06/2025See the full changelog on Steam:store.steampowered.comTiny Combat Arena - 0.17.2.2 Hotfix - Steam NewsFixes the broken sounds on the main branch, along with adding units to the camera infobar when using external views. 020
Tiny Combat Arena @tinycombatarena.bsky.social · 26/06/2025Hotfix 0.17.2.2 is on the main branch, fixing the newly broken sounds that only happened on the main branch. Units have also been added to the external camera bar, and match the HUD Units setting. 120
Tiny Combat Arena @tinycombatarena.bsky.social · 26/06/2025It essentially mirrors the plane's, same as the HUD, but it needs to "remember" what units to use if you look at something after the player dies. This has the unfortunate downside that before the player spawns, you can't know what units to use, so it just defaults to Imperial in that case. 020