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)
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!
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
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
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
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
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.