The icons on the right upper side of the note are increased from 2 to 4 Icons works as follows (from the left): - ? : Check Help Images - Sound : Control BGM volume - Pen : Save your progress - X : Exit game
Howdy RoboGovernors!🤖 Beep, Boop, Beep, Boop, the Cyber event is BACK! This Time Warp event is programmed to be here until August 11th at 7 AM UTC/GMT! Join the robotic fun in the Cyber Balloon saloons, and complete the missions to win top notch Cyber hats!🎈🦾
An early Cold War carrier-based fighter-interceptor that broke the world absolute speed record in 1953.
F4D-1 Skyray, naval jet fighter, event vehicle, USA, rank VI.
Features:
Excellent climb rate
Air-to-air missiles
Radar
The F4D-1 Skyray will become one of the main prizes in the War Thunder “Summer Quest” marathon. The first ever supersonic carrier-based fighter will appear in the American aviation tech tree at rank VI. The unusual shape of the wing, which really looks like a manta ray, and advanced wing lift devices make it possible to keep the turn and roll time approximately at the level of other rank VI fighters, but the climb rate of the F4D-1 Skyray is really astonishing at her rank - over 90 metres per second! At the same time, in afterburner mode, the F4D-1 is capable of accelerating to transonic speeds at sea level.
The F4D-1 Skyray's armament consists of four forward-facing 20mm Browning-Colt Mk12 Mod.0 cannons. In addition, the pilot will be able to use the custom weapon setup menu to combine FFAR pods (up to 114 unguided rockets in total) and up to 4 AIM-9B Sidewinder air-to-air missiles in various combinations. It is worth noting that for its early years of service, the fighter is equipped with a radar.
The F4D-1 Skyray is the main aviation prize of the War Thunder summer marathon "Summer Quest". This elegant fighter with excellent climb rate and good firepower can be obtained just by playing the game!
Thank you for your interest in Lys and Ruka's Magical Bag! There were a couple of updates that were pushed out recently. We will still be actively testing and fixing issues even after release, so we appreciate everyone's bug reports!
Ver 1.01
・Fixed an issue where tweets sent out via the in-game tweet function would not work properly if it exceeded the old 140 character limit. Do let us know if this issue still persists! ・Fixed an issue where the effect of the same item did not occur when attached side by side ・Fixed an issue where the item shopkeeper sometimes disappears. Mister, where were you...? ・Some untranslated text was discovered and translated in the English version ・Fixed an issue where line breaks were improperly placed in some conversations with the townspeople
------------------------------------------------------------ Ver 1.02
・The in-game tweet function was still having issues so the functionality and character limit was revised again ・Fixed an issue where the "Twin Spirit Stone" unintentionally affected the second page of the inventory ・Fixed an issue where the "Boost Spirit Stone" was not working as intended ・Tried to fix an issue with the window size configuration on startup. However, it does not seem to be working quite right so it will be addressed in a later update
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