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public_testing v1.3.0p22 (Multiplayer Dogfighting Test)

Hello testers! The first public multiplayer test phase is now available on public_testing. So far, you will only be able to run a simple free flight/dogfighting scenario in the F/A-26B with up to 4 vs 4 players. If you would like to participate in the testing, please join us in #public_testing on Discord and opt into the testing branch in the game's properties window on Steam.

If you're new to public_testing please note that things can break quite often when I push out a bunch of new features or changes. Also, mods are not supported on the testing versions.

I will continue to update the public_testing branch as the multiplayer features get added.
Your feedback helps me find all the problems and try to solve them quickly!

Thank you, and I'll see you in the skies!


v1.3.0p22 public_testing
F/A-26B
- Added Multiplayer Dogfighting for F/A-26B (multiplayer development phase I)
- Added Push-To-Talk option for voice recognition (PTT button is on your chest/neck area, plus the second thumb button on Index controllers.)
- Comms panel is also used for multiplayer voice chat
- Show player callsign in cockpit
General
- Changed Nav map to only update enemy positions based on last known positions (data linked with friendly units)
- Require "Wingmen" prefix for wingmen voice recognition
- Limited player's visual unit detection to player's field of view for AV-42C and F/A-26B
- Added camera turning to right controller for post-eject locomotion
- Changed Workshop content management system to only load content on demand instead of loading every subscribed item of content at start up. This should help with memory/lag issues for people with a lot of content subscribed
- Fixed: going back from a mission briefing in a workshop campaign would go back to the workshop browser instead of going back to the campaign's mission list
- Reduced memory usage of workshop map previews when selecting a map for a new mission
- Fixed: arm IK glitches rapidly when hands are in certain positions
Mission Editor
- Fixed scroll view in map selector

public_testing v1.3.0p3


v1.3.0p3
General
- Fixed fog rendering on certain shaders (for example, AWACS)
Editors
- Fixed masked UI elements in Map Editor menu
- Fixed: Could not go back to main menu from editor if no HMD is connected

public_testing v1.3.0p2


v1.3.0p2
General
- Fixed: game was designated as standing instead of seated
- Updated Rewired input plugin (fixes input binding issue, editor mouse input issue)
- Fixed helmet position for Vive HMDs
- Fixed: NVG FOV did not get updated until after it fades in completely
- Fixed: VR controllers vibrate continuously if activated when the SteamVR overlay is displayed
- Fixed: HUD was scaled differently in different HMDs
- Fixed: trees turned blue when lit by vertex lights
Editors
- Fixed masked UI elements
- Fixed map loading image

public_testing v1.3.0p1

This test version includes a Unity engine upgrade. The goal for this test is to find and solve any issues caused by the engine upgrade.

[h3]Shaders[/h3]
Shaders needed to be updated to be compatible with Single-pass instanced rendering. I think I corrected all of the shaders, but if you see anything that only renders in one eye, or renders incorrectly in one eye, please let me know.

[h3]Unity XR and SteamVR Input[/h3]
I needed to update to the latest SteamVR plugin version and remove deprecated code that supported older versions of the plugin. Please let me know if you find issues related to VR controls.

Thanks!

v1.3.0p1
General
- Upgraded Unity to v2020.3.11f1
- Switched to Single-pass Instanced rendering
- Updated shaders to be compatible with instanced rendering
Localization
- Handled errors in localization files that would halt loading the translations

v1.2.1 Patch

This is just a quick patch to fix an issue where VR would not initialize properly when launching certain missions from the editor.

[h3]v1.2.1[/h3]
General
  • Fixed: VR would not initialize properly when launching a mission with equipment configuration disabled from the editor