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: 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.
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
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
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
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
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
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
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
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
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