Hi everyone. This patch is just a bunch of fixes for bugs reported since the Tuesday update. There is a new switch on the Flight Assist panel of the F/A-26B, labeled CATO TRIM. This can be enabled prior to a catapult takeoff to allow for a safe hands-off catapult launch with any payload weight.
Aside from various fixes, I've also begun applying some brightness adjustment for the cockpit instruments to help with night missions. I've only started on the AV-42C and have not finished, but I wanted to get these fixes out as soon as possible.
EDIT: Also Hotfix v0.0.7.2 which fixes the missing shaders for the new labels in the AV-42C.
A full list of changes are below:
v0.0.7.2
Fixes
- Fixed missing cockpit labels shader for AV-42C
v0.0.7.1
Improvements
- Added HUD brightness knob to vehicles
- Added label backlight controls to A/V-42C
- Improved F/A-26B flaps aerodynamics
- Added catapult take-off autotrim switch for F/A-26B
Changes
- Adjusted F/A-26B engine specs
Fixes
- Fixed master arm label in F/A-26B equip MFD page
- Fixed error in radar missile launcher when tracking a target that is destroyed
- Fixed colliders on F/A-26B elevons that possible caused collisions on catapult launch
- Fixed control surface twitching
- Fixed parked AI planes being spawned in the wrong location in custom missions
- Fixed fuel display issue when re-equipping drop tanks
- Fixed AMRAAM dynamic launch zones
- Fixed throttle thumbstick control on F/A-26B
- Fixed screen fader issues (black screen) on scene changes
- Fixed mid-air spawning in F/A-26B carrier landing practice
- Fixed F/A-26B wing audio
- Fixed probable cause for inability to rotate camera in editor after removing HMD
- Fixed player sometimes falling a few feet when spawning on ground or carrier in custom scenarios
- Fixed low poly model LODs showing when spectator cam is near distant unit
- Fixed issue when launching a custom mission from editor after changing the player vehicle, but not saving
- Fixed missing F/A-26B collision warnings
Hi everyone. This patch is just a bunch of fixes for bugs reported since the Tuesday update. There is a new switch on the Flight Assist panel of the F/A-26B, labeled CATO TRIM. This can be enabled prior to a catapult takeoff to allow for a safe hands-off catapult launch with any payload weight.
Aside from various fixes, I've also begun applying some brightness adjustment for the cockpit instruments to help with night missions. I've only started on the AV-42C and have not finished, but I wanted to get these fixes out as soon as possible.
EDIT: Also Hotfix v0.0.7.2 which fixes the missing shaders for the new labels in the AV-42C.
A full list of changes are below:
v0.0.7.2
Fixes
- Fixed missing cockpit labels shader for AV-42C
v0.0.7.1
Improvements
- Added HUD brightness knob to vehicles
- Added label backlight controls to A/V-42C
- Improved F/A-26B flaps aerodynamics
- Added catapult take-off autotrim switch for F/A-26B
Changes
- Adjusted F/A-26B engine specs
Fixes
- Fixed master arm label in F/A-26B equip MFD page
- Fixed error in radar missile launcher when tracking a target that is destroyed
- Fixed colliders on F/A-26B elevons that possible caused collisions on catapult launch
- Fixed control surface twitching
- Fixed parked AI planes being spawned in the wrong location in custom missions
- Fixed fuel display issue when re-equipping drop tanks
- Fixed AMRAAM dynamic launch zones
- Fixed throttle thumbstick control on F/A-26B
- Fixed screen fader issues (black screen) on scene changes
- Fixed mid-air spawning in F/A-26B carrier landing practice
- Fixed F/A-26B wing audio
- Fixed probable cause for inability to rotate camera in editor after removing HMD
- Fixed player sometimes falling a few feet when spawning on ground or carrier in custom scenarios
- Fixed low poly model LODs showing when spectator cam is near distant unit
- Fixed issue when launching a custom mission from editor after changing the player vehicle, but not saving
- Fixed missing F/A-26B collision warnings
This is a big update that includes access to the mission editor and a new vehicle, the F/A-26B. There are also a bunch of optimizations so the game runs smoother than ever before.
The mission editor is a work in progress, so it's missing some features, but you'll be able to create and share scenarios like those found in the Island campaign. You can place allied and enemy units in the air, sea or on the ground, set up paths and waypoints, configure objectives and events, and more. I will post more information in the discussion board. Over time, the editor will be improved and expanded. Please note that missions created in the current version of the editor may or may not be compatible with future updates. I've included a few example missions for the AV-42C and F/A-26B which you can play, edit, or use as a reference for creating your own.
The F/A-26B is a twin-engine carrier-capable fighter aircraft that can be equipped for air-superiority or attack roles. It has an internal 20mm rotary cannon and 10 external weapon hardpoints. It can also carry up to 3 external fuel tanks and a targeting pod. It features a new radar system used for detecting targets and locking on for firing medium range radar guided missiles. There isn't a campaign for it yet, but I've included a couple combat missions created in the mission editor.
