First, I'd like to apologise for the lack of announcements here on the Steam page and participation in the Steam discussions forum. You can rest assured that VTOL VR development is still very active! It has been a few months since the last major update (v0.0.10), but since then, I’ve been hard at work adding new features and releasing them in small updates to the public testing branch.
Most of the work has been towards updating radar mechanics, adding wingmen voices and voice recognition, and making progress on the map editor. Along side the major changes are the usual general improvements to vehicle cockpits, additional weapons, and optimizations.
The new radar system takes into account the radar cross section (RCS) of each aircraft at all view angles, physical effects such as Doppler and ground clutter, and simulates the effects of chaff more realistically. These changes allow you to employ more advanced radar missile/detection and avoidance techniques and make for a more dynamic and engaging combat environment. This feature can be enabled in the game settings menu of the public_testing branch.
With the help of many generous volunteers, each wingman can now have one of over 20 unique voices when calling out enemy contacts, missile shots, etc. Voices can be assigned to a specific wingman in the mission editor, or left to be randomly shuffled. On compatible systems (Windows 10), you can also enable voice recognition by switching on the mic on the cockpit’s comms panel. You’ll be able to command wingmen to attack targets, set formations, refuel, etc, with more commands to come. With the new voices and the addition of voice recognition, the battlefield feels much more alive.
I bet you’re all getting tired of the standard island map. The map editor will be a crucial tool for creating unique locations to fly different missions and campaigns. You will be able to import heightmaps, modify the terrain using simple tools, easily generate cities, place military bases and other static objects, and place roads, bridges, and highways. You can create maps from as small as 24km by 24km to as large as 196km by 196km, in different biomes such as boreal, arctic, or desert. Like the mission editor, you’ll be able to zip up the generated map files and share them with other players.
If you want to try and give feedback on the latest features, you can opt-in to the public testing branch by going into the Betas tab in the game’s properties windows on Steam. Join the discussion and view a complete list of changes in the #public_testing channel on discord: https://discord.gg/u7X72wc
A quick patch to fix an issue with unit and waypoint icons in the mission editor.
I've also included a minimap for the mission editor (View->Minimap or ctrl-M) which will make it easier to navigate large maps. You can double-click on the minimap to teleport the cursor somewhere.
Alpha v0.0.10.1 Patch
Mission Editor
- Added toggleable minimap
- Fixed unit and waypoint icons
Hello! It's time for an update to the main branch of VTOL VR.
Most of the changes in this update are small fixes and improvements for issues brought up in the public_testing branch. There are also several new units and weapons available in existing missions and the mission editor.
The map editor isn't ready for general use yet, so it will remain available only on the opt-in public_testing branch, however I've included one of the test maps which can be flown in a custom mission for the AV-42C. You can also create custom missions of your own in this map using either vehicle in the mission editor.
While my main targets for the update haven't been reached yet, I wanted to push a main branch update so at least everyone will benefit from the numerous fixes and improvements.
Here are the highlights:
The Island mission 7
Trees and updated terrain/environment textures
MK-82 AIR (high drag) bombs for both vehicles
Rockets for the F/A-26B
Rocket salvo options (fire multiple rockets at the same time)
Alpha v0.0.10
AV-42C
- Added HUD declutter switch
- Adjusted sizes and positions of HUD elements
- Switched fonts to non-dynamic (improve performance)
- Fixed HUD brake indicator overlapping HUD messages
- Changed "Labels" light switches to "INST" (instrument)
- Fixed instrument light switch tooltip
- Added mission 7 to The Island campaign
F/A-26B
- Updated gun audio and visual effects
- Fixed wing fold audio issues
- Fixed weapon launch indicator light not attached to canopy frame
- Replaced old quick-flight missions with custom quick-flight campaign
Mission Editor
- Fixed: tutorial objects were visible in static objects selector
- Fixed: Flight scene sometimes failed to load after reverting to editor then testing again
- Fixed launching mission with custom map and 'optional environment' enabled
- Added forced fuel setting when equipment is not configurable
- Prevent duplicating player spawn
- Raised default mission budget
- Added event action to send a GPS target to the player
- Added event action to send a GPS path to the player
- Added select 'all' button in unit multi-selector window
- Added command for landing AI VTOLs at a waypoint
- Switched toolbar fonts to non-dynamic to fix occasional jumbled text/improve performance
- Fixed error when attempting to save with a path that has no points
- Fixed units sometimes displaying out of order in unit lists
