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Patch 1.4.7

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

Update v1.4.6

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
[h3]General[/h3]
  • 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  • Fixed: HUD target did not go away for laser bomb if target is no longer valid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
[h3]Quicksave[/h3]
  • Fixed: unspawned air units placed in the air would not spawn correctly after a quickload (for example, affected Desert Cobra mission 4 bombers)
[h3]F/A-26B[/h3]
  • 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
[h3]F-45A[/h3]
  • 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
[h3]Multiplayer[/h3]
  • 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
[h3]Mission Editor[/h3]
  • 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
[h3]Units[/h3]
  • 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
[h3]Localization[/h3]
  • 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
[h3]AH-94 v1.1.6f3[/h3]
  • 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

Patch v1.4.5f2

Patch for a few issues found since Friday's update.

VTOL VR v1.4.5f1
[h3]General[/h3]
  • Fixed: vehicle didn't inherit velocity when rearming on carrier deck
[h3]F-45A[/h3]
  • Fixed: Game MFD page showed MP players list on first open
[h3]Mission Editor[/h3]
  • Fixed: conditional objectives editor did not work properly
[h3]Multiplayer[/h3]
  • Fixed client crash while joining a game when at least one vehicle doesn't have a save file
  • Fixed mission ordering in multiplayer campaign browser
  • Fixed: other player's targeting indication line in TSD remained after player unlocked
  • Fixed: voice audio could reach other room in separated briefing rooms

Update v1.4.4

This update brings various changes to radar and missile behavior, a few low-tech weapons to enable different gameplay, improvements and features for the mission editor, and various fixes and optimizations.

[h2]Radar[/h2]
[h3]Active radar missiles: [/h3] Active radar missiles such as the AIM-120 now have the ability to return to a search mode to attempt to reacquire targets after a radar lock is lost. Previously, the missile would be defeated by even the shortest momentary loss of contact. They can still be defeated by proper evasive techniques, and only search a limited area when attempting to reacquire. They also use this search mode when going pitbull instead of magically locking on to the target at a certain distance. Beware that this also means that they can now accidentally lock onto the wrong target, so be careful to avoid friendly fire. AIM-120s can also now be launched without a target in MADDOG mode (enable in EQUIP settings), where they will enter a wide search phase soon after being launched, and seek the first target they find. This can be dangerous and unreliable but a useful tool in certain situations.
[h3]Semi-active radar homing missiles: [/h3]Radars guiding SARH missiles now give a distinct indication on the RWR -- the tracking radar switches to a different mode for guiding the missile which can be detected. Most of the basic SAMs have been changed to SARH instead of active radar in order to maintain similar difficulty, now that active radar missiles have improved capabilities.
[h3]Evasion: [/h3] Previously, chaff (when used properly) would only affect the guidance of missiles and AAA. Now you can see the effects of chaff from your aircraft radar. It can cause a false position reading and potentially break the lock if used properly. The change to radar sensitivity in STT and TWS modes in the previous update made it very difficult to notch at medium ranges, so the cap on effect of notching has been increased to match.
[h2]Heat-seeking missiles[/h2]
In order to limit the widespread use of missile-to-missile interception as an evasion technique in multiplayer, the missile interception feature has been limited to the AIRS-T missile. Mission makers can control the use of missile interception by limiting the number of AIRS-Ts or only making the AIM-9 available for players.
[h2]Low-tech weapons[/h2]
The AIM-7 SARH missile (F/A-26B) and AIM-9E Rear Aspect heat seeking missile (F/A-26B and AV-42C) have been added to allow missions where fire-and-forget tactics can't be used. We had a lot of fun with these in testing as we had to rethink how we approached air-to-air engagements. A low-tech version of PVP Strike has been added to the default multiplayer PVP missions.

The full list of changes:

