I think I have nailed this problem down. Once a a voice line script finishes printing, it is supposed to 'arm' the next script to play after a certain amount of time has passed. This is done through Unity's coroutine functions, and I suspect the problem is that in some circumstances (e.g. if your computer is under load) the coroutines aren't firing properly. I've modified the manager slightly to record the time the next script should be fired. Then it checks whether or not the current in-game time has gone over this flag before arming the next script, so it should run independently of any coroutine nonsense.
Mackerel Sky
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Hey buddy, thanks for testing out the bug. This screenshot is exactly what I need.
If you haven't run the game since encountering the problem, can I get you to send over the Player text file? That would also help me figure out what's causing it.
To get to the file, you'll need to go type %appdata% in your search bar, click on the folder, then go to LocalLow -> Mackerel Sky -> At Skies Edge. The file should be pretty easy to spot. You can copy the entire log file and put it on https://pastebin.com/ then send me the link to the paste.
Thanks!
Yes, there has been an update with these fixes! You need to redownload the build, it should say Version 2 on the main page.
Regarding the dialogue, this is the bug I'm looking for more information on. Can you give me any more information on when dialogue cut out? In particular, was an I-29 shot down by an NPC?
Alternatively, I've set up a debug version of the game with a visualiser on the main menu which should tell you what is sending the incorrect input. Can you download from this link and let me know what you see? A screenshot would be best. Thanks!
https://drive.google.com/file/d/1LTbVn9qcQ-77nz0g76Y1H0V9hu54O2iC/view?usp=shari...
Hello. I ended up making a debug build of the game. It has a visualiser on the main menu that tells you what is sending the input. If you could send a screenshot of it I may be able start investigating where to look.
https://drive.google.com/file/d/1LTbVn9qcQ-77nz0g76Y1H0V9hu54O2iC/view?usp=shari...
Thank you for the suggestion, I think this is a pretty important feature to add so I will explore at least getting a window mode up and running in the interim so you can click and drag it to your main monitor.
I'm less confident when it comes as HOTAS matters as Unity does not have any support for them at all, so it will be a bit tough working on them. Better to disconnect all peripherals for the time being apart from KBM and controller.
Hey buddy, this bug is generally caused by having some HOTAS or other peripheral plugged into the computer other than KBM and a gamepad. It's concerning that it's persisting when you said you've unplugged your other peripherals already.
To help me debug this, can you confirm whether or not you've unplugged absolutely everything other than KBM + gamepad? If you've only got KBM and gamepad plugged in, can you try running a fresh instance of the game and see if controls function correctly?
hey buddy, nothing too crazy - there's a set of public domain terrain textures available at https://howintheworld.com/textures/ - I just painted them on top of Unity terrain (after running through an AI upscaler, which didn't actually help much).
Hi there, thanks for playing and giving such detailed feedback! I'll go through your ideas below:
- Number stats: I agree it's probably not ideal, they are quite arbitrary and aren't specifically calibrated to aircraft performance. I will see how I can improve this UI in the future, though I can't guarantee I can make it work.
- Balance tweaks: The next iteration of ASE will have some balance considerations built in regarding how many weapons you are able to take and the amount of ammo available. Multirole aircraft will be able to take a greater variety of weapons, but less ammunition overall.
- The gun has just received an aiming rework to make it much more accurate. Hopefully this makes it easier to use. I think the damage tuning is about where I want it, but if you want more, some aircraft will have gunpods which fire together with the internal gun, so you can deal several times the damage!
- Bomb markers probably will remain 2D for now, I would like a bit more realism to the HUD and it would be annoying to program...
- The D-Pad in ASE is reserved for selecting and calling in allied support. There are only two missions with this in the current demo, but in the full release it will be a much more prominent feature. I will also limit non-multirole aircraft to 3 weapons overall (multiroles get 4), so it should not be too much of a hassle switching weapons. I'll see what I can do on the HUD end though.
Hey buddy, thanks for giving it a go! I'm really glad you enjoyed the demo and thanks for pointing out the bugs! Some of them were left in the demo because I just couldn't be bothered fixing them at the time, others are news to me so I'll take a look while I continue overhauling the game. Some of the feedback you had on mechanics have been addressed as part of this overhaul, such as the camera zoom, others I agree need attention like the gun indicator and missile tracking. I'll make sure to give them another pass as part of the overhaul process.
Hey buddy, thanks for giving it a go! Great to see that you like the project so far. Regarding the handling, have you tried limiting speed to the ACM speed window? I tried to put more influence on speed management by penalising mobility at high speeds and giving bonuses within the ACM window. For aircraft like the F/A-18, NRP-20 and I-21, double-tapping and holding brake should also enable supermaneuverability mode which might help in giving that feeling of inertia you're chasing!
Hey buddy, I've given this a quick google and it looks like this is a windows error related to file permissions. You can try running the extractor (I recommend winRAR) with admin permissions and/or extracting to a different folder location with different security settings. See this link: https://learn.microsoft.com/en-us/answers/questions/1609845/error-0x80070005
Hey buddy, thanks for playing! I've confirmed this bug on my end as well. The game currently doesn't let you rebind to a key/button that's already bound, but what you can do to get around this at the moment is to rebind the action you want to change to a random key to the keyboard, then rebind the actual action. I'll see if I can fix it in the next patch.
Hey buddy, thanks for playing! Sorry for not getting back to you earlier, I was overseas and away from my computer.
The reason why those planes aren't playable at the moment is because their 3D models don't have moving control surfaces. That is, they're just a solid block, so I can't animate them properly. Since I don't know how to use blender or anything, I have to try my luck with whatever models I can get my hands on legally.
More aircraft are coming in the next patch, though!
Hey buddy, thanks for trying! I tried to differentiate ASE a little bit from AC with the throttle - you're supposed to stay in the ACM window for dogfighting and general combat which is why the throttle is manually set, but you can play it perfectly fine AC style by double tap-and-holding the throttle keys.
Regarding the missile switching, unfortunately the D-pad is reserved for an upcoming mechanic, but I'm thinking of actually limiting weapon selection to 3 selectable options for a future balance pass. I think this would hopefully strike a balance between the multi-weapon loadout people want, and encouraging players to try out different planes. Hopefully this will also make swapping weapons a little less tedious too, but I guess we'll see how it's received.
Hey buddy, thanks for the comment. I'm back in force now, and actually just finished a first pass on the general setting and concept because I've been able to get a dialogue system up and running - I'll include a bit of an overview in the next update post. There's still a bit more stuff I want to add in before 0.08a, but hopefully I'll be able to figure it out soon!