Units
- Fixed: Enemy artillery could still move and shoot after being destroyed
- Fixed ASF-58 equipment configuration
- Added static enemy AAA turret (Z20x2)
- Added static enemy long range detection/acquisition radar
- Added standard bombs for GAV-25 Bullshark
- Added MK-82AIR to F/A-26B AI equipment
- Fixed issue preventing AWACS and tanker from using countermeasures
- Added enemy aircraft carrier
- Set up enemy ASF-33 for carrier operations
- Added allied and enemy MANPADS units
- Added allied main battle tank unit
- Fixed broken machine gun turrets on tanks
- Fixed broken rail path behavior for ground units
- Added death animations to infantry soldiers
- Added rocket launcher variant of enemy drone gunboat unit
- Added LOD for allied carrier unit
Equipment
- Fixed errors when activating an AGM when no TGP is attached
- Added Hydra-70 launchers to F/A-26B
- Adjusted Hydra-70 rockets and launchers to be correct diameter and length
- Added MK-82AIR high drag bombs
- Added Hydra-70 x19 pod for AV-42C
- Added Mk-83 1000lb bomb for F/A-26B player and AI
- Added bomb release safety: bombs won't release with negative G's
- Fixed CCRP Auto issue with CBU-97
- Added salvo option for rocket launchers
AI
- Allied AI planes will (optionally) automatically find a tanker to refuel when low on fuel
- Fixed: AI pilot using rockets didn't lead moving targets
- Fixed: AI pilot sometimes launched AGM from outside max range
- Allowed AI pilot to release multiple bombs when targets are clustered together
- Improved and added variation to AI pilot bombing
- Improved AI pilot collision avoidance with terrain
- Improved AI take-off traffic management on carriers
- Fixed VTOL AI issues when landing while yawing
- Fixed IR SAM launchers leading target incorrectly
General
- Added trees
- Adjusted island terrain colors/textures
- Fixed cockpit button and pilot position issues when spawning far from the center of a map
- Fixed bullet tracer width sometimes glitching on first frame
- Fixed refuel tanker guidelights error when target is destroyed
- Added heat to missiles so they can be targeted by IR based counter-missile systems
- Fixed performance issues caused by ship wakes
- Fixed performance issue caused by city blocks
- Added jet wash effects when over water
- Added visor and NVG toggle buttons for both vehicles
- Fixed errors when launching game with multiple custom missions with same ID
- Custom missions with duplicate IDs will be renamed on launch
- Custom missions installed incorrectly (incorrect filepath) will be repaired
- Updated environments
- Fixed lighting glitches on ship wakes
- Fixed death caused by body physics shaking when framerate is low
- Minor optimizations to scripts
Akutan (island map)
- Lowered city seawalls
- Fixed city LOD
- Fixed graphical glitches when rearming at airbase
PS: I've hidden a secret 4th of July mission that you'll be able to find starting on that date and will be available for a week. Enjoy!
Hi everyone. Currently, I release public updates about once a month, and try to minimize the number of bugs in each update. There is a small group of volunteers who help test new features and track down bugs between public updates, but since the game is becoming more complex with the mission editor and upcoming map editor, a few hard to find but crucial issues still slip by. I would like to maintain or improve the quality of each update, but I would also like to get builds out into the public more often. So...
I've decided to open a public test branch, where I will be pushing development builds much more frequently. For those who wish to opt in and get more involved in the development process, you'll have access to the latest build and be able to try out new features, make suggestions, and find and report bugs.
These development builds may not be entirely stable or polished since I will most likely be pushing updates as soon as something new to try is available. Also, not all experimental features in the test builds may make it to the final, stable update.
If you would like to opt-in to the public test branch, right click the game in Steam, go to properties, then Betas, then select public_testing. I also highly recommend that you join the public_testing discussion on discord: https://discord.gg/u7X72wc
The first public test build is available now. It includes the initial stage of the map editor. You can access the map editor from a button on your 2D monitor when you launch the game. You will be able to generate a new procedural map, place airbases in the map, save, and load. You will also be able to access the map when creating a new mission from the mission editor.
The main focus for testing is performance when flying missions in a custom-generated map. The generated maps are much larger than the original island (196km x 196km) In order to reduce loading time and memory usage, there's a few processes that carry on in the first minute or so of flight (generating/baking the terrain colliders), and some processes that continue throughout the flight (such as generating trees in the area around the player). The status for these processes are displayed in text on your monitor, if you're curious. I'd like to know how these affect performance on your computer's specs, so please leave a message on the discord chat. Thanks everyone!