[h2]v1.4.4f20[/h2]
[h3]General[/h3]
  • Missile heat emission cooldown didn't get properly updated
  • Decoupled terrain colliders from LOD system so they are always enabled regardless of distance to solve terrain masking issues for distant radars and engagements far from the host
  • Removed range requirement for launching ARMs
  • Stabilize TGP/EOTS direction when in TGT mode, pointed at sky
  • Tweaked heating values to reduce missile temperature after burnout
  • Fixed: bomb impact calculation was short at transonic speeds
  • Fixed AI units breaking lock after firing SARH missile when altitude is very different
  • Increased missile smoke trail opacity
  • Changed ARAD missile to use estimated target velocity based on RWR pings instead of actual velocity
  • Improved visibility of locked contacts in RWR
  • Fixed: parachute did not slow ejector enough for 0-0 ejection
  • Fixed: no VR when returning to main menu from editor menu
  • Added mach, G, alpha indicators to HMCS for jets
[h3]Radar[/h3]
  • Active radar missiles can search and reacquire targets when parent radar lock is lost
  • Active radar missiles must search for target to acquire it when going pitbull
  • Chaff affects aircraft radar lock and TWS tracks
  • Increased maximum effectiveness of notch against radar
  • Changed BSM-66 (enemy SAM) to SARH
  • Added RWR indication when a radar lock is supporting SARH missile
  • Changed locking radar to not immediately unlock when tracking chaff
[h3]Equipment[/h3]
  • Updated AIM-120 and AIM-120D DLZs
  • Removed ability to lock onto missiles for AIM-9s, ASF-SRMs, and stingers
  • Added option to enable maddog firing for AIM-120
  • Updated descriptions for AIRS-T equips
[h3]F/A-26B[/h3]
  • Added damage to wings and hardpoints under extreme Gs (no possible damage with G-limiter on)
  • Added an extra range level on the radar display
  • Don't unlock when switching to scan mode from boresight
  • Fixed: returning to scan mode while locked on a target from boresight mode would not have the target as a soft-lock track
  • Fixed boresight/head mode not finding targets sometimes
  • Fixed: issue trying to STT a TWS track in certain circumstances
  • Added AIM-7 SARH missile
  • Added AIM-9E rear aspect IR missile
  • Fixed: STT locks could exceed the 120 degree field of view vertically
  • Added radar field of view limit to HUD for radar lock
  • Added radar lock field of view indicator to radar MFD page
  • Fixed issues acquiring STT on a TWS track
  • Fixed: could lose TWS track on STT target
  • Fixed: TWS HUD icon would show target actual position even if STT is tracking chaff
[h3]F-45A[/h3]
  • Adjusted range levels in TSD display
  • External pylons jettison with equipment
  • Fixed: hovering on a unit in TSD would not allow you to drag the view away from it
  • Fixed: TSD hovered unit info showed actual data instead of estimated data
  • Fixed localization keys in Game, Network, Players MFD pages
[h3]AV-42C[/h3]
  • Added AIM-9E rear aspect IR missile
[h3]Multiplayer[/h3]
  • Added Low Tech PVP Strike mission
  • Fixed: errors from other players' AH-94 for non-owners
  • Decreased other player model's culling size
  • Attempt to fix client crash if another player respawns and disconnects immediately afterward
  • Fixed: personal briefing note would not refresh if closed and opened while animating
  • Fixed: MANPADS missiles were invisible to clients
  • Fixed: UI issue when selecting a new mission and a player leaves/joins the lobby
  • Fixed FLKM-100 for clients
  • Fixed: units remained invincible for clients despite event actions
  • Updated dogfight mission maps
  • Added air defenses to bases in BVR mission
  • Updated allowed equipment in built-in PVP missions
  • Fixed hang when loading workshop missions in MP mission browser (added loading bar)
  • Fixed framerate drop when browsing many multiplayer workshop missions
  • Fixed: voice comms breaks after host switches to a new mission
  • Fixed "View Briefing" button tooltip
  • Disconnect client who tries to spawn a non-existing prefab
  • Fixed: missions could have team seats defined without spawn points on that team, leading to errors
  • Fixed: could join a team that had slots set to 0 if it had spawn points
  • Fixed: audio was muted when SteamVR overlay was opened in flight
  • Fixed hand positions between oculus mode/non-oculus mode players
[h3]Units[/h3]
  • Fixed: AI units did not get healed when they RTB and rearm
  • Added AIM-7 and AIM-9E to F/A-26B AI equipment
  • Added AIM-9E to AV-42C AI equipment
  • Added rear aspect SRM to ASF-30 and GAV-25 equipment
  • Added SARH version of MRM to ASF-30 equipment
  • Fixed: AI AV-42C and F/A-26B radar cross section was not affected by equipment
  • AI pilots avoid friendly fire when considering Fox-3
  • Fixed: AI pilots would dive unnecessarily when beaming missiles
  • Fixed: drones on enemy drone carrier would teleport during origin shift if the carrier is killed before launching
  • Added destruction effects to allied humvee units
  • Added destruction effects to enemy stationary radar/SAM units
  • Added destruction effect to enemy ground vehicles
  • Added SLAM Truck (mobile surface-launched AIM-120) for Allied team
  • Added Watchman Truck (mobile search and FCR) for Allied team
  • Changed MAD-4 to SARH
  • Added MAD-4A active missile equip for MAD-4 launcher
  • Fixed issue causing MAD-4 to not detect units at certain angles
[h3]Mission Editor[/h3]
  • Editing campaign info would reset the workshop upload version
  • Fixed: new pickup and dropoff objective targets would not show in list
  • Fixed: pickup and dropoff objective target lists would show non-soldier units when loaded from existing campaign file
  • Added search field for multi-unit selector
  • Added search field to units list
  • Fixed: Adding alt spawn would not copy existing settings for group-linked alt spawns
  • Adding a point to a path will insert it after the current point, instead of always at the end
  • Added bulk add/remove units to group (double-click group in groups tab)
  • Changed briefing note editor to reflect the final fit of the text
  • Added "Num Near WP" conditional property for unit list
  • Added "Gets Killed" conditional property for Multiplayer Spawns
  • Fixed: Copied units did not inherit the unit custom name
  • Fixed: part of the search bar was blocked in New Unit window
  • Added event action to force alt spawns for AI units and unit groups
  • Added option for rearming point to not be spawned immediately
  • Added event action to spawn rearming point
  • Added event action to enable/disable rearming points
  • Updated missile descriptions for BSM-66 and BSM-66LR
[h3]Map Editor[/h3]
  • Fixed: Docks placed at certain angles could create holes in terrain
[h3]Quicksave[/h3]
  • Fixed: Timed Events did not get quickloaded properly
  • Fixed: AI VTOL velocity when resuming vertical take off
  • Fixed: AI VTOL didn't resume landing when resuming certain vertical landing phases
[h3]Localization[/h3]
  • Updated zh strings file


