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Update v0.0.14

Version 0.0.14 is now available on the main branch!

This update focuses on bug fixes, performance, and mission editor assets.

Bug Fixes

There were many fixes in different parts of the game. Valve Index players will find it easier to interact with buttons and switches, but less likely to accidentally eject. The cruise missiles (both anti-ground and anti-ship) no longer have issues homing in on targets in the terminal phase. There are many more fixes, so please see the change log below.

Performance

After the previous update, many have reported lower framerate and visual jittering, especially when running in Oculus VR mode. In Oculus VR mode, the issue seems to have come from either the update to the game engine, and/or the update to the Oculus SDK version. The effect was exacerbated by general performance issues. I hope you find that good framerate and generally smooth gameplay has returned in this version, however I recommend trying SteamVR mode if Oculus VR mode continues to present visual problems.

Mission Editor Assets

Since workshop support has been released, the Steam community has uploaded over a hundred missions, campaigns and maps, which is amazing! The update brings a few new units, static objects and other editor assets/features that you can use to create more unique and exciting scenarios.

What's Next?

I'm itching to move forward with a major feature that many players have been asking for over and over, but before that, I will be focusing on the final touches with the single player experience by polishing vehicle related features and game content. The game has expanded far beyond my initial plans, and I'm aiming wrap it up into a well rounded package we can all be proud to call "1.0" before the end of the year. Don't worry -- I want to see multiplayer in the game as much as you do. The intention is to limit the ever expanding scope of features for the duration of early-access so we can switch gears to work on bringing multiplayer to the game sooner.

Full change log below:


General
- Added a one-time notification to opt-in to cloud diagnostics
- Added button to permanently hide Steam Workshop notification
- Added equipment loadout saving/loading
- Added compatibility check for new custom missions
- Added option to make S-Cam recording persistent
- Added an extra zoom-out level for MFD nav map
- Show reply in MFD comms page when no airfield is available for take-off/landing
- Fixed: smoke particles became too transparent
- Made comms and radio volume settings persistent between flights
- Removed reflection highlight in internal helmet visor
- Reverted shadow library to attempt to solve performance issues
- Optimized terrain and water shaders
- Various minor script optimizations
- Various rendering/material optimizations
- Changed default measurement units to Feet/NM/Knots for new saves
- Changed eject handle to require more grip force for Index controllers
- Changed Index controller finger curl to use trigger instead of proximity to make it easier to interact with switches/buttons
- Disabled tap-to-toggle behavior with Index controller on throttle/joystick
- Organized game settings into categories
- Fixed: First moments of MP3 playback was repeated
- Fixed: MP3s had incorrect length causing long trailing silence
- Fixed flight log unable to scroll to bottom
- Fixed SteamVR input issue when returning to a VR scene from 2D
- Fixed: Roads removed tree models in path but not tree colliders
- Fixed forearm model clipping through sleeve during fast movement
- Fixed exploding aircraft when mounting a weapon in a specific circumstance
- Updated Oculus SDK to 1.38
- Updated SteamVR SDK to v2.3.2

Equipment
- Fixed remaining issue causing AGM-161 guidance to sometimes fail near the target
- Fixed terminal guidance issue with AGM-89 anti-ship missile

A/V-42C
- Fixed error that breaks weapon tutorial if master disarmed during certain steps
- Fixed hover autopilot issues

F/A-26B
- Replaced a SEAD unit with a refuel drone in Desert Cobra mission 6
- Fixed issue in Desert Cobra mission 7 that caused allied CAP to never join the battle
- Fixed deformed pilot legs

F-45A
- Added afterburner indicator
- Added weapon bay override settings in SMS page
- Added flight log to Game Menu MFD page
- Weapon bay doors will stay closed until uncaged for heat-seekers set to Trigger Uncage mode
- Rearranged a few cockpit components
- Fixed title in vehicle configurator
- Updated helmet model
- Changed HMCS/HMD related features to be enabled when HMD switch is on (flip-down visor for tint only)