v0.0.10p1
Map Editor
- Added initial stage of map generator/editor
Mission Editor
- Fixed: tutorial objects were visible in static objects selector
Units
- Fixed: Enemy artillery could still move and shoot after being destroyed
Equipment
- Fixed errors when activating an AGM when no TGP is attached
General
- Added trees
- Adjusted island terrain colors/textures
- Fixed cockpit button and pilot position issues when spawning far from the center of a map
Just a quick patch to fix an issue in mission 5 of "The Island" that prevented progress.
v0.0.9.1
AV-42C
- Fixed missing objective targets in The Island mission 5
Editor
- Set all training missions to be unlocked initially in custom campaigns
Hey everyone! I've been recreating the original "Island" campaign using the built-in editor, playing some of your custom missions and campaigns, and fixing all the bugs I found in doing so (there were quite a few!). So this update is focused on bug fixes, but there some other small changes I think you'll enjoy such as the new pilot model and color customization, and updated explosion effects.
Unfortunately, your progress on the Island campaign will be reset, but it's not very long anyway so please let me know if you run into any problems playing through it, since it was rebuilt from scratch.
Now that most of the problems are out of the way, it's time for me to start creating new missions for the campaign, start working on the fighter campaign, and adding fun new features!
Here's the full list of changes:
Alpha v0.0.9
AV-42C
- Recreated The Island campaign using VTEditor
- Created new QuickFlight campaign to replace old one
- Enabled brake lock when starting landed, flight-ready, to prevent rolling off carrier
- Improved control using Hover Autopilot
F/A-26B
- Added some interior engine audio
- Added HUD reticle for boresight mode
- Radar now remains in boresight mode when unlocking a target previously acquired via boresight
- Joystick button now unlocks target acquired in boresight mode and returns to boresight mode
- Allowed weapons to be attached on fuel tank pylons
- Fuel tank pylons are now displayed in EQUIP MFD page
- Fixed: Soft-locks remained when switching radar to boresight mode
- Fixed: Joystick button still TWS locked targets when in boresight mode
Editor
- Added loading scenes
- Added invincibility option when testing a scenario from the editor
- Added mission availability mode option to campaign editor (Sequential or all available)
- Added event action for setting whether air unit or air group should do radio comms
- Added "Attack Target" and "Cancel Attack Target" event actions for air units and air groups
- Added confirmation dialogue when deleting a trigger event
- Added static objects
- Added tooltips in the Scenario Info window
- Fixed black screen issues when launching custom campaign mission from editor
- Fixed incorrect team showing when selecting a formation leader for an air unit group event action
- Fixed: Objectives showed incomplete status even though a required unit was selected
- Fixed error when deleting a scenario from the Open menu before opening any scenario
- Fixed: Enabling a previously disabled trigger event through an event action did not actually enable it
- Fixed drop-off objectives on the hospital helipad not working
- Fixed trigger event not working if the waypoint is a unit that was not spawned immediately
- Fixed mission breaking error caused by having a Fly To objective with no waypoint set
- Fixed error when an air group is commanded to take off or land, but one of the pilots is dead
- Fixed: Unable to save when an event action targets an objective that has been deleted
- Fixed error when loading a scenario that had a reference to a waypoint that was deleted
- Fixed: Editing scenario info of campaign training mission set it to non-training
- Fixed: Forcing equips that the player hasn't unlocked caused black screen in vehicle config hangar
- Set all equips enabled by default on a new campaign
Units
- Reduced attack rate of DMS Cruiser
- Added vapor effects to enemy fighters
- Fixed: Refuel tanker was radio messaging the player when an AI FA-26 was refueling
- Fixed render layers of ASF-58 and GAV-25 low-poly LODs
- Fixed RWR symbol of drones launched from drone carrier ship
- Fixed Manta UCAV ignoring default values set in editor
AI
- Fixed issue when assigning a target to wingman who is already in combat
- Fixed: Enemy fighters won't evade or engage when far away from their orbit waypoint or wing leader
- Fixed issue where ships assigned to a looped path sometimes start in the wrong direction
Weapons
- Increased AIM-9 and IRIS-T resistance to countermeasures
- Increased AMRAAM turning capability at higher speeds
- Gun director sight will use radar or TGP target data if available
General
- Updated explosion particle effects
- Updated pilot body and hands models
- Added dark background to MFD labels to improve readability
- Added some hand gestures
- Added pilot color customization
- Added different overlay unit icon for allied units so team can be identified in nightvision
- Spectator camera settings are now persistent
- Increased NVG illumination
- Radars no longer detect aircraft that are landed
- Fixed: Launching a campaign mission with no vehicle configuration switched to the editor instead
- Fixed incorrect custom campaign mission being launched with zero budget under certain circumstances
- Fixed rearming panel weapon display on moving carrier
Editor
- Allow units to be set as landing objective targets so you can RTB to moving carriers/cruisers
F/A-26
- Fixed oscillating caused by combination of body physics and center stick options
General
- Fixed red/blue unit icons
- Fixed rearming on moving carrier
- Fixed placement of player vehicles on spawn and when rearming
- Updated Dangerous Transport and Difficult Mission custom missions
- Removed empty test campaign
Editor
- Allow units to be set as landing objective targets so you can RTB to moving carriers/cruisers
F/A-26
- Fixed oscillating caused by combination of body physics and center stick options
General
- Fixed red/blue unit icons
- Fixed rearming on moving carrier
- Fixed placement of player vehicles on spawn and when rearming
- Updated Dangerous Transport and Difficult Mission custom missions
- Removed empty test campaign
This update includes a bunch of improvements and fixes to the editor, units, wingmen, and equipment.
