Dec 17, 2022
VTOL VR - Paolo
This update update brings critical bug fixes and improvements for multiplayer as well as several additions to the mission editor.

One of the main features which was previously not fully ready in multiplayer was the budget system. Now, the budget works properly on a per-life basis (your funds refill when you respawn), and mission creators have the option to have a persistent budget per slot or per team. New event actions to add funds to the budget allow for some new game modes. For example, side objectives will need to be completed to keep the team funded for the main battle.

The mission editor now features loops! This comes in the form of a "Restart Sequence" action for sequenced events, respawnable AI units, and restartable objectives. Along with several other new options and event actions, this will open the door for more interesting custom missions.

Previously, there wasn't a good way to upvote/downvote workshop missions in multiplayer, so now the workshop campaign info is displayed in the briefing room and you can vote/unsubscribe during or after a mission. I know it's still difficult to do this for single player workshop content. I'll get to it!

As usual, if you have any issues, the previous version is available from the betas tab in game properties.

A full list of changes for 1.5.0 are below:

v1.5.0f1
General
  • Fixed active map icons being grouped behind faded icons
  • Prioritize closer and/or locked contacts when RWR contact limit is reached
  • Fixed: issue causing pilot to sometimes die immediately on ejection
  • Fixed virtual hand pose for respawn button in rearming control panel
  • Fixed: rearming panel denial message overlapped with reload button
  • Made equipment configuration symmetry mode persistent
  • Changed: game won't pause in SteamVR dashboard unless in singleplayer flight
Multiplayer
  • Fixed: network messages got dropped when large volume of data is sent (usually to late connecting clients)
  • Show if a lobby is running on an incompatible game version in lobby browser
  • Fixed: incorrect kill attribution when an AI unit damages a player with a pooled bullet that had been previously used by a player
  • Fixed: client scene ready routine didn't stop if client disconnects before it completes
  • Fixed: set incorrect slotIDs for multicrew vehicle on missions where only 1 slot is allowed
  • Fixed: RWR sync fails when missile entity ID is too high
  • Fixed: visual target detection (and datalink) did not get disabled when ejecting/bailing from aircraft
  • Fixed: multicrew copilots did not hear damage sound effects for remote damage
  • Fixed: objective/mission completion desync
  • Slightly reduced F-45 wingtip HP
  • Fixed: multiplayer campaign browser only loads the 50 newest workshop campaigns
  • Fixed: chaff/flare release not synced properly
  • Fixed: Incorrect initial briefing page for joining client or after switching team
  • Fixed equipment budgets (per life)
  • Show funds available in briefing room UI
  • Show host's map loading progress for clients and don't timeout during map load
  • Fixed: briefing control remained locked if the briefing controller disconnects
  • Updated briefing room UI
  • Added workshop content voting/unsubscribing in briefing room UI
  • Fixed: briefing note image appeared too early in personal briefing view
Mission Editor
  • Added Restart Sequence action for sequenced events (loops!)
  • Added respawnable option for AI units
  • Added DestroyVehicle event action for Multiplayer Spawns
  • Added SetInvincible event action for Multiplayer Spawns
  • Fixed: Team B budget was not saved
  • Fixed "Gets Killed" multiplayer spawn conditional behavior
  • Fixed: UI issues with multiplayer/vehicle options in new campaign menu
  • Added "Gets Detected Now" conditional for single and multiplayer spawn
  • Changed "Detected by" conditional name to "Was Ever Detected" for singleplayer spawn (same function)
  • Added "Sensor Enabled" conditional to check if radar or TGP are equipped and powered to singleplayer spawn
  • Fixed missing "Clear Waypoint" vehicle control conditional for F-45
  • Fixed: pressing enter after typing in scenario info window would not save values
  • Added budget mode options for multiplayer missions (life, slot, team)
  • Added option for infinite ammo (for training purposes)
  • Added event actions to add funds to teams or individual players in multiplayer
  • Automatically self-subscribe to missions/campaigns uploaded to workshop
  • Added option to force or recommend specific equiment for multiplayer spawns
  • Added option for fuel drain multiplier
  • Added MultiplayerSpawn slot label setting
  • Fixed: mouse scroll would zoom camera if mouse was over a scrollview/UI
  • Fixed: double click triggers the editor cursor jump even if the second click was on an interactable GUI element
  • Fixed: if Force Quicksaved during a sequence node, that node is repeated on quickload
  • Added "Load Recommended" button to equip configurator on slots with equip assignments
Map Editor
  • Fixed: mouse scroll would zoom camera if mouse was over a scrollview/UI
  • Added: can click on a placed static object to select it
  • Changed: static object placement keeps rotation of last placed object
  • Added: hold shift while placing static object to place another
AV-42C
  • Fixed: soldiers would not enter passenger bay if door was open before they spawn
  • Fixed pylon HP inconsistencies in MP
  • Fixed: engines did not start at full HP in MP
F-45A
  • Fixed issue causing internal bay missiles to get stuck when rapid fired
Units
  • Return AI pilots to the proper position if they veer off taxiway or takeoff runway
  • Fixed issue causing AI AV-42C to attempt vertical takeoff before setting engine tilt after picking up soldiers
  • Fixed issues with ground formation Echelon Left and Vee
Quicksave
  • AI Aircraft that are ordered to "Attack Target" while in do-not-engage state will forget this order after loading
  • Fixed: AH-94 countermeasure on/off indicator not correct after loading
  • Fixed: Sea units spawned after quickload couldn't move
Meta Quest Pro
  • Fixed haptics in SteamVR mode
  • Fixed thumbstick mode in SteamVR mode
AH-94
  • Added access to manage players menu from hand menu
  • Added button in players menu to force remove copilot