Mission Editor
- Added static objects for building small bases, FARPs
- Added visual to aircraft equipment editor
- Added countermeasure event action for AI aircraft units
- Added Land At Waypoint w/ Direction event action for VTOL aircraft
- Resized some windows, UI elements to help display list items better
- Enlarged unit and static object browsers and added preview thumbnails
- Fixed issues with NumAirborne parameters in air unit group conditional node
- Fixed issues with objectives where a unit is to be picked up/dropped off more than once
- Fixed: Units and unit groups were out of order in event action browser
- Fixed "All Airborne" air group conditional firing immediately on mission start
- Fixed: Setting player as target for proximity trigger which is triggered by Unit did not work
- Fixed: Unable to scroll on long pre-requisite objectives list
- Fixed error when sending a GPS point or path via event action at mission start time
- Fixed: Units with targetable weapons (guns on boats) were not ignored when the unit is a non-target
- Changed AI Pilot default path to always be used as airborne navigation path, not taxi path

Map Editor
- Added another version of an airbase
- Fixed: heightmap-specific options showed when Terrain Type was initially set on Archipelago (noise gen) mode
- Fixed missing out-of-bounds terrain chunks in North and East coast maps

Units
- Added Rocket Artillery Truck units
- Added more event actions for artillery units
- Added MQ-31 carrier based unmanned aerial refuelling vehicle
- Added "SRAD Truck" allied ground vehicle with IR SAM and cannon
- Added Rearming/Refueling points
- Fixed wind noise coming from AI F-45 flying in formation
- Fixed: radio comms played when AI F-45A refueled
- Fixed: AI F-45A was impervious to bullets
- Fixed: AI F-45A on carrier didn't unfold wings before vertical takeoff
- Fixed: AI planes refuelling did not return to previous tasks if tanker was destroyed
- Fixed issue with loading passengers when AI F-45A is present
- Fixed GAV-25 front wheel lateral grip
- Fixed AI pilots erratic behavior when lining up a low altitude bombing run
- Fixed: AI F-45A radar did not detect enemy units, and showed on player RWR
- Fixed AI F/A-26B taxi behavior (running off path into airbase signs)

Quicksave
- Fixed: Some gun turrets continued to be able to fire when destroyed before a quicksave/quickload
- Fixed: Start Events on objectives set to prereq mode were fired on quickload even when already completed
- Fixed VTOLs crashing if quicksaved/loaded while they are taking off vertically
- Fixed quicksave error when there's a trigger event with no waypoint
- Fixed: Timed events that were stopped were resumed after quickload
- Fixed: Drone Carrier mantas re-launched even when carrier was dead after qs/ql

Steam Workshop
- Fixed some formatting issues with author name and description

Wingmen Voices
- Added "Texas" voice profile by Red1791

Update v0.0.13

Early Access v0.0.13 is now available on the main branch!

This update brings a couple of highly requested features (Steam Workshop support and a VTOL fighter) as well as many improvements, fixes, and optimizations. Some highlights and a full list of changes are below:

Steam Workshop

VTOL VR now features full Steam Workshop integration for user-made missions, campaigns, and maps. You can upload your content directly from the in-game editors with a click of a button, and play workshop missions directly from the in-game VR workshop browser.

F-45A

The F-45A, a stealthy VTOL capable aircraft, has been released as a work-in-progress. There are still a few features missing on this vehicle, such as quicksave and some advanced weapon/sensor/equipment features, but there's plenty to play with as-is. The F-45A will continue to be improved on as a side-project while the game moves towards a more complete state.



Operation: Desert Cobra

Additional missions have been added to the included F/A-26B campaign. Continue your mission with the carrier group, striking key enemy targets in remote lands.

Game Engine Updated

The version of Unity3D that the game is built on has been updated to v2019.1, which among many things includes an updated PhysX engine over what the game was previously built on (v2017.1). This brings substantially improved CPU performance when there are many aircraft flying in missions.

What's next?

Almost all of the features I had originally planned for, and more, are in the game in one way or another. I still plan on improving parts that have been left as placeholders (such as the damage model, communication systems, and some of the vehicle systems), but the main focus for the remainder of early access will be gameplay content. That means more varieties of allied and enemy units, target structures, missions, and maps.

Full change log:

Alpha v0.0.13
F-45A
- Work-in-progress release
F/A-26B
- Added missions 6 and 7 to Operation: Desert Cobra
A/V-42C
- Fixed hand position on grab bar
- Fixed issues in Basic Weapons tutorial
- Added GBU-12 racks
General
- Updated to Unity 2019.1
- Updated Oculus SDK to latest version (1.37)
- Improved gun director sight to account for target acceleration/turning
- Changed water depth shader render texture format for compatibility
- Fixed carrier arrestor cables yanking aircraft too much
- Fixed carrier optical landing system inconsistency between vehicles
- Fixed non-spherical clipping at edge of render distance
- Handle error caused by duplicate custom map ID when loading game
- Fixed missing helmet shadow in FPV
- Updated to latest SteamVR Input system
- Added support for Valve Index/Knuckles controllers
- Added option for SteamVR skeleton hand animations
- Added quick in-flight game menu (grip + trigger + menu/b/y)
- Fixed occasional g-force induced death on catapult launches
- Updated shadow library
Equipment
- New nav map display
- Fixed rocket salvo balancing
- Fixed weapon firing order to try to maintain symmetry
- Fixed AGM cruise missile not using final waypoint as ground target if no live targets were optically acquired
- Fixed over-powered chaff countermeasures
- Increased pitbull ranges of active radar missiles
- Hide TGP HUD icon when in FWD mode
- Fixed: Sea-skimming anti-ship missiles usually crashed into water right before impact
- Improved anti-ship missile terrain following behavior to reduce crashing
- Fixed MARM guidance when firing at a target above your current altitude
- Fixed GBU-12 price
- Fixed imprecise throttle control caused by floating point errors
Radar
- Adjusted radar cross sections of aircraft
- Fixed: RCS was not being affected by attached weapons for certain aircraft
Mission Editor
- Fixed: unable to select Akutan from new mission map selector
- Fixed scrollbars receiving unwanted inputs
- Fixed issues with non-lowercase extensions in images used for mission thumbnail
- Fixed issues with mp3 files in briefing notes
- Added triggerable colored flares
- Added Oil Platform static object (destroyable)
- Added Static Object conditional node to conditional editor
- Added Static Object category to event action browser
- Added Expand button to minimap
- Changed mouse input to solve disabled input issues
- Fixed broken campaign mission reordering
Map Editor
- Changed Open Map UI to list by map name instead of file name (if available)
- Fixed: Map preview did not update on save until editor was closed and reopened
- Changed the way height maps are saved and loaded to increase height precision, reduce jaggedness (will only affect new edits/saves)
- Changed mouse input to solve disabled input issues
Units
- Fixed catapult designations on allied aircraft carrier
- Setting "Engage Enemies" on radar units will enable/disable the radar
- Changed AI VTOL landing program to be "on rails" for consistency
- Fixed typo in enemy SAM Launcher unit description
- Added F-45A AI unit
AI
- Fixed issue with bombing routine where they pull unneccessary Immelmann before bombing run
- Fixed AI sometimes firing ASMs at dead ships
- Improved evasive maneuvers vs radar missiles
Quicksave
- Fixed QS Error with FLKM-100
- AI VTOL landing state persistence
- AI VTOL take-off state persistence

Dev Report (Steam Workshop Testing)

Hi everyone,

As mentioned in the previous announcement, VTOL VR will soon feature full Steam Workshop integration for user-made missions, campaigns, and maps. You will be able to upload your content directly from the in-game editors with a click of a button, and play workshop missions directly from the in-game VR workshop browser. Starting now, for a brief period of time, the workshop features will be available only in the public_testing branch.

In case you have missed it, there is a third vehicle currently being tested in the public_testing branch as well. The F-45A is a modern, stealthy, VTOL capable aircraft. It will provide an opportunity to try different combat tactics than with the other two aircraft.

These additions will come to the main branch very soon, but if you would like to opt-in to the public_test branch, you can do so in the game properties window on Steam.

v0.0.12f2 Patch

A small patch to fix issues reported over the weekend in v0.0.12


v0.0.12f2
General
- Prevent custom campaigns in improper file location from being loaded
- Fixed: editor resources with non-lowercase extensions not recognized
- Fixed: Mission selector scrollable list allowed selecting locked missions

Update v0.0.12

The latest alpha update once again brings many additions and improvements. Some highlights include improved performance on custom maps, quick saving, and editor improvements.

New missions have also been added to the Operation: Desert Cobra campaign.

Performance
There was a major issue with trees and cities that caused horrible performance on certain custom maps. In this update, I made changes to the level-of-detail settings and the way colliders are handled so that the framerate doesn't drop in maps with vast, dense forests and cities.

Quick Save
With addition of large custom maps in the last update, some missions have become quite long, and many players found it frustrating to restart a long mission after a silly mistake. The quick save feature allows you to save in the middle of a mission, and revert to that point at any time, even after you die or eject. Currently, you will not be able to load a quick save after exiting the mission or game. By default you will have unlimited saves and loads, but options are available to mission creators to limit this feature.

Editor Features
There are many changes to both the mission and map editors, but one notable set of features add randomization to missions. Mission creators will be able to set up alternate spawn versions of units, which will be randomly selected at the beginning of the mission. This means that a particular unit may be in a different location, have a different set of weapons, or even complete a different set of tasks each time a mission is played. A new "chance" conditional node will allow for randomized event actions to occur. These features can boost the replayability of a single mission.

Moving Forward
As a few have noticed, there is a third vehicle coming to the game. We will begin making it available in the public_testing branch in the coming week.
Steam Workshop integration is coming soon as well. You will be able to easily share and play custom missions, campaigns, and maps in-game or through the workshop page. I'll make another announcement about the workshop before it goes live.

Full list of changes:

Alpha v0.0.12
General
- Changed GPS target send from NAV map to use altitude above ground level (so 0 will always be terrain surface)
- Target altitude adjustment in NAV map uses nicer numbers when altitude units are set to feet
- Fixed temporary freeze when starting a new mp3 stream in the cockpit mp3 radio
- Fixed disappearing buildings
- Fixed end mission panel not appearing when a required objective is failed
- Added coastal map example "costaOeste"
- Fixed pixel lighting in terrain shader
- Added quicksave menu in GAME MFD page
- Ability to scroll through UI menus using thumb stick/pad
- Added scrollable list view in mission selection screen
F/A-26B
- Added missions to Operation: Desert Cobra
- Fixed CATO trim sometimes failing to pull up to target pitch
Equipment
- Added GBU-12 Laser guided bomb and AGM-161 air-to-ground cruise missile
- Fixed RWR still playing missile lock sound after missile has stopped locking while other radar is still locking
- Fixed TGP display still showing IFF info after target was occluded or destroyed
- Changed ARAD to remain functional while the MFD screen is not being displayed
- Fixed F/A-26B canopy not inheriting aircraft's velocity when broken
- Fixed HUD sometimes disappearing when bomb CCRP target goes out of view
- Added MFD button to TGP screen to toggle HMD video in HEAD mode
Units
- Fixed some issues with ground unit movement that happens far away from player
- Fixed SAAW not maintaining lock on target due to changes to gun turrets using radar
- Fixed enemy drone carrier and missile cruiser radars not working properly
- Fixed issue caused by SAM unit referencing a radar that was deleted
- Fixed enemy aircraft drunken taxi issue
- Fixed rear left spawn point on allied carrier (too close to edge for F/A-26B)
- Fixed error when AI F/A-26B fires anti-ship missile
Mission Editor
- Added "Linear" mode for Paths
- Fixed Select All button on multi-unit selector including units that aren't available to select
- Fixed Allied MBT unit preview showing box around unit
- Added Unit Group features to mobile ground units
- Fixed "cancel" button in multi-unit selection window still applied changes
- Added dialogue to remove unit from carrier when attempting to move it
- Fixed issues caused by descriptions containing special characters
- Added "Any Unit Detected" and "All Units Detected" conditions to unit group and unit list conditional nodes
- Added "Chance" conditional node
- Added default "radar enabled" option for aircraft with radar
- Added "alternate spawns" editor to units
- Added "Any near waypoint" property for unit list conditional node
- Fixed audio silence after returning to mission editor from flight
- Improved memory usage when saving and loading missions/campaigns
- Fixed error that prevented saving when a Path had zero points
- Fixed typo in unit options for ships
- Fixed: able to move camera while carrier editor is open, related issues
- Added quicksave options to scenario info window
- Fixed certain sub-units not completing Destroy objectives when killed
- Fixed: final objective would start / mission would be complete if remaining required objectives have not started yet
- Changed map selection on new mission to use same UI as map editor
- Allow selecting sub-units as attack targets for air units and groups
- Allow selecting sub-units for unit list conditionals
- Added airborne conditionals to air unit group conditional node
Map Editor
- Added "Coastal" map border type
- Static objects and roads reposition on the surface when terrain height is adjusted
- Added automatic bridge supports to road system
- Fixed camera drifting
- Added map info editor window (name and description)
- Updated map preview shader
Wingmen
- Added "Vyxenah" voice profile
Comms
- "Attack my target" Allow using ARAD MFD page to select target
- "Attack my target" Use MFD page that is SOI if targets are selected on multiple MFD screens
- Corrected order of to/from callout in ATC comms
Performance
- Adjusted tree LOD distances to reduce rendered polys
- Optimized city colliders
- Reduced framerate dropping with tree colliders enabled