Thank you to everyone playing VTOL VR, joining the discussion on Steam and Discord, and leaving reviews! Early access has been going great and I hope to continue to see all of you until full release day and beyond. If you find any issues with the new features, please leave a message in the Steam discussion board or discord channel.
For the next update, I will continue to work on the editor, and improve the two flyable vehicles. I'll also be working on converting the current campaign missions to the new system -- they are still using old versions of the units that are less optimized -- and will return to working on new missions for the Island campaign.
Down the road, I'll be looking at ways to improve the map, and plan how to implement a map editor.
A full list of changes for this update are below:
Alpha v0.0.7
Improvements
= Added VT Edit (custom mission editor)
= Added F/A-26B Fighter/attack jet
- Added CBU-97 cluster bomb
- Improved optimization of missile and rocket launchers
- Added target-look mode for spectator camera
- Added external audio mode toggle for spectator camera
- Improved autopilot nav and heading modes
- Added shot lead cue for air-to-air missiles
- Added new stationary SAM and radar units for enemy team
- Added more realistic behavior and symbology to RWR
- Added sound effects to bullet hits
- Setup LODs for AV-42C AI unit
- Updated enemy fighter model and weapons (ASF-33)
Changes
- Set fuel density, capacity, and drain rates to more realistic values
- Engine tilt inputs are scaled
- Increased altitude limit
- Adjusted AV-42C rudder aero and flight assist PIDs
- Changed RWR ping sound
- Updated intro scene
Fixes
- Fixed engine audio suddenly getting louder instead of fading when opening doors
- Fixed missing fog in TGP camera view
- Fixed incorrect thumb control behavior on throttle for Vive controllers
- Fixed issue when AI pilot is chasing a target that gets destroyed
- Fixed weapon switching getting stuck on AGM in manual uncage mode
- Fixed: Free locomotion wouldn't move in the correct direction sometimes
- Fixed issues when attempting to fire multiple AGMs in manual uncage mode
This is a big update that includes access to the mission editor and a new vehicle, the F/A-26B. There are also a bunch of optimizations so the game runs smoother than ever before.
The mission editor is a work in progress, so it's missing some features, but you'll be able to create and share scenarios like those found in the Island campaign. You can place allied and enemy units in the air, sea or on the ground, set up paths and waypoints, configure objectives and events, and more. I will post more information in the discussion board. Over time, the editor will be improved and expanded. Please note that missions created in the current version of the editor may or may not be compatible with future updates. I've included a few example missions for the AV-42C and F/A-26B which you can play, edit, or use as a reference for creating your own.
The F/A-26B is a twin-engine carrier-capable fighter aircraft that can be equipped for air-superiority or attack roles. It has an internal 20mm rotary cannon and 10 external weapon hardpoints. It can also carry up to 3 external fuel tanks and a targeting pod. It features a new radar system used for detecting targets and locking on for firing medium range radar guided missiles. There isn't a campaign for it yet, but I've included a couple combat missions created in the mission editor.
Thank you to everyone playing VTOL VR, joining the discussion on Steam and Discord, and leaving reviews! Early access has been going great and I hope to continue to see all of you until full release day and beyond. If you find any issues with the new features, please leave a message in the Steam discussion board or discord channel.
For the next update, I will continue to work on the editor, and improve the two flyable vehicles. I'll also be working on converting the current campaign missions to the new system -- they are still using old versions of the units that are less optimized -- and will return to working on new missions for the Island campaign.
Down the road, I'll be looking at ways to improve the map, and plan how to implement a map editor.
A full list of changes for this update are below:
Alpha v0.0.7
Improvements
= Added VT Edit (custom mission editor)
= Added F/A-26B Fighter/attack jet
- Added CBU-97 cluster bomb
- Improved optimization of missile and rocket launchers
- Added target-look mode for spectator camera
- Added external audio mode toggle for spectator camera
- Improved autopilot nav and heading modes
- Added shot lead cue for air-to-air missiles
- Added new stationary SAM and radar units for enemy team
- Added more realistic behavior and symbology to RWR
- Added sound effects to bullet hits
- Setup LODs for AV-42C AI unit
- Updated enemy fighter model and weapons (ASF-33)
Changes
- Set fuel density, capacity, and drain rates to more realistic values
- Engine tilt inputs are scaled
- Increased altitude limit
- Adjusted AV-42C rudder aero and flight assist PIDs
- Changed RWR ping sound
- Updated intro scene
Fixes
- Fixed engine audio suddenly getting louder instead of fading when opening doors
- Fixed missing fog in TGP camera view
- Fixed incorrect thumb control behavior on throttle for Vive controllers
- Fixed issue when AI pilot is chasing a target that gets destroyed
- Fixed weapon switching getting stuck on AGM in manual uncage mode
- Fixed: Free locomotion wouldn't move in the correct direction sometimes
- Fixed issues when attempting to fire multiple AGMs in manual uncage mode
Here's another mini update. This time you get a new toy: the M230 chain gun, which can be slaved to the targeter (and by extension, your head). The slaving mode must be enabled in the weapon's CONFIG menu, and is only available for use under a certain airspeed. The turret will be locked forward during high-speed forward flight.