What's next?
As you may have seen on the discord FAQ, I am currently working on two new aircraft to fly.
One aircraft will come with some totally new mechanics -- crucial elements of the modern battlefield which have not been represented in the game yet. More info later.
The other is a trainer jet with two seats for the pilot and instructor. This was inspired by a multiplayer session I had with a friend where I was trying to explain a good way to line up a ground attack, and thought it would be much easier to teach if we were sitting in the same cockpit. It will have a lower thrust to weight ratio and lower drag compared to the other in-game aircraft which will really emphasize energy management when it comes to basic fighter maneuvers.
Sep 1, 2022
VTOL VR - Paolo
1.4.14f1 AV-42C - Fixed: soldiers would not enter passenger bay if door was open before they spawn Units - Fixed: Error when AI pilots are taxiing to/from runway in Airbase 1 caused them to go haywire - Return AI pilots to the proper position if they veer off taxiway or takeoff runway for any reason
Aug 31, 2022
VTOL VR - Paolo
Fixing a few multiplayer issues, mainly RWR not receiving pings from radar missiles in multiplayer.
v1.4.13f1 General - Fixed: ASM-66LR doesn't pitbull - Fixed: When the hangar door is raised, it becomes an invisible wall above the hangar Multiplayer - Fixed: CAGM-6 did not attribute kills in MP - Fixed: client crash when a user switches to a team with lesser available slots than previously selected slot - Fixed RWR not receiving pings from active radar missiles - Fixed client crash caused by parking space usage sync - Fixed client crash caused by missile launcher sync for late joiner
Aug 24, 2022
VTOL VR - Paolo
v1.4.12f1 Multiplayer - Fixed: AI aicraft spawned without fuel in multiplayer - Fixed: AI aircraft engines would sometimes be shut off for clients
Aug 23, 2022
VTOL VR - Paolo
In the last patch, I included a test to confirm the source of the radar problem, so this patch should have the actual solution. Sorry for the inconvenience.

v1.4.11f1 Multiplayer - Fixed: radar did not work properly for late joiner
Aug 23, 2022
VTOL VR - Paolo
v1.4.10f1 General - Fixed: If you lock a target on EOTS/TGP and they go out of range it still keeps the track - Fixed: waypoint to nearest rearm station would be cleared when entering 800m radius - Fixed various script errors - Fixed: Radar missile HUD info gets stuck if radar equips are jettisoned while missile is flying F/A-26B - Fixed error log spam when ejected canopy is despawned - Fixed: conformal fuel tanks did not get filled when spawning in multiplayer Mission Editor - Fixed: could not upload multiplayer mission with auto player count and only Team B spawns - Fixed: Uploading mission to workshop with no main image would cause error when attempting to update it - Fixed: Setting new image for workshop item that previously did not have an item would not update the image path properly Units - Fixed Manta UCAV LOD settings Multiplayer - Fixed: friendly-fire disabled units did not apply for clients - Fixed various errors causing client network routine to crash - Fixed: host can't enter vehicle if started mission without selecting slot - Fixed potential cause for voice chat sometimes not working in briefing room - Fixed potential cause for radar not working for late joiner - Fixed: Air-to-air refueling is not working properly for clients AH-94 - Fixed external fueltank sync
Aug 18, 2022
VTOL VR - Paolo
v1.4.9f1 General - Fixed: laser guided missiles/bombs had unintentional FAF ability Multiplayer - Fixed: Recently changed workshop missions don't get updated in-game when you host - Fixed: Could potentially see muzzle flashes from guns but no bullets in multiplayer as client
Aug 10, 2022
VTOL VR - Paolo
v1.4.8f1 Units - Fixed: AI pilots had trouble with carrier landing in certain conditions - Fixed: AI pilot carrier takeoff queue gets stuck if a landing pilot is killed on final approach Multiplayer - Fixed: Host could not interact with UI if they started the mission without selecting a vehicle - Fixed: Full lobbies did not appear in lobby browser - Fixed: Briefing room map is missing after switching team in separated briefing rooms - Fixed: last airbase gets labelled "Missing" in mission editor events
Aug 7, 2022
VTOL VR - Paolo
Fixes for a few bugs in the recent update.

v1.4.7f1 General - Fixed: AGM-145 LOAL indicator showed when targeter was not locked or no missiles left - Fixed: flickering MFDs Multiplayer - Fixed: Clients could spawn multiple vehicles if Enter Vehicle button was spammed
Aug 6, 2022
VTOL VR - Paolo
This update is focused on bug fixes and performance improvements. Moving forward, I'll rearrange my update workflow so that the bug fixes can be pushed to the public version more regularly without having to wait for new or experimental features and content to be polished on the testing branch.

VTOL VR v1.4.6f32
General
  • Fixed: ground clutter notching effect increased when background clutter was further away, instead of closer to the target
  • Changed "ON" label to "HOT MIC" in comms panel
  • Fixed: UI issue when running workshop training scenario
  • Implemented parallel raycasting where possible
  • Improved performance of terrain collider baking (reduced duration of frame drop after map first loads)
  • Fixed: ground vehicles killed while moving still emitted dust clouds after stopping
  • Fixed: issue causing radar locks to occasionally not send RWR pings
  • Changed radio squelch sound effect
  • Disable equipment colliders until they are jettisoned
  • Various script optimizations
  • Changed TGP to be able to point lock on arbitrary points on units
  • Fixed: issue causing radar to occasionally send signal in wrong direction
  • Automatically try loading Oculus SDK if SteamVR fails to load
  • Remove low speed limiter for airbrake when wheel brakes are bound to hardware
  • Fixed: search radar did not update position for data link after first detection
  • Fixed: missile search radar would datalink detected target info
  • Set waypoint to nearest available rearming point if request rearming but not at valid rearming point
  • Fixed: HUD target did not go away for laser bomb if target is no longer valid
  • Fixed: AI visual target detection did not report/datalink units marked as "non-targets"
  • Fixed issue with origin shift when there's a certain number of transforms to shift
  • Fixed: missiles that have returned to search after pitbull would still have locking ring indicator in RWR
  • Fixed: missile could pass through terrain within the first second after it launches
  • Fixed: finding nearest rearming point for waypoint did not consider helicopters can only fit on helipads
  • Fixed: engine nozzle tilt did not softclose properly below 5 degrees
  • Fixed: equips could be mounted on incorrect hardpoints by editing save file
  • Soldier returns to starting point if attempting to enter a passenger bay that becomes unavailable
  • Fixed: hand gets stuck to button if button becomes disabled while holding it
  • Fixed: tooltip gets stuck to hand if interactable becomes disabled while hovering
  • Fixed: engine noise could still be heard quietly before mach shockwave for exterior audio
  • Fixed: AGM-145 LOAL indicator doesn't appear when outside DLZ
Quicksave
  • Fixed: unspawned air units placed in the air would not spawn correctly after a quickload (for example, affected Desert Cobra mission 4 bombers)
F/A-26B
  • Fixed: in radar UI, when in STT, all TWS contacts appear at STT target's position
  • Fixed: TWS lock was removed when unlocking a boresight lock in scan mode
  • Fixed: boresight/head lock would occasionally stop working
  • Fixed error when unlocking boresight target
  • Fixed: manually unlocking boresight target did not remove TWS track
  • Fixed: unintentionally losing lock of boresight target did not remove TWS track
  • Fixed: TWS targets did not get RWR ping
  • Fixed: wing folded instantly when one wingtip was broken
  • Desert Cobra 8: Changed wing leader to wait for all wingmen to join before starting run
  • Desert Cobra 8: Fixed: sometimes rocket artillery doesn't kill the nearby SAAW
  • Desert Cobra 8: Fixed unintentional enemy air engagement when attacking units in first town
F-45A
  • Fixed TSD reset button localization key
  • Fixed: AIM-120 fired on datalink would be affected by chaff before pitbull
  • Fixed: TSD EOTS slave function would lock target last known position instead of estimated position if target is not in LOS
  • Fixed: first external AIM-120D launch didn't get mid-course corrections
  • Fixed: HUD targeting for GBU-53 did not update position properly
  • Fixed: players MFD page did not show team score
  • Fixed: in singleplayer, shadow where team volume knob would be
  • Fixed: stale TSD contact continued to flash after being updated
  • Changed AIM-120D to no longer receive datalink updates after pitbull
Multiplayer
  • Fixed: briefing voice chat volume didn't save/load properly when respawning
  • Added indicator showing who is curently speaking
  • Show player slot designation in player score list
  • Added "switch team" button in briefing room UI
  • Fuel tanker boom continuously disconnects from port when watching it refuel another client
  • Added option to disallow new players from joining after mission starts
  • Fixed: lobby settings get reset after picking a mission
  • Fixed: briefing room voice volume gets very quiet after a player spawns
  • Fixed: Friendly F-45 locking line in TSD did not disappear when unlocked
  • Replaced Patriot missiles with Backstop missiles in PVP strike missions
  • Added weapon used in kill message in flight log
  • Added label in slot selector for remaining lives on limited respawn slots
  • Fixed: incorrect navmap icons on pre-existing units for late team-B joiner
  • Fixed: teamkill points were applied if player somehow damages themself before dying
  • Added access to members list/management menu in debrief
  • Fixed: going back from members menu would be a blank screen
  • Fixed: screen didn't fade in from black when map loading finishes while in SteamVR dashboard overlay
  • Disable dev camera in multiplayer unless "devcam" is in pilot name (temporary)
  • Added scoreboard in devcam (temporary)
  • Fixed: Could not rearm when a singleplayer mission with forced equips is converted to multiplayer
  • Fixed: error when launching multiplayer mission converted from singleplayer without editing existing PlayerSpawn
  • Fixed: RTB waypoint set to spawn point did not work properly
  • Fixed: player management block button showed on host in aircraft
  • Fixed: briefing room UI did not fill console space