You can now make a whole custom campaign with a series of missions, budget, unlocking weapons, etc. Just like the original 'The Island' campaign. There are a couple new enemy air units which can be placed in custom missions - a stealthy high speed fighter, and a VTOL/STOVL attack plane.
Triggers in the editor now work, which lets you fire events based on whether the player or a unit enters or exits a certain area.
Ships can now be commanded to move through event actions in the editor! Landing on a moving carrier can be quite a challenge.
The player spawn can now be assigned to an air group, which is how you designate which planes are the player's wingman. When you have wingmen, they communicate threats and their attacks with you, and can be ordered to attack your specific target through the communications MFD page.
There's also now a settings option to display the spectator cam (when you've turned it on through the MFD) on an external monitor.
There's alot more changes so be sure to check the full change log below!
Now that the editor has most of the features I needed, I'll move towards converting the original Island campaign to use it, and create more missions for it.
If you have created custom scenarios, please share them on the Steam forum under the proper sub-forum, or post them on the discord! Happy flying!
AV-42C
- Set new lit shader to the rest of the cockpit labels
F/A-26B
- Fixed tooltips for light switches
- Fixed hand pose bounds for light switches
- Added softlock track icons to HUD
Editor
- Added Campaign Editor
- Added "Protect Unit" objective
- Added Trigger events
- Added aicraft group option to Player Spawn to allow receiving radio messages from wingmen in custom scenarios
- Added message in objective editor showing if certain required fields have not been configured
- Added ability to target/reference sub-units for certain actions
- Added TWR info when editing aircraft unit equipment
- Added sea unit groups
- Allow selecting a unit as a waypoint for triggers and certain mission objectives
- Missions set as training mission now appear in training tab in-game
- Added aicraft group option to Player Spawn to allow receiving radio messages from wingmen in custom scenarios
- Added message in objective editor showing if certain required fields have not been configured
- Fixed issues caused by deleting a unit that was in a unit group
- Fixed issue caused by deleting a unit attached to a carrier
- Fixed issue caused by deleting a carrier that was referenced by a landing event
- Fixed issue when attempting to Save As with scenario that uses Editor Resources
- Fixed broken Refuel objective type
Units
- Added ASF-58 fighter to enemy team
- Added GAV-25 attack vtol to enemy team
- Added AWACS to allied team
- Added ability for ships to move
- Added countermeasures to fuel tanker and AWACS
- Added Anti-Ship missile to allied AI planes
- Added anti-ship missiles to allied and enemy cruiser ships
- Removed annoying sound when F/A-26 wingman is turning on/off afterburners
- Updated Allied Carrier model
- Improved AI VTOL handling
- Fixed: Enemy infantry soldier unit jumping around map
- Fixed AV-42C taxi collision avoidance and steering
Equipment
- Improved AGM-89 maneuverability
- Adjusted anti-ship guidance to eliminate crashing when turning sharp corners and sea-skimming
- Anti-ship guidance in evasive mode can now detect incoming missiles with radar and react
- Fixed issue where AGM would auto-lock even when set to manual uncage on first shot
AI
- Improved landing procedures to be able to land on moving carriers (both arrested and VTOL)
- Fixed: AI sometimes attempt to take off before taxiing to a runway
General
- Added scrollable list view for campaign selector
- Added button to reset progress on a campaign in campaign selector
- Added variations for wingman radio comms
- Added more wingman radio messages
- Added "Attack Target" command in MFD comms page
- Added experimental wind option in game settings
- Added radio comms volume knob to both vehicles
- Added second-monitor option for spectator camera
- Fixed issues with HUD brightness control on elements that show and hide
- Fixed: Autopilot would sometimes disable unintentionally
- Fixed planes sometimes getting stuck at the end of a catapult launch
- Updated some of the custom missions to use the new features