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VTOL VR News

Patch v0.0.10.2

This is another quick patch to fix the Target Practice quick flight for the F/A-26B. The enemy fighters are no longer hostile.


F/A-26B
- Fixed hostile fighters in Target Practice quick flight

Patch v0.0.10.1

A quick patch to fix an issue with unit and waypoint icons in the mission editor.

I've also included a minimap for the mission editor (View->Minimap or ctrl-M) which will make it easier to navigate large maps. You can double-click on the minimap to teleport the cursor somewhere.




Alpha v0.0.10.1 Patch

Mission Editor
- Added toggleable minimap
- Fixed unit and waypoint icons

Update v0.0.10

Hello! It's time for an update to the main branch of VTOL VR.

Most of the changes in this update are small fixes and improvements for issues brought up in the public_testing branch. There are also several new units and weapons available in existing missions and the mission editor.

The map editor isn't ready for general use yet, so it will remain available only on the opt-in public_testing branch, however I've included one of the test maps which can be flown in a custom mission for the AV-42C. You can also create custom missions of your own in this map using either vehicle in the mission editor.



While my main targets for the update haven't been reached yet, I wanted to push a main branch update so at least everyone will benefit from the numerous fixes and improvements.

Here are the highlights:
  • The Island mission 7
  • Trees and updated terrain/environment textures
  • MK-82 AIR (high drag) bombs for both vehicles
  • Rockets for the F/A-26B
  • Rocket salvo options (fire multiple rockets at the same time)
  • Enemy units: Aircraft carrier, stationary AAA turrets, MANPADS, rocket-launcher droneships
  • Allied units: Main battle tanks, MANPADS
  • AV-42C HUD declutter switch
  • Visor and NVG buttons to help WMR users




The full list of changes:


Alpha v0.0.10

AV-42C
- Added HUD declutter switch
- Adjusted sizes and positions of HUD elements
- Switched fonts to non-dynamic (improve performance)
- Fixed HUD brake indicator overlapping HUD messages
- Changed "Labels" light switches to "INST" (instrument)
- Fixed instrument light switch tooltip
- Added mission 7 to The Island campaign

F/A-26B
- Updated gun audio and visