Mar 24, 2023
VTOL VR - Paolo
This update brings custom liveries, the T-55 trainer jet DLC, and various fixes/improvements.

The T-55 is a two seat, single engine, supersonic jet trainer aircraft.
Learn more here: https://store.steampowered.com/app/2141700/VTOL_VR_T55_Tyro__Trainer_Jet/

Custom liveries can be selected in the vehicle configurator in both single and multiplayer (if the multiplayer lobby allows it). Liveries can also be assigned in the mission editor so teams/groups can have uniform appearance. If you don't want to see other players' liveries, that's fine! They can be disabled so you only see default or mission-assigned liveries.

Here's the full list of changes:

General
  • Added T-55 DLC
  • Removed magical gun director target acquisition
  • Added HUD gun funnel for air to air targeting without sensors
  • Load resources asynchronously at startup and show progress (previously resources loaded synchronously on first frame and appeared nonresponsive)
  • Fixed: if guided bomb is empty, an unintended target reticle appears in an arbitrary location
  • Changed MFD page to return to base page when opening a page that was closed in a subpage
  • Changed HUD to show indicated airspeed
  • Fixed: ARAD HUD target selector box appeared incorrectly when target locked and HUD mode was not enabled
  • Fixed: missile couldn't be fired when reloaded via infinite ammo until all missiles were reloaded
Multiplayer
  • Added ping compensation to multicrew vehicle position sync
  • Fixed: countermeasure on/off sync for multicrew vehicles from non-passengers
  • Fixed: error caused by changing a 2 slot MP spawn to a single seat vehicle
  • Fixed: TGP slewing didn't sync when slewing after locking sky direction
  • Added missiles to the briefing room map
  • Fixed: Multicrew non-vehicle-owner doesn't get countermeasure low/empty warnings
  • Fixed CBU-97 error for remote player
  • Fixed potential hang when multicrew vehicle has low tech IR missile (AIM-9E or AIM-92)
  • Fixed: multiplayer lobby mission browser issue when multiple workshop campaigns have the same campaignID
  • Added "Landed At" conditional for multiplayer spawn
  • Synced model damage state
  • Fixed: sent GPS targets would not be received by player if they had not opened GPS page once yet
  • Fixed: Multicrew vehicle owner remained invisible after returning from rearming point
  • Added logging for various network routine crashes
  • More strict vertical position syncing when landed (to fix syncing into the ground on landing)
  • Added option to not display steam profile picture on tail
  • Fixed: client routine crash caused by forced/randomized alt spawns in synchronized groups
  • Fixed: slot selection gets cleared when selecting at the same time a player joins the lobby
  • Added T-55 spawns to base freeflight mission
  • Fixed: rocket incorrect position when fired by other players
Mission Editor
  • Fixed: Failed to parse certain float values in certain Windows regions
  • Fixed: Unit List "Num Near Waypoint" conditional included unspawned units
  • Fixed: Various "Near Waypoint" or "Any Near Waypoint" conditions could return true if the waypoint was a dead or unspawned unit
  • Fixed: conditional distance checks to MPSpawn would measure to spawn point instead of player position
  • Changed Air Group "Num Airborne" to not count unspawned units
  • Added Air Group "Num Landed" to count spawned, alive, and landed units (inverse of num airborne may contain dead or unspawned units)
  • Fixed: "Not Landed" conditionals triggered immediately for landed multiplayer spawns
  • Fixed: "Num Alive" and "All Alive" conditional didn't work for unit groups with multiplayer spawns
  • Fixed: Only host could trigger "unit detected" conditions in multiplayer
  • Added "Randomize Alt Spawn" event action for AI units to be called before respawning
  • Added "Randomize Alt Spawn" event action for unit groups
  • Added event action to set formation distance for AI aircraft formation leader
  • Added "Is side of path" conditional to check if a unit is north/east/south/west of a path
  • Added Edit->Settings menu with UI scale option
  • Added "Is X of Path Region" unit conditional (inside/outside)
  • Added "All Live Players Near Waypoint" unit group conditional
  • Added "All Present Players Alive" unit group conditional
  • Added "Destroy Units" system units action
  • Fixed: "System->Units->Destroy Units" would destroy the parent unit if a sub-unit was selected
Map Editor
  • Added Edit->Settings menu with UI scale option
Steam Workshop
  • Fixed: item visibility did not persist when an item is updated
  • Added name/description/visibility options when uploading workshop item
Units
  • Added T-55 AI
  • Fixed: AI pilots didn't slow to an appropriate speed on gun strafe
  • Tweaked AI pilot behavior in dogfights
  • Fixed: Missiles did not detonate on MAD-4 radar mast
  • Fixed: Incorrect nav map icon for SAAW
  • Fixed: Bunkers still illuminated in TGP after being destroyed
  • Fixed: cylindrical tent unit faded from nav map and TSD
  • Fixed issue in AI Pilot take off sometimes causing sharp turn during takeoff
Liveries
  • Added player vehicle livery features:
  • Create liveries locally which can be used in SP
  • Upload liveries to workshop which can be used in SP and MP
  • Assign built-in or workshop livery to an MP Spawn
  • Choose a livery in loadout config
  • Added option to allow player-chosen custom liveries in multiplayer lobby
  • Added Liveries browser to main menu workshop browser
  • Added vehicle fbx files (in local game files) for painting liveries
  • Added some basic liveries
AH-94
  • Fixed potential performance issue when AH-94 is flying behind a carrier (searching for arrestor hook every frame)
Equipment
  • Changed "PGM-27" to "AGM-27"
  • Improved AGM-27 steering and aero
VTOL VR - Paolo
This week, I revealed the first of two upcoming new aircraft: the T-55 Tyro. A two-seat, single engine, supersonic trainer jet.

Learn more about it and add it to your wishlist here:
https://store.steampowered.com/app/2141700/VTOL_VR_T55_Tyro__Trainer_Jet/

Jan 14, 2023
VTOL VR - Paolo
Quick patch to solve the issue when creating new missions. Sorry about that!
v1.5.7f1 Mission Editor - Couldn't create a new mission from 1.5.6 patch
Jan 14, 2023
VTOL VR - Paolo
v1.5.6f3 Multiplayer - Fixed: workshop campaign info had no image in briefing room - Fixed: lobby with missions where there are more slots than players, but enough slots are depleted would show as lobby full Units - Fixed: enemy drone ship gun turrets didn't get destroyed when ship sinks - Fixed: sea units not spawned immediately wouldn't be added to their unit group properly - Fixed: ungrouped soldiers dropped off with no rally point would run towards the global origin - Fixed: soldiers dropped off with rally point would continuously run around at rally point Mission Editor - Hide nonfunctional campaign bonus awards in standalone and multiplayer missions

Note: pre-patch versions can now be accessed from the betas tab if you need to access multiplayer lobbies created right before the patch. Please remember to return to the default version to stay up to date!
Jan 2, 2023
VTOL VR - Paolo
v1.5.5f1 Map Editor - Fixed: Couldn't zoom while editing terrain or painting cities F-45A - Fixed texture UV on nose sensor Multiplayer - Fixed: Error and multiplayer client crash when drone carrier tries to launch a dead UCAV - Fixed: Previously playing BGM did not play for late joiner - Fixed members menu in host's New Game window - Fixed: objective desync for clients when objective is restarted - Fixed: destroy/transport objective counts weren't synced for a player that joins the opposite team before switching - Fixed tooltip on nonfunctional selected workshop campaign vote button in briefing UI - Fixed crash and debug log spam caused by AI air unit groups Units - Extinguish sea unit fires after some time - Fixed: AI aircraft couldn't take off from carrier after respawning - Fixed an error when a ground unit group has some dead and some live units - Fixed debug log spam causing performance issue after destroying all units in a moving ground unit group Mission Editor - Fixed: forcing alt spawns for respawned unit groups didn't work
Dec 24, 2022
VTOL VR - Paolo
Fixed a couple more regression bugs related to ship groups in multiplayer.

v1.5.4 Multiplayer - Fixed error when trying to start mission with sea unit groups - Fixed: ships in groups didn't limit speed to slowest member
Dec 24, 2022
VTOL VR - Paolo
v1.5.3 General - Optimized flight log display Units - Fixed Assault Carrier LODs - Fixed sea unit group formation positions Mission Editor - Fixed: closing conditional editor while editing connections would break the editor - Allow multiplayer spawn to start with 0 lives - Added event actions to remove funds from slots or teams Map Editor - Couldn't zoom while editing terrain or painting cities Multiplayer - Fixed duplicate flight log entries when AH-94s are present
Dec 19, 2022
VTOL VR - Paolo
v1.5.2 Multiplayer - Fixed issue causing desync and other errors after completing a mission and starting a new game - Fixed client routine crash when sequenced event is restarted Map Editor - Fixed: static object selection box moved on origin shifts AH-94 - Fixed: gun wouldn't work properly when copilot leaves while in control of weapons
Dec 17, 2022
VTOL VR - Paolo
Quick patch to fix a few multiplayer issues that popped up today.

v1.5.1 Multiplayer - Fixed: client crash if client doesn't own AH-94 and a player enters an AH-94 copilot seat - Fixed: Player management menu breaks when player is not in a spawn slot - Fixed: couldn't spawn in a slot with limited lives
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.
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