  • Fixed: returned to editor after leaving multiplayer game if the editor had been opened before
  • Reduced frame hang when spawning many units with missiles
  • Fixed client crash caused by AI pilot targeting RPC
  • Fixed: members menu hid mic controls
  • Fixed: player name in score display did not show designation until somehow refreshed
  • Fixed network crash due to flare countermeasure error
  • Fixed: local vehicle canopy doesn't despawn after ejecting and respawning
  • Abort loading multiplayer campaigns with errors in the mission browser
  • Display workshop campaigns as they load instead of waiting for all to load
  • Sort workshop campaign loading by recently used
  • Download workshop changes when missions are loading in mission browser
  • Fixed issue causing existing units on navmap to not update icon properly after switching team
  • Fixed: player unit sometimes appeared to have incorrect velocity in TSD and NAV
  • Fixed: unit properties did not load properly when hosting a game after joining a previous game as a client
  • Fixed issue causing air unit groups to not initialize properly, halting mission start
  • Fixed: carrier catapult broke if player despawns while attached
  • Fixed: for clients, invincible soldier doesn't appear at pickup location when transport is killed until it moves again
  • Fixed potential cause for player stats errors after switching teams
  • Fixed: network routine crashed due to error in player score display
Mission Editor
  • Added option to limit respawns on Multiplayer Spawns
  • Added "Display message for team" event action
  • Added event actions to add or remove lives to a limited respawn slot
  • Added message and prevented launching mission with no spawn points or player slots
  • Set a mission back to Auto Player Count if it was set manually to 0 slots
  • Fixed: Launch button didn't work for standalone mission
  • Fixed: UI issue with "Force Alt Spawn" action for unit groups
  • Fixed: event actions with number parameters with non-zero default values didn't get saved properly unless the value was changed
  • Fixed: forced alt spawns updated position but not unit properties
  • Changed ship hull number to not be affected by alternate spawns
  • Fixed: "Set Invincible" unit group action did not have proper label for parameter
  • Added lives remaining conditionals for multiplayer spawns and teams
  • Changed slot lives to be decremented when the vehicle is killed/ejected instead of when the vehicle is spawned
  • Fixed: unhandled error when referencing a base that no longer exists
  • Fixed: restarting multiplayer mission when testing from editor would make the lobby joinable
Units
  • Added destroyed model for IR APC
  • Fixed: Allied SAM Launcher P (patriot) missile did not have proximity detonation
  • Fixed: Enemy SAAW missile did not have proximity detonation
  • Added "Backstop" SAM launcher and radar system by Benjamin Browning
  • Balanced patriot missile performance
  • Slightly reduced BSM missile drag
  • Improved ESSM performance (allied ship defense missiles)
  • Reduced RIM-67B drag (ship VLS missiles)
  • Fixed Manta UCAV LOD
  • Fixed: sometimes air groups would be empty, causing group event actions to fail
  • Fixed: AI fighter aircraft did not respond to RWR threats properly in multiplayer
  • Fixed: AI air group's target management routine sometimes failed in multiplayer, causing its air units to not engage targets
  • Fixed Allied assault carrier aft colliders
  • Fixed: Allied ground units did not have radar cross section defined
  • Fixed: AI F-45 had too much health
  • Fixed: parked ground unit group formation direction did not get updated properly when leader is on a path
  • Attempted to improve ground unit movement in formation
  • Fixed: Cruisers' anti-ship missiles had proximity detonation instead of direct hit
  • Fixed: VTOL AI could crash into nearby buildings or terrain during vertical takeoff
  • Fixed: AI pilot would not fire guns at hovering aircraft
  • Fixed: AI pilot would not use AAM on hovering aircraft
  • Fixed: AI pilot did not ignore itself as a potential friendly fire risk when attempting to fire AAM
  • Fixed: Enemy drone carrier drones had radar enabled before launch
Localization
  • Updated localization templates
  • Updated zh, ja, and ko translations
  • Fixed: briefing room players menu confirmation dialogue cancel button key
  • Added common "okay" key to VTOLVR_Strings
  • Changed player management menu confirm dialogue ok/cancel buttons to common VTOLVR_Strings ok/cancel keys
  • Changed all player management menu keys to common VTOLVR_Strings keys
AH-94 v1.1.6f3
  • Fixed: radar scan rate would increase after rearming
  • Improved altitude autopilot in cruise
  • Fixed: FlightAP start mode at 0 velocity did not set the hover autopilot in multiplayer
  • Fixed rudder sync when hardware pedals are involved
  • sync trim setting
  • Fixed: When the host is in the gunner seat, then switches to the pilot seat of a different heli, the client sees the host reappear in their own gunner seat instead
  • Fixed: once the pilot gives flight controls to the gunner, both now lose their ability to control the aircraft with hardware rudders until the aircraft is respawned
  • Fixed: With two hardware rudder users, gunner still can't see pilot rudder movement
  • Fixed: copilot could not see stick movement if pilot was holding stick while copilot joins
  • Fixed: copilot could not hear comms if they exit the cockpit and rejoin as copilot
  • Fixed: late join copilot didn't see correct gun ammo
  • Fixed: late join copilot not in correct TGP sensor mode or FOV
  • Fixed: gear status lights not synced for late join copilot
  • Fixed: antitorque input was 50% authority
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