There's a new feature for air-to-ground missiles. You can set them to "manual uncage" mode, which allows you to fire on targets without having to point your nose directly towards them. To use it, set the option in the weapon's CONFIG menu. To uncage the seeker and slave it to the TGP, hold down the trigger. It should automatically slew to the target point as long as it's within the missile's seeker range. Then to fire, press the weapon-switch button on the joystick while still holding the trigger.
The settings you select for weapons will now be saved between flights, so you won't have to keep configuring the weapon settings such as seeker modes and ripple rates.
As usual, there are a few key fixes and changes. The full list is below.
As for progress on the mission editor and new vehicle--I'm at the point where I can fly both the AV-42C and the F/A-26B in custom missions created in the editor. The editor just needs to have a few more features put in before its ready for you all to try. The fighter is all done externally, and about 80% done internally. The internals have a few new features that will likely also make it into the VTOL, such as two additional smaller MFDs to replace the RWR and fuel info hardware, which will allow for some more customization and more detailed information. I'll have some teaser videos up soon for that!
Until the major new features are ready, I'll continue to push smaller updates such as this if there are any major bugs to fix or small features.
Thanks everyone for your patience! Happy flying!
Alpha v0.0.6 Improvements - Added M230 Chain Gun (with gimbal) - Added manual uncage option for AGM-114, AGM-65, CAGM-6 - Equipment settings are now persistent between flights - Added clear binding button - Added binding axis test - Improved AI pilot use of missiles, especially heat-seeking - Improved AI pilot target prioritization and other combat behaviors Changes - Adjusted interior/exterior audio mixing - Amplified audio sources that are exterior but attached to the vehicle - Further reduced fog density - Increased max locking range for targeter - Added a far-distance LOD for city chunks - Increased range of positions for spectator fly-by camera - Removed Mach as global speed units option - Mach number displayed in a separate HUD element Fixes - Fixed rebinding of rudder between multiple controllers - Fixed certain missiles causing scraping damage to aircraft when being launched - Fixed enemy soldiers were able to be loaded into passenger bay - Fixed soldiers pausing when running - Fixed pitch ladder sometimes becoming unaligned - Fixed errors thrown by AI planes when map is being set up
Here's another mini update. This time you get a new toy: the M230 chain gun, which can be slaved to the targeter (and by extension, your head). The slaving mode must be enabled in the weapon's CONFIG menu, and is only available for use under a certain airspeed. The turret will be locked forward during high-speed forward flight.
There's a new feature for air-to-ground missiles. You can set them to "manual uncage" mode, which allows you to fire on targets without having to point your nose directly towards them. To use it, set the option in the weapon's CONFIG menu. To uncage the seeker and slave it to the TGP, hold down the trigger. It should automatically slew to the target point as long as it's within the missile's seeker range. Then to fire, press the weapon-switch button on the joystick while still holding the trigger.
The settings you select for weapons will now be saved between flights, so you won't have to keep configuring the weapon settings such as seeker modes and ripple rates.
As usual, there are a few key fixes and changes. The full list is below.
As for progress on the mission editor and new vehicle--I'm at the point where I can fly both the AV-42C and the F/A-26B in custom missions created in the editor. The editor just needs to have a few more features put in before its ready for you all to try. The fighter is all done externally, and about 80% done internally. The internals have a few new features that will likely also make it into the VTOL, such as two additional smaller MFDs to replace the RWR and fuel info hardware, which will allow for some more customization and more detailed information. I'll have some teaser videos up soon for that!
Until the major new features are ready, I'll continue to push smaller updates such as this if there are any major bugs to fix or small features.
Thanks everyone for your patience! Happy flying!
