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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

v0.0.11f5 Patch

Patches 3, 4, and 5 for v0.0.11 have been pushed from the test branch to the main branch. Patch 3 in particular brought dramatically improved memory usage when loading and unloading custom maps.


General
- Fixed memory not being properly cleaned up after unloading a map
- Fixed map loading procedure to remove hiccup after loading map with infinite terrain borders
- Fixed "missing map" issue on campaigns and scenarios with packed maps when map is not in custom maps folder
- Fixed: Player sometimes falls through terrain when spawning for the first time in a custom map

Equipment
- Fixed heat seeking missiles in "trigger uncage" mode not working properly while a target is locked on radar

Units
- Added new drop tanks and conformal fuel tanks to AI F/A-26B equipment

AI
- Fixed taxiing aircraft not continuing if an aircraft ahead of them in line is destroyed

v0.0.11f2 Patch

A quick patch for some small issues reported since yesterday's major update.
One issue prevented mission 4 in the AV-42C "The Island" campaign from progressing unless the player happened to fly through an unmarked waypoint. All objectives in that mission should trigger as expected now.


v0.0.11f2
Units
- Fixed Manta UCAV description in mission editor
Mission Editor
- Fixed: "M" key triggered measurement tool (not intended)
AI Pilots
- Fixed: pilot performing VTOL takeoff wouldn't execute a command given to them while taking off (affected Open Water mission)

Update v0.0.11

Over the last few months, a huge number of additions, changes, and fixes have been released on the public_testing branch. We've finally come to a point where it's a good time to push these changes to the default branch. If you haven't been keeping up with the test branch, you're in for a good surprise. Here's a summary of the main changes:

Custom Maps
The new Map Editor, while a work in progress, enables you to create random or heightmap generated terrains, paint cities, and place objects and roads. Like custom missions, maps can be easily shared. Custom missions built on custom maps will also automatically include those maps when shared.

F/A-26B Campaign
The first four missions of a new campaign for the fighter jet are now available. These missions are set in large desert maps built in the new map editor.

Wingmen Communications
With the help of many generous community members, there are now over 20 different voices for the AI pilots who fly with you. You'll hear them warning you of incoming threats, calling out fired missiles, and responding to your commands. With voice recognition (enabled by Windows 10) you can use your voice to command them to attack targets, get in formation, refuel, and more.

Improved Radar System
The radar system has been overhauled to be more realistic. Different factors such as the Doppler effect, ground clutter, and radar cross-section come into play when you or the enemy are trying to detect and lock targets. You'll also need to consider that your radar emissions can be detected by others much further (via RWR) than your receiver can detect returns. New Anti-Radiation weapons will allow you to target enemy radar signals to keep the sky safe from air defenses.



The full list of changes since v0.0.10p2 are below:

Alpha v0.0.11
General
- Added Map Editor
- Added more communications commands in MFD
- Added velocity vectors to air unit icons in MFD map
- Added fuel/thrust info page to right mini MFD on both vehicles
- Added 4K screenshot button to S-Cam (saved in Screenshots folder in game directory)
- Added support for Oculus SDK
- Added nav map icon for player-launched GPS weapons
- Added mic switch to each vehicle's comms panel
- Added wingman voice commands
- Added illuminated elements to dials and knobs
- Added map editor button to VR game menu
- Added first pass at ATC communications
- Added option to hide helmet in FPV for wide-FOV HMDs
- Added grouped unit icons for air units in MFD map
- Added "New Objective" notification to HUD
- Added BGM Volume setting in game settings menu
- Changed MP3 streaming library to NAudio
- Changed background music
- Changed reply messages for rearming request to make more sense
- Modified behavior of twist knobs to appear more natural
- Moved intro carrier scene position to indoors
- Moved settings window to flat panel display
- Optimized airbase taxi lane pathfinding
- Restarting a scenario will no longer require reloading the entire map
- Fade audio on transitions to prevent harsh sounds when loading into cockpit
- Fixed experimental wind affecting vehicle in configuration scene
- Fixed missiles' proximity detonation sometimes failing at high relative speed
- Fixed joystick behavior when grabbed at odd angles
- Fixed MFD map display sometimes having incorrect depth
- Fixed briefing audio not playing
- Fixed bug in heatseeker code that caused log spam and lag
- Fixed cockpit mp3 radio not playing in stereo
- Fixed hardware input bindings not loading when launching editor from intro scene
- Fixed occasional issues when spawning on a carrier
- Fixed: unintended launch warnings when planes drop bombs
A/V-42C
- Added G-limiter switch
- Added MFD Brightness knob
- Adjusted aerodynamics
- Increased internal fuel capacity by ~14%
- Tweaked engine fuel drain (increased)
- Fixed hover/altitude autopilot label alignment in HUD
- Fixed log error spam caused by certain text elements
- Fixed overlapping in mini MFD fuel page
F/A-26B
- Added AIM-120 x2 mount for F/A-26B equipment
- Added HUD warning for folded wings
- Added MFD Brightness knob
- Added conformal fuel tanks to F/A-26B equipment
- Added first 4 missions to an F/A-26B campaign
- Added instrument lighting switch and dimmer knob
- Added larger droptank to F/A-26B equipment
- Added locked target name in Radar UI
- Added material emission to jet nozzles with afterburner
- Increased gear suspension spring and damper values
- Reversed RWR switch to match orientation of Radar switch
- Switched cockpit instrument labels to lit shader
- Tweaked engine fuel drain (decreased)
- Wings will start folded if spawning on carrier
- Fixed issues when turning off radar while targets are locked/tracked
Equipment
- Added "trigger uncage" mode to heat seeking missiles
- Added anti-radiation weapons
- Added guidance and range info to HUD for Antiship missile
- Added launch zone indicator for IR missiles
- Added target lead prediction to HUD CCRP cues for moving targets (bombs)
- Improved accuracy and added lead prediction for rocket CCIP when TGP has target data
- Increased damage of AIM-9
- Show HUD message when AGM selected and no TGP attached
- TGP and laser/optically guided weapons will be affected by terrain occlusion
- Fixed Antiship missile not starting path at selected GPS waypoint if preceeding path points exist
- Fixed aim direction of rocket pods for F/A-26B
- Fixed error when switching to AGM with no TGP attached
- Fixed explosions not doing damage when they originate inside a hitbox
Radar
- Added directional indicator on RWR for launch warnings
- Implemented advanced radar effects
- Improved RWR behavior when detecting missile locks
- Fixed issues with missiles magically reacquiring radar locks
Wingmen
- Added radio messages for several more wingman situations
- Added RTB and rearm commands for wingmen
- Added Radar On/Off command
Units
- Added ASF-30 fighter/attack jet (Enemy)
- Added MK-82AIR to AI AV-42C equips
- Added allied heavy bomber
- Added enemy bunkers
- Added enemy heavy bomber
- Added exterior lights to AV-42 and FA-26 AI units
- Added pilot ejection animations to AV-42 and F/A-26B AI
- Added rearming stations to each spawn point on aircraft carrier
- Added sea-skimming behavior to ships' anti-ship missiles
- Added storage tent building as destructible target
- Fixed bug where AV-42C AI wouldn't use AIM-9 x2 and x3 racks
- Fixed droptank attachment point location on ASF-58
- Fixed enemy ship gun turrets aiming too low.
- Fixed ground units stopping short of destination when using "Move To" event action
- Fixed landing behavior of ASF-33
- Fixed missing hitboxes on enemy carrier's IR missile launchers
- Fixed rocket boats still shooting a rocket after being killed
- Fixed: Allied carrier was invincible
- CIWS and AAA units use now radar to track targets
- Disabled AI plane collisions when taxiing
- Reduced the accuracy of gun turrets that do not use radar tracking
AI
- Added rearming/refueling behavior to AI pilots at airbases/carriers
- Improved AI pilot air-to-air guns aiming
- No longer jettison external tanks while evading missile
- AI pilots engage enemies detected via RWR
- AI pilots no longer select weapons that are too weak to damage their target
- Fixed AI AGM targeting for moving targets
- Fixed AI VTOLs attempting to take off vertically when spawned in hangars
- Fixed bombing behavior for moving targets
- Fixed bug that caused AI pilots to have difficulty firing anti-ship missiles
- Fixed bug where AI pilot got stuck if you cut in to refuel right after they disconnect from boom
- Fixed issue when pilot that was going to refuel was interrupted by enemy fire
- Fixed: AI pilots could see enemy fire from infinite distance
Mission Editor
- Added "Cancel Objective" event action for objectives.
- Added "Platform" static object
- Added "Set Invincible" event action for AI units
- Added Bases tab and "base editor" to set military base names and teams
- Added MP3 support for audio resources audio
- Added Radar On/Off event actions for AI pilots
- Added ability to move static objects
- Added ability to select units by clicking on them in the world
- Added conditional mission objective type
- Added conditional node editor
- Added conditional trigger type
- Added default behavior settings for sea units
- Added distance/radius measurement tool
- Added invincibility field to AI units
- Added non-targets list actions for AI pilots
- Added priority targets actions for AI pilots
- Fixed bug where selecting units in the units tab stops responding sometimes
- Fixed: Orbit Waypoint event action on single unit did not apply radius and altitude settings
- Fixed: air units could be commanded to land at enemy carriers
Akutan (Island map)
- Added bridge and another road to airbase
Environment
- Added shallowness and shore effects to water shader
- Added tree collisions (optional)

Dev Report Nov 30, 2018

First, I'd like to apologise for the lack of announcements here on the Steam page and participation in the Steam discussions forum. You can rest assured that VTOL VR development is still very active! It has been a few months since the last major update (v0.0.10), but since then, I’ve been hard at work adding new features and releasing them in small updates to the public testing branch.

Most of the work has been towards updating radar mechanics, adding wingmen voices and voice recognition, and making progress on the map editor. Along side the major changes are the usual general improvements to vehicle cockpits, additional weapons, and optimizations.

The new radar system takes into account the radar cross section (RCS) of each aircraft at all view angles, physical effects such as Doppler and ground clutter, and simulates the effects of chaff more realistically. These changes allow you to employ more advanced radar missile/detection and avoidance techniques and make for a more dynamic and engaging combat environment. This feature can be enabled in the game settings menu of the public_testing branch.

With the help of many generous volunteers, each wingman can now have one of over 20 unique voices when calling out enemy contacts, missile shots, etc. Voices can be assigned to a specific wingman in the mission editor, or left to be randomly shuffled. On compatible systems (Windows 10), you can also enable voice recognition by switching on the mic on the cockpit’s comms panel. You’ll be able to command wingmen to attack targets, set formations, refuel, etc, with more commands to come. With the new voices and the addition of voice recognition, the battlefield feels much more alive.

I bet you’re all getting tired of the standard island map. The map editor will be a crucial tool for creating unique locations to fly different missions and campaigns. You will be able to import heightmaps, modify the terrain using simple tools, easily generate cities, place military bases and other static objects, and place roads, bridges, and highways. You can create maps from as small as 24km by 24km to as large as 196km by 196km, in different biomes such as boreal, arctic, or desert. Like the mission editor, you’ll be able to zip up the generated map files and share them with other players.

If you want to try and give feedback on the latest features, you can opt-in to the public testing branch by going into the Betas tab in the game’s properties windows on Steam.
Join the discussion and view a complete list of changes in the #public_testing channel on discord: https://discord.gg/u7X72wc