[h2]AH-94 v1.1.3f1[/h2]
[h3]General[/h3]
  • Compatibility with VTOL VR 1.4.4
  • Fixed: altitude/speed/distance units preference did not load properly when joining as gunner
  • Fixed: center/side stick option did not load properly for gunner in MP
  • Fixed: landing gear lever initial state did not sync properly for late gunner join in MP
  • Fixed weird aero instabilities
  • Added SAS level adjustment knob
  • Added flames to destroyed engine
  • Fixed: equipment settings did not get loaded properly when joining gunner seat
  • Tweaked flight assist settings
  • Fixed quickload error when no radar is equipped
  • Reduced pitch instability at high speed
[h3]Multiplayer[/h3]
  • Fixed: intercom was still active for copilots that leave and enter a different aircraft
  • Fixed: switching to a different slot after requesting copilot seat would not clear the seat request

Update v1.4.3

This update brings many fixes and optimizations to multiplayer, as well as a few new features for the F/A-26B and F-45A.

Full list of changes below:

[h2]VTOL VR v1.4.3f11[/h2]
General
  • Various script optimizations/LODs
  • Fixed: could detach a weapon while reloading all, which would cause an issue preventing return to aircraft
  • Fixed: Explosion damage could be occluded by non-hitbox colliders on aircraft
  • Fixed native Oculus support (for now you must enter "oculus" in the launch options field in game properties)
  • Increased radar sensitivity when locked or tracked
  • Fixed wonky arms
  • Fixed part failure warning (AH-94)
  • Fixed: arrestor cable could suspend aircraft in the air
F/A-26B
  • Added lock/unlock audio cues for radar
  • Added head tracking boresight mode
F-45A
  • Fixed: Incoming radar locks did not update target data in TSD
  • Fixed: AIM-120D would give up if radar was locked before launch but unlocked before pitbull
  • Show incoming radar locks in TSD
  • Added touchscreen dragging to slew TSD
  • Added AI wingman targeting lines to TSD
  • Multiplayer: show friendly player locks on TSD
  • Multiplayer: show friendly player designation before name when hovered in TSD
Multiplayer
  • Reduced memory allocations
  • Added graphical LODs for player aircraft
  • Fixed: host crash when someone requests landing under certain circumstances
  • Fixed some of the lag for late joiner of large mission caused by all previously killed AI aircraft being spawned and killed at once
  • Fixed: conditional objectives ran on clients which caused unintended behavior and lag (ex: Dynamic Liberation where objectives appeared to complete repetedly on the mission progress window)
  • Disabled friendly damage on carrier fleet in F/A-26B Naval Strike
  • Adjusted player vehicle component healths for MP
  • Fixed: ground unit continues to move for clients at last velocity if the ground unit stops on host side
  • Fixed alternate spawn randomness
  • Fixed: multiple briefing room avatars could be spawned per player if multiple commands to respawn were sent before spawning the avatar
  • Fixed: mute button did not update until pressed in lobby members menu
  • Fixed: accumulative mission objectives (kill, pickup, dropoff) counts did not sync for late joiner
Mission Editor
  • Fixed: Invincible mode didn't work when testing MP mission
  • Show player designation under player name label
  • Added briefing notes to personal display, accessible before or during mission
Units
  • Minor optimizations to ground unit scripts
  • Attempt to fix ground unit issues at edges of terrain chunks when far away
  • Attempt to fix ground unit occasionally spawning inside buildings
  • Fixed: Distant ground units would sometimes fail to raycast the terrain for no reason
Localization
  • Fixed: Workshop "Play" button localization key
  • Updated to latest zh, ja, ru localization files
  • Added Korean localization from 제융_BMO


[h2]AH-94 v1.1.2f3[/h2]
General
  • Increased blade flap behavior to more realistic level, improves taxi behavior
  • Fixed: wheel steering wouldn't work after toggling autopilot off while landed
  • Increased various parts' health points
  • Reduced damage to engines when rotor gets damaged
Multiplayer
  • Synced rotor flap