Alpha v0.0.6 Improvements - Added M230 Chain Gun (with gimbal) - Added manual uncage option for AGM-114, AGM-65, CAGM-6 - Equipment settings are now persistent between flights - Added clear binding button - Added binding axis test - Improved AI pilot use of missiles, especially heat-seeking - Improved AI pilot target prioritization and other combat behaviors Changes - Adjusted interior/exterior audio mixing - Amplified audio sources that are exterior but attached to the vehicle - Further reduced fog density - Increased max locking range for targeter - Added a far-distance LOD for city chunks - Increased range of positions for spectator fly-by camera - Removed Mach as global speed units option - Mach number displayed in a separate HUD element Fixes - Fixed rebinding of rudder between multiple controllers - Fixed certain missiles causing scraping damage to aircraft when being launched - Fixed enemy soldiers were able to be loaded into passenger bay - Fixed soldiers pausing when running - Fixed pitch ladder sometimes becoming unaligned - Fixed errors thrown by AI planes when map is being set up
Hi everyone! This is update is mostly a set of fixes to common issues that were preventing people from playing and causing some existing features to not work properly. Here are the main ones: - Pilot creation keyboard - Rudder input binding - Black screen when returning from mission - Anti-ship missile guidance failure with only one waypoint
Also, there was a problem with the update process that cause some players' pilot save file to be overwritten. Sorry about that! That should no longer be an issue.
As I mentioned in the recent dev log, a lot of work is going into the mission editor and flyable fighter vehicle, so it will still be a little while before tangible new features make their way into updates. Please continue to let me know if you have any issues with the current version. Thank you all so much!
Here is a full list of changes:
Alpha v0.0.5 Improvements - Added built-in keyboard for Pilot creation. Removed dependency on SteamVR keyboard Changes - Changed nav map to create map texture dynamically to support future procedural terrains (WIP) - Adjusted fog falloff rate to improve visibility - Reduced AoA induced drag on AI planes - Adjusted colors of morning sky - Changed island terrain textures - Lowered anti-ship sea-skimming altitude Fixes - Fixed inability to read axis input from particular device if several are present - Fixed AI Fighters had no extra drag with airbrakes deployed - Fixed throttle trigger not affecting wheel brakes sometimes - Fixed HMCS display elements visible from certain spectator camera position - Fixed screen potentially staying blacked out when returning to menu from a mission - Fixed aircraft seeming to teleport for a frame on origin shifts - Fixed floating origin taking several frames to reset when camera moves a long distance - Fixed weapons shifting back after being jettisoned - Fixed anti-ship guidance with only one waypoint - Fixed anti-ship missile crashing before hitting target in direct mode - Fixed seams between terrain chunks on the island - Corrected runway markings on the island airbase - Fixed some jerkiness issues with chase spectator cam
Hi everyone! This is update is mostly a set of fixes to common issues that were preventing people from playing and causing some existing features to not work properly. Here are the main ones: - Pilot creation keyboard - Rudder input binding - Black screen when returning from mission - Anti-ship missile guidance failure with only one waypoint
Also, there was a problem with the update process that cause some players' pilot save file to be overwritten. Sorry about that! That should no longer be an issue.
As I mentioned in the recent dev log, a lot of work is going into the mission editor and flyable fighter vehicle, so it will still be a little while before tangible new features make their way into updates. Please continue to let me know if you have any issues with the current version. Thank you all so much!
Here is a full list of changes:
Alpha v0.0.5 Improvements - Added built-in keyboard for Pilot creation. Removed dependency on SteamVR keyboard Changes - Changed nav map to create map texture dynamically to support future procedural terrains (WIP) - Adjusted fog falloff rate to improve visibility - Reduced AoA induced drag on AI planes - Adjusted colors of morning sky - Changed island terrain textures - Lowered anti-ship sea-skimming altitude Fixes - Fixed inability to read axis input from particular device if several are present - Fixed AI Fighters had no extra drag with airbrakes deployed - Fixed throttle trigger not affecting wheel brakes sometimes - Fixed HMCS display elements visible from certain spectator camera position - Fixed screen potentially staying blacked out when returning to menu from a mission - Fixed aircraft seeming to teleport for a frame on origin shifts - Fixed floating origin taking several frames to reset when camera moves a long distance - Fixed weapons shifting back after being jettisoned - Fixed anti-ship guidance with only one waypoint - Fixed anti-ship missile crashing before hitting target in direct mode - Fixed seams between terrain chunks on the island - Corrected runway markings on the island airbase - Fixed some jerkiness issues with chase spectator cam
Hi everyone. I've been getting more reports lately that the SteamVR keyboard isn't showing up when attempting to create a new pilot. I will be releasing a patch soon that will have a built-in virtual keyboard instead of relying on the SteamVR keyboard. It will have a few other miscellaneous fixes including the rudder-binding fix.
Until then, try restarting SteamVR, Steam and/or your computer if the keyboard fails to show. Sorry for the inconvenience!
The patch should be up within the next couple days.
Hi everyone. I've been getting more reports lately that the SteamVR keyboard isn't showing up when attempting to create a new pilot. I will be releasing a patch soon that will have a built-in virtual keyboard instead of relying on the SteamVR keyboard. It will have a few other miscellaneous fixes including the rudder-binding fix.
Until then, try restarting SteamVR, Steam and/or your computer if the keyboard fails to show. Sorry for the inconvenience!
The patch should be up within the next couple days.