Mar 4, 2020
VTOL VR - Paolo
Version 0.0.15 is now available on the main branch!

We're a bit overdue on the goal of bringing the game to 1.0 by the end of 2019, but we're moving forward nonetheless.
Over the last few months, with the help of everyone participating in the public_testing branch, we've fixed countless bugs, added many mission editor features which will allow for more interesting custom missions, and brought the F-45A to a more complete state. There's a new tutorials section which will be filled over time to help you take advantage of the every feature of the different aircraft. Terrain rendering optimizations should solve some more of the performance drop in the previous versions. The F/A-26B's Operation: Desert Cobra campaign now includes the 8th and final mission.

A full list of changes are below:

Alpha v0.0.15 General - Removed artificial altitude ceiling - Added atmospheric effects to wing aerodynamics and jet engine performance (to create natural altitude ceilings) - Fixed airbase buildings disappearing at certain distances - Fixed certain cockpit components not saving properly - Fixed: dropped bombs that were damaged by other bombs played damage sounds on player vehicle - Fixed terrain shader issue that may have contributed to reprojection issue - Fixed center stick moving when grabbed - Fixed camera shakes caused by explosions and sonic booms - Fixed black screen on startup on systems where speech recognition is not supported - Fixed: low LOD models showed at incorrect distances in spectator camera - Fixed error spam in intro scene - Fixed error in map editor preview generator - Can use throttle thumbstick to switch SOI - Added Vive Cosmos default bindings - Added sound effects to TGP functions - Fixed: objectives out of order in MFD after quickload - Added ability to request rearm and refuel with voice - Fixed: spectator camera would continuously reset when in fly-along missile mode and missile/bomb is about to impact - Fixed game directory path issues when game is launched from another process - Fixed missing text in AV-42C and F/A-26B seat recenter MFD page - Fixed spectator camera jittering in PresetViews mode - Added Camcorder mode to S-Cam - Improved performance of terrain shader - Fixed "Orbit Here" radio command not working properly - Added Tutorials menu to main vehicle menu - Added Radar tutorial - Added SEAD tutorial - Added AGM tutorial - Moved AV-42C tutorials from "The Island" training tab to main tutorials menu - Fixed: Attached equipment didn't affect RCS of AV-42C and F/A-26B - Fixed: changing page in main settings menu reverted unsaved changes - Fixed: Smoke and explosion particles were still visible after quickload or mission restart - Fixed: Sonic boom sound not muffled when canopy is closed - Fixed collision warning beeping when parked on carrier - Updated loading scene - Fixed parking orientation in Airbase 2 hangars - Updated map loading display to show proper map edges - Fixed: GPS targets don't initially appear in HUD until GPS targets are changed - Fixed: Some meshes, textures and materials were not destroyed when not in use, causing system to run out of memory in long play sessions - Fixed loading scene when launching map editor - Reduced memory used by map cities - Fixed near clipping plane for Spectator Camera in SmoothLook mode - Disabled shadows at far Spectator Camera distances to remove shadow artifacts on terrain - Fixed far plane cutoff in Spectator Camera interior views - Fixed: player blackout caused exterior Spectator Camera audio to fade out - Added slight camera shake to interior Fixed Spectator Camera from g-forces, cannon fire, etc Steam Workshop - Fixed: Background music did not play in Steam Workshop custom missions - Fixed: unwanted loading popup when selecting a page in workshop browser F/A-26B - Added declutter switch - Moved MFD Brightness knob - Added MFD swap button - Improved pitch control at high AoA - Added fuel dump switch - Added visual damage to wings - Fixed MFD Swap button tooltip - Added auto speed AP mode - Added AP altitude adjuster - Added Mission 8 to Operation: Desert Cobra - Tweaked Operation Cobra Mission 3 to make it more interesting - Fixed missing RTB and refuel waypoints in free flight - Fixed: Rear view mirror was not quicksave persistent - Fixed: Side eject handles (with center stick) did not require tight grip with Index controllers F-45A - Fixed: formation lights were on by default - Added shoot indicator - Changed TSD scale toggle to zoom in/out buttons - Added center stick option - Added autopilot controls - Changed internal laser guided bomb to use trigger to open bay - Fixed: some weapons fired from internal bay did not balance properly - Added AGM-145 anti-tank missile - Added GBU-53 Advanced SD Bomb - Added Fuel Config screen to SMS MFD page - Fixed: some indicator lights worked with no battery - Fixed incorrect TSD target indicator after GPS targets have been deleted - Fixed TSD quickload issues caused by missiles - Fixed Nav map quickload issues - Reduced overly aggressive flight assist for roll and pitch - Improved flight assist during jet-borne flight - Added SMS mode selector (config/arming/jettison) - Added wing damage models - Added another mission to quick-flight - Added TSD HUD icons and filters - Slightly reduced radar cross section - Fixed: lift fan would still work if the engine failed to start up - Fixed: Map display stops working after turning MFD off and on - Fixed TSD errors after quickload - Fixed: radar power not persistent after QL - Fixed: TSD zoom not persistent after QL - Fixed: TSD selection not persist after QL - Fixed: MFD SOI not persistent after QL - Fixed: SMS mode not persistent after QL - Fixed: SMS Fuel page not persistent after QL (not displayed) - Fixed: SMS WBD Override page not persistent after QL (not displayed) - Fixed: Fuel dump not persistent after QL - Fixed Quickload error when a GPS group was deleted - Fixed TSD icons glitched around after quickload - Added quicksave menu to "Game" MFD page - Fixed incorrect audio source for parking brake AV-42C - Added fuel dump switch - Added visual damage to wings and fuselage - Fixed missing tooltips on Nav and Strobe light switches - Changed afterburner to be more throttleable to help hovering at TWR where hover point is near afterburner threshold Equipment - Reduced AIM-126, AIM-9, and AIRS-T drag - Increased AIM-126 radar receiver field of view and adjusted launch zone parameters - Allowed GBU-12 to lock on after launch to allow dropping on laser-designated targets which are initially out of view - Added declutter button to ARAD MFD page - Fixed issue where AGM-114 would not track to target in certain launch conditions - Increased stealth charactersitics of AGM-89 and AGM-161 - Fixed guidance issues on missiles mounted at rearming station - Fixed: GBU-12 (and possibly others) did not detonate when killed - Fixed GBU-39 and GBU-53 in quad mounts were ejected in the wrong direction Units - Fixed VTOL units colliding with carrier island on takeoff - Fixed AI pilot issue when returning to base from far away - Added option to enable AWACS comms on allied AWACS (WIP)* - Fixed MQ-31 landing on non-carrier runway - Fixed heat emission on certain aircraft engines - Applied mach drag effects to AI aircraft - Reduced AI aircraft collisions with terrain when landing - Fixed loud audio coming from AI AV-42C on spawn - Fixed AI pilots running into terrain when returning to base from far away - Added MAD-4 Radar and Missile launcher units to enemy team (Mobile Air Defense) - AI Pilots will not enable radar while landed, landing, taking off, or refueling - Tweaked AI pilot terrain avoidance more to solve crashes in certain situations - Adjusted MQ-31 engine and aero performance which were too weak to climb to altitude when fully loaded - Fixed AI Pilot getting lost when taxiing to runway from large hangers in airbase 1 - Fixed: Rearm/Refuel point props did not snap to ground surface - Added destruction models to enemy bomber - Fixed: Certain aircraft units spun and floated into the air when destroyed on the ground - Fixed: IRAPC not illuminated in TGP view when not zoomed in on it Quicksave - Fixed black screen issue after quicksaves - Fixed error when quicksaving while an AI pilot is vertically landing on a helipad - Fixed: HUD showed "no arm" after quickload - Fixed: Quad hand menu quicksave did not honor quicksave limits set by mission creator - Fixed: Exploded pieces of dead aircraft spawned unintentionally after quickload Mission Editor - Fixed unwanted inputs when using static object browser - Show loading message when quitting mission editor - Added bearing to measuring tool - Added option to select a waypoint as "bullseye" - Added Sequenced Events** - Added ability to change whether allied air units can be commanded by the player (both wingmen and non-wingmen) - Added ability to reorder objectives in the objectives list (does not affect start order/prerequisites) - Added ability for AI AV-42C's to pick up, drop off, and be preloaded with soldiers - Added "Is Landed" condition for AI aircraft units in conditional editor - Opening the Event Action Browser will bring the browser to the previously selected action - Fixed: AI pilots made radio call as if they destroyed a player-designated target, when it was an editor-designated target - Fixed: cursor heading changed while moving over terrain - Fixed: static objects did not align properly to terrain after loading saved mission - Added Conditional Actions (If/ElseIf/Else) - BGM will no longer replay from beginning if the same song was triggered again by an event action - Added quicksave and quickload event actions - Orbit, nav path, form on pilot, refuel, rearm, RTB event actions will interrupt AI pilot bombing runs - Added ability to preload soldiers to Player's AV-42C - Fixed issues with editing aircraft on Carrier and pressing Cancel - Fixed: Enter button while editing value in conditional editor would close the editor - Added surface speed conditional for player spawn - Added a prompt when the mission image is too large for Steamworkshop upload - Allow AI pilots to take off after being commanded to land
VTOL VR - Paolo
If you are using the Vive Cosmos and you haven't already created your own custom input bindings, you may find that your controllers are not able to move in the game. The public_testing version now includes default bindings for the Vive Cosmos.

The bindings still need further testing, but if you want to switch to the public_testing branch and try it out, you can do so in the "betas" tab in the game's properties window. If you have the Cosmos and can use it in the public_testing branch, please let me know how it goes.

Thanks!
Aug 28, 2019
VTOL VR - Paolo
Version 0.0.14 is now available on the main branch!
This update focuses on bug fixes, performance, and mission editor assets.

Bug Fixes
There were many fixes in different parts of the game. Valve Index players will find it easier to interact with buttons and switches, but less likely to accidentally eject. The cruise missiles (both anti-ground and anti-ship) no longer have issues homing in on targets in the terminal phase. There are many more fixes, so please see the change log below.

Performance
After the previous update, many have reported lower framerate and visual jittering, especially when running in Oculus VR mode. In Oculus VR mode, the issue seems to have come from either the update to the game engine, and/or the update to the Oculus SDK version. The effect was exacerbated by general performance issues. I hope you find that good framerate and generally smooth gameplay has returned in this version, however I recommend trying SteamVR mode if Oculus VR mode continues to present visual problems.

Mission Editor Assets
Since workshop support has been released, the Steam community has uploaded over a hundred missions, campaigns and maps, which is amazing! The update brings a few new units, static objects and other editor assets/features that you can use to create more unique and exciting scenarios.

What's Next?
I'm itching to move forward with a major feature that many players have been asking for over and over, but before that, I will be focusing on the final touches with the single player experience by polishing vehicle related features and game content. The game has expanded far beyond my initial plans, and I'm aiming wrap it up into a well rounded package we can all be proud to call "1.0" before the end of the year. Don't worry -- I want to see multiplayer in the game as much as you do. The intention is to limit the ever expanding scope of features for the duration of early-access so we can switch gears to work on bringing multiplayer to the game sooner.

Full change log below:

General - Added a one-time notification to opt-in to cloud diagnostics - Added button to permanently hide Steam Workshop notification - Added equipment loadout saving/loading - Added compatibility check for new custom missions - Added option to make S-Cam recording persistent - Added an extra zoom-out level for MFD nav map - Show reply in MFD comms page when no airfield is available for take-off/landing - Fixed: smoke particles became too transparent - Made comms and radio volume settings persistent between flights - Removed reflection highlight in internal helmet visor - Reverted shadow library to attempt to solve performance issues - Optimized terrain and water shaders - Various minor script optimizations - Various rendering/material optimizations - Changed default measurement units to Feet/NM/Knots for new saves - Changed eject handle to require more grip force for Index controllers - Changed Index controller finger curl to use trigger instead of proximity to make it easier to interact with switches/buttons - Disabled tap-to-toggle behavior with Index controller on throttle/joystick - Organized game settings into categories - Fixed: First moments of MP3 playback was repeated - Fixed: MP3s had incorrect length causing long trailing silence - Fixed flight log unable to scroll to bottom - Fixed SteamVR input issue when returning to a VR scene from 2D - Fixed: Roads removed tree models in path but not tree colliders - Fixed forearm model clipping through sleeve during fast movement - Fixed exploding aircraft when mounting a weapon in a specific circumstance - Updated Oculus SDK to 1.38 - Updated SteamVR SDK to v2.3.2 Equipment - Fixed remaining issue causing AGM-161 guidance to sometimes fail near the target - Fixed terminal guidance issue with AGM-89 anti-ship missile A/V-42C - Fixed error that breaks weapon tutorial if master disarmed during certain steps - Fixed hover autopilot issues F/A-26B - Replaced a SEAD unit with a refuel drone in Desert Cobra mission 6 - Fixed issue in Desert Cobra mission 7 that caused allied CAP to never join the battle - Fixed deformed pilot legs F-45A - Added afterburner indicator - Added weapon bay override settings in SMS page - Added flight log to Game Menu MFD page - Weapon bay doors will stay closed until uncaged for heat-seekers set to Trigger Uncage mode - Rearranged a few cockpit components - Fixed title in vehicle configurator - Updated helmet model - Changed HMCS/HMD related features to be enabled when HMD switch is on (flip-down visor for tint only) Mission Editor - Added static objects for building small bases, FARPs - Added visual to aircraft equipment editor - Added countermeasure event action for AI aircraft units - Added Land At Waypoint w/ Direction event action for VTOL aircraft - Resized some windows, UI elements to help display list items better - Enlarged unit and static object browsers and added preview thumbnails - Fixed issues with NumAirborne parameters in air unit group conditional node - Fixed issues with objectives where a unit is to be picked up/dropped off more than once - Fixed: Units and unit groups were out of order in event action browser - Fixed "All Airborne" air group conditional firing immediately on mission start - Fixed: Setting player as target for proximity trigger which is triggered by Unit did not work - Fixed: Unable to scroll on long pre-requisite objectives list - Fixed error when sending a GPS point or path via event action at mission start time - Fixed: Units with targetable weapons (guns on boats) were not ignored when the unit is a non-target - Changed AI Pilot default path to always be used as airborne navigation path, not taxi path Map Editor - Added another version of an airbase - Fixed: heightmap-specific options showed when Terrain Type was initially set on Archipelago (noise gen) mode - Fixed missing out-of-bounds terrain chunks in North and East coast maps Units - Added Rocket Artillery Truck units - Added more event actions for artillery units - Added MQ-31 carrier based unmanned aerial refuelling vehicle - Added "SRAD Truck" allied ground vehicle with IR SAM and cannon - Added Rearming/Refueling points - Fixed wind noise coming from AI F-45 flying in formation - Fixed: radio comms played when AI F-45A refueled - Fixed: AI F-45A was impervious to bullets - Fixed: AI F-45A on carrier didn't unfold wings before vertical takeoff - Fixed: AI planes refuelling did not return to previous tasks if tanker was destroyed - Fixed issue with loading passengers when AI F-45A is present - Fixed GAV-25 front wheel lateral grip - Fixed AI pilots erratic behavior when lining up a low altitude bombing run - Fixed: AI F-45A radar did not detect enemy units, and showed on player RWR - Fixed AI F/A-26B taxi behavior (running off path into airbase signs) Quicksave - Fixed: Some gun turrets continued to be able to fire when destroyed before a quicksave/quickload - Fixed: Start Events on objectives set to prereq mode were fired on quickload even when already completed - Fixed VTOLs crashing if quicksaved/loaded while they are taking off vertically - Fixed quicksave error when there's a trigger event with no waypoint - Fixed: Timed events that were stopped were resumed after quickload - Fixed: Drone Carrier mantas re-launched even when carrier was dead after qs/ql Steam Workshop - Fixed some formatting issues with author name and description Wingmen Voices - Added "Texas" voice profile by Red1791
Jun 18, 2019
VTOL VR - Paolo
Early Access v0.0.13 is now available on the main branch!

This update brings a couple of highly requested features (Steam Workshop support and a VTOL fighter) as well as many improvements, fixes, and optimizations. Some highlights and a full list of changes are below:

Steam Workshop

VTOL VR now features full Steam Workshop integration for user-made missions, campaigns, and maps. You can upload your content directly from the in-game editors with a click of a button, and play workshop missions directly from the in-game VR workshop browser.

F-45A
The F-45A, a stealthy VTOL capable aircraft, has been released as a work-in-progress. There are still a few features missing on this vehicle, such as quicksave and some advanced weapon/sensor/equipment features, but there's plenty to play with as-is. The F-45A will continue to be improved on as a side-project while the game moves towards a more complete state.




Operation: Desert Cobra
Additional missions have been added to the included F/A-26B campaign. Continue your mission with the carrier group, striking key enemy targets in remote lands.

Game Engine Updated
The version of Unity3D that the game is built on has been updated to v2019.1, which among many things includes an updated PhysX engine over what the game was previously built on (v2017.1). This brings substantially improved CPU performance when there are many aircraft flying in missions.

What's next?
Almost all of the features I had originally planned for, and more, are in the game in one way or another. I still plan on improving parts that have been left as placeholders (such as the damage model, communication systems, and some of the vehicle systems), but the main focus for the remainder of early access will be gameplay content. That means more varieties of allied and enemy units, target structures, missions, and maps.

Full change log:
Alpha v0.0.13 F-45A - Work-in-progress release F/A-26B - Added missions 6 and 7 to Operation: Desert Cobra A/V-42C - Fixed hand position on grab bar - Fixed issues in Basic Weapons tutorial - Added GBU-12 racks General - Updated to Unity 2019.1 - Updated Oculus SDK to latest version (1.37) - Improved gun director sight to account for target acceleration/turning - Changed water depth shader render texture format for compatibility - Fixed carrier arrestor cables yanking aircraft too much - Fixed carrier optical landing system inconsistency between vehicles - Fixed non-spherical clipping at edge of render distance - Handle error caused by duplicate custom map ID when loading game - Fixed missing helmet shadow in FPV - Updated to latest SteamVR Input system - Added support for Valve Index/Knuckles controllers - Added option for SteamVR skeleton hand animations - Added quick in-flight game menu (grip + trigger + menu/b/y) - Fixed occasional g-force induced death on catapult launches - Updated shadow library Equipment - New nav map display - Fixed rocket salvo balancing - Fixed weapon firing order to try to maintain symmetry - Fixed AGM cruise missile not using final waypoint as ground target if no live targets were optically acquired - Fixed over-powered chaff countermeasures - Increased pitbull ranges of active radar missiles - Hide TGP HUD icon when in FWD mode - Fixed: Sea-skimming anti-ship missiles usually crashed into water right before impact - Improved anti-ship missile terrain following behavior to reduce crashing - Fixed MARM guidance when firing at a target above your current altitude - Fixed GBU-12 price - Fixed imprecise throttle control caused by floating point errors Radar - Adjusted radar cross sections of aircraft - Fixed: RCS was not being affected by attached weapons for certain aircraft Mission Editor - Fixed: unable to select Akutan from new mission map selector - Fixed scrollbars receiving unwanted inputs - Fixed issues with non-lowercase extensions in images used for mission thumbnail - Fixed issues with mp3 files in briefing notes - Added triggerable colored flares - Added Oil Platform static object (destroyable) - Added Static Object conditional node to conditional editor - Added Static Object category to event action browser - Added Expand button to minimap - Changed mouse input to solve disabled input issues - Fixed broken campaign mission reordering Map Editor - Changed Open Map UI to list by map name instead of file name (if available) - Fixed: Map preview did not update on save until editor was closed and reopened - Changed the way height maps are saved and loaded to increase height precision, reduce jaggedness (will only affect new edits/saves) - Changed mouse input to solve disabled input issues Units - Fixed catapult designations on allied aircraft carrier - Setting "Engage Enemies" on radar units will enable/disable the radar - Changed AI VTOL landing program to be "on rails" for consistency - Fixed typo in enemy SAM Launcher unit description - Added F-45A AI unit AI - Fixed issue with bombing routine where they pull unneccessary Immelmann before bombing run - Fixed AI sometimes firing ASMs at dead ships - Improved evasive maneuvers vs radar missiles Quicksave - Fixed QS Error with FLKM-100 - AI VTOL landing state persistence - AI VTOL take-off state persistence
VTOL VR - Paolo
Hi everyone,

As mentioned in the previous announcement, VTOL VR will soon feature full Steam Workshop integration for user-made missions, campaigns, and maps. You will be able to upload your content directly from the in-game editors with a click of a button, and play workshop missions directly from the in-game VR workshop browser. Starting now, for a brief period of time, the workshop features will be available only in the public_testing branch.

In case you have missed it, there is a third vehicle currently being tested in the public_testing branch as well. The F-45A is a modern, stealthy, VTOL capable aircraft. It will provide an opportunity to try different combat tactics than with the other two aircraft.

These additions will come to the main branch very soon, but if you would like to opt-in to the public_test branch, you can do so in the game properties window on Steam.
Apr 29, 2019
VTOL VR - Paolo
A small patch to fix issues reported over the weekend in v0.0.12

v0.0.12f2 General - Prevent custom campaigns in improper file location from being loaded - Fixed: editor resources with non-lowercase extensions not recognized - Fixed: Mission selector scrollable list allowed selecting locked missions
Apr 25, 2019
VTOL VR - Paolo
The latest alpha update once again brings many additions and improvements. Some highlights include improved performance on custom maps, quick saving, and editor improvements.

New missions have also been added to the Operation: Desert Cobra campaign.

Performance
There was a major issue with trees and cities that caused horrible performance on certain custom maps. In this update, I made changes to the level-of-detail settings and the way colliders are handled so that the framerate doesn't drop in maps with vast, dense forests and cities.

Quick Save
With addition of large custom maps in the last update, some missions have become quite long, and many players found it frustrating to restart a long mission after a silly mistake. The quick save feature allows you to save in the middle of a mission, and revert to that point at any time, even after you die or eject. Currently, you will not be able to load a quick save after exiting the mission or game. By default you will have unlimited saves and loads, but options are available to mission creators to limit this feature.

Editor Features
There are many changes to both the mission and map editors, but one notable set of features add randomization to missions. Mission creators will be able to set up alternate spawn versions of units, which will be randomly selected at the beginning of the mission. This means that a particular unit may be in a different location, have a different set of weapons, or even complete a different set of tasks each time a mission is played. A new "chance" conditional node will allow for randomized event actions to occur. These features can boost the replayability of a single mission.

Moving Forward
As a few have noticed, there is a third vehicle coming to the game. We will begin making it available in the public_testing branch in the coming week.
Steam Workshop integration is coming soon as well. You will be able to easily share and play custom missions, campaigns, and maps in-game or through the workshop page. I'll make another announcement about the workshop before it goes live.

Full list of changes:
Alpha v0.0.12 General - Changed GPS target send from NAV map to use altitude above ground level (so 0 will always be terrain surface) - Target altitude adjustment in NAV map uses nicer numbers when altitude units are set to feet - Fixed temporary freeze when starting a new mp3 stream in the cockpit mp3 radio - Fixed disappearing buildings - Fixed end mission panel not appearing when a required objective is failed - Added coastal map example "costaOeste" - Fixed pixel lighting in terrain shader - Added quicksave menu in GAME MFD page - Ability to scroll through UI menus using thumb stick/pad - Added scrollable list view in mission selection screen F/A-26B - Added missions to Operation: Desert Cobra - Fixed CATO trim sometimes failing to pull up to target pitch Equipment - Added GBU-12 Laser guided bomb and AGM-161 air-to-ground cruise missile - Fixed RWR still playing missile lock sound after missile has stopped locking while other radar is still locking - Fixed TGP display still showing IFF info after target was occluded or destroyed - Changed ARAD to remain functional while the MFD screen is not being displayed - Fixed F/A-26B canopy not inheriting aircraft's velocity when broken - Fixed HUD sometimes disappearing when bomb CCRP target goes out of view - Added MFD button to TGP screen to toggle HMD video in HEAD mode Units - Fixed some issues with ground unit movement that happens far away from player - Fixed SAAW not maintaining lock on target due to changes to gun turrets using radar - Fixed enemy drone carrier and missile cruiser radars not working properly - Fixed issue caused by SAM unit referencing a radar that was deleted - Fixed enemy aircraft drunken taxi issue - Fixed rear left spawn point on allied carrier (too close to edge for F/A-26B) - Fixed error when AI F/A-26B fires anti-ship missile Mission Editor - Added "Linear" mode for Paths - Fixed Select All button on multi-unit selector including units that aren't available to select - Fixed Allied MBT unit preview showing box around unit - Added Unit Group features to mobile ground units - Fixed "cancel" button in multi-unit selection window still applied changes - Added dialogue to remove unit from carrier when attempting to move it - Fixed issues caused by descriptions containing special characters - Added "Any Unit Detected" and "All Units Detected" conditions to unit group and unit list conditional nodes - Added "Chance" conditional node - Added default "radar enabled" option for aircraft with radar - Added "alternate spawns" editor to units - Added "Any near waypoint" property for unit list conditional node - Fixed audio silence after returning to mission editor from flight - Improved memory usage when saving and loading missions/campaigns - Fixed error that prevented saving when a Path had zero points - Fixed typo in unit options for ships - Fixed: able to move camera while carrier editor is open, related issues - Added quicksave options to scenario info window - Fixed certain sub-units not completing Destroy objectives when killed - Fixed: final objective would start / mission would be complete if remaining required objectives have not started yet - Changed map selection on new mission to use same UI as map editor - Allow selecting sub-units as attack targets for air units and groups - Allow selecting sub-units for unit list conditionals - Added airborne conditionals to air unit group conditional node Map Editor - Added "Coastal" map border type - Static objects and roads reposition on the surface when terrain height is adjusted - Added automatic bridge supports to road system - Fixed camera drifting - Added map info editor window (name and description) - Updated map preview shader Wingmen - Added "Vyxenah" voice profile Comms - "Attack my target" Allow using ARAD MFD page to select target - "Attack my target" Use MFD page that is SOI if targets are selected on multiple MFD screens - Corrected order of to/from callout in ATC comms Performance - Adjusted tree LOD distances to reduce rendered polys - Optimized city colliders - Reduced framerate dropping with tree colliders enabled
Feb 19, 2019
VTOL VR - Paolo
Patches 3, 4, and 5 for v0.0.11 have been pushed from the test branch to the main branch. Patch 3 in particular brought dramatically improved memory usage when loading and unloading custom maps.

General - Fixed memory not being properly cleaned up after unloading a map - Fixed map loading procedure to remove hiccup after loading map with infinite terrain borders - Fixed "missing map" issue on campaigns and scenarios with packed maps when map is not in custom maps folder - Fixed: Player sometimes falls through terrain when spawning for the first time in a custom map Equipment - Fixed heat seeking missiles in "trigger uncage" mode not working properly while a target is locked on radar Units - Added new drop tanks and conformal fuel tanks to AI F/A-26B equipment AI - Fixed taxiing aircraft not continuing if an aircraft ahead of them in line is destroyed
Feb 13, 2019
VTOL VR - Paolo
A quick patch for some small issues reported since yesterday's major update.
One issue prevented mission 4 in the AV-42C "The Island" campaign from progressing unless the player happened to fly through an unmarked waypoint. All objectives in that mission should trigger as expected now.

v0.0.11f2 Units - Fixed Manta UCAV description in mission editor Mission Editor - Fixed: "M" key triggered measurement tool (not intended) AI Pilots - Fixed: pilot performing VTOL takeoff wouldn't execute a command given to them while taking off (affected Open Water mission)
Feb 12, 2019
VTOL VR - Paolo
Over the last few months, a huge number of additions, changes, and fixes have been released on the public_testing branch. We've finally come to a point where it's a good time to push these changes to the default branch. If you haven't been keeping up with the test branch, you're in for a good surprise. Here's a summary of the main changes:

Custom Maps
The new Map Editor, while a work in progress, enables you to create random or heightmap generated terrains, paint cities, and place objects and roads. Like custom missions, maps can be easily shared. Custom missions built on custom maps will also automatically include those maps when shared.

F/A-26B Campaign
The first four missions of a new campaign for the fighter jet are now available. These missions are set in large desert maps built in the new map editor.

Wingmen Communications
With the help of many generous community members, there are now over 20 different voices for the AI pilots who fly with you. You'll hear them warning you of incoming threats, calling out fired missiles, and responding to your commands. With voice recognition (enabled by Windows 10) you can use your voice to command them to attack targets, get in formation, refuel, and more.

Improved Radar System
The radar system has been overhauled to be more realistic. Different factors such as the Doppler effect, ground clutter, and radar cross-section come into play when you or the enemy are trying to detect and lock targets. You'll also need to consider that your radar emissions can be detected by others much further (via RWR) than your receiver can detect returns. New Anti-Radiation weapons will allow you to target enemy radar signals to keep the sky safe from air defenses.



The full list of changes since v0.0.10p2 are below:
Alpha v0.0.11 General - Added Map Editor - Added more communications commands in MFD - Added velocity vectors to air unit icons in MFD map - Added fuel/thrust info page to right mini MFD on both vehicles - Added 4K screenshot button to S-Cam (saved in Screenshots folder in game directory) - Added support for Oculus SDK - Added nav map icon for player-launched GPS weapons - Added mic switch to each vehicle's comms panel - Added wingman voice commands - Added illuminated elements to dials and knobs - Added map editor button to VR game menu - Added first pass at ATC communications - Added option to hide helmet in FPV for wide-FOV HMDs - Added grouped unit icons for air units in MFD map - Added "New Objective" notification to HUD - Added BGM Volume setting in game settings menu - Changed MP3 streaming library to NAudio - Changed background music - Changed reply messages for rearming request to make more sense - Modified behavior of twist knobs to appear more natural - Moved intro carrier scene position to indoors - Moved settings window to flat panel display - Optimized airbase taxi lane pathfinding - Restarting a scenario will no longer require reloading the entire map - Fade audio on transitions to prevent harsh sounds when loading into cockpit - Fixed experimental wind affecting vehicle in configuration scene - Fixed missiles' proximity detonation sometimes failing at high relative speed - Fixed joystick behavior when grabbed at odd angles - Fixed MFD map display sometimes having incorrect depth - Fixed briefing audio not playing - Fixed bug in heatseeker code that caused log spam and lag - Fixed cockpit mp3 radio not playing in stereo - Fixed hardware input bindings not loading when launching editor from intro scene - Fixed occasional issues when spawning on a carrier - Fixed: unintended launch warnings when planes drop bombs A/V-42C - Added G-limiter switch - Added MFD Brightness knob - Adjusted aerodynamics - Increased internal fuel capacity by ~14% - Tweaked engine fuel drain (increased) - Fixed hover/altitude autopilot label alignment in HUD - Fixed log error spam caused by certain text elements - Fixed overlapping in mini MFD fuel page F/A-26B - Added AIM-120 x2 mount for F/A-26B equipment - Added HUD warning for folded wings - Added MFD Brightness knob - Added conformal fuel tanks to F/A-26B equipment - Added first 4 missions to an F/A-26B campaign - Added instrument lighting switch and dimmer knob - Added larger droptank to F/A-26B equipment - Added locked target name in Radar UI - Added material emission to jet nozzles with afterburner - Increased gear suspension spring and damper values - Reversed RWR switch to match orientation of Radar switch - Switched cockpit instrument labels to lit shader - Tweaked engine fuel drain (decreased) - Wings will start folded if spawning on carrier - Fixed issues when turning off radar while targets are locked/tracked Equipment - Added "trigger uncage" mode to heat seeking missiles - Added anti-radiation weapons - Added guidance and range info to HUD for Antiship missile - Added launch zone indicator for IR missiles - Added target lead prediction to HUD CCRP cues for moving targets (bombs) - Improved accuracy and added lead prediction for rocket CCIP when TGP has target data - Increased damage of AIM-9 - Show HUD message when AGM selected and no TGP attached - TGP and laser/optically guided weapons will be affected by terrain occlusion - Fixed Antiship missile not starting path at selected GPS waypoint if preceeding path points exist - Fixed aim direction of rocket pods for F/A-26B - Fixed error when switching to AGM with no TGP attached - Fixed explosions not doing damage when they originate inside a hitbox Radar - Added directional indicator on RWR for launch warnings - Implemented advanced radar effects - Improved RWR behavior when detecting missile locks - Fixed issues with missiles magically reacquiring radar locks Wingmen - Added radio messages for several more wingman situations - Added RTB and rearm commands for wingmen - Added Radar On/Off command Units - Added ASF-30 fighter/attack jet (Enemy) - Added MK-82AIR to AI AV-42C equips - Added allied heavy bomber - Added enemy bunkers - Added enemy heavy bomber - Added exterior lights to AV-42 and FA-26 AI units - Added pilot ejection animations to AV-42 and F/A-26B AI - Added rearming stations to each spawn point on aircraft carrier - Added sea-skimming behavior to ships' anti-ship missiles - Added storage tent building as destructible target - Fixed bug where AV-42C AI wouldn't use AIM-9 x2 and x3 racks - Fixed droptank attachment point location on ASF-58 - Fixed enemy ship gun turrets aiming too low. - Fixed ground units stopping short of destination when using "Move To" event action - Fixed landing behavior of ASF-33 - Fixed missing hitboxes on enemy carrier's IR missile launchers - Fixed rocket boats still shooting a rocket after being killed - Fixed: Allied carrier was invincible - CIWS and AAA units use now radar to track targets - Disabled AI plane collisions when taxiing - Reduced the accuracy of gun turrets that do not use radar tracking AI - Added rearming/refueling behavior to AI pilots at airbases/carriers - Improved AI pilot air-to-air guns aiming - No longer jettison external tanks while evading missile - AI pilots engage enemies detected via RWR - AI pilots no longer select weapons that are too weak to damage their target - Fixed AI AGM targeting for moving targets - Fixed AI VTOLs attempting to take off vertically when spawned in hangars - Fixed bombing behavior for moving targets - Fixed bug that caused AI pilots to have difficulty firing anti-ship missiles - Fixed bug where AI pilot got stuck if you cut in to refuel right after they disconnect from boom - Fixed issue when pilot that was going to refuel was interrupted by enemy fire - Fixed: AI pilots could see enemy fire from infinite distance Mission Editor - Added "Cancel Objective" event action for objectives. - Added "Platform" static object - Added "Set Invincible" event action for AI units - Added Bases tab and "base editor" to set military base names and teams - Added MP3 support for audio resources audio - Added Radar On/Off event actions for AI pilots - Added ability to move static objects - Added ability to select units by clicking on them in the world - Added conditional mission objective type - Added conditional node editor - Added conditional trigger type - Added default behavior settings for sea units - Added distance/radius measurement tool - Added invincibility field to AI units - Added non-targets list actions for AI pilots - Added priority targets actions for AI pilots - Fixed bug where selecting units in the units tab stops responding sometimes - Fixed: Orbit Waypoint event action on single unit did not apply radius and altitude settings - Fixed: air units could be commanded to land at enemy carriers Akutan (Island map) - Added bridge and another road to airbase Environment - Added shallowness and shore effects to water shader - Added tree collisions (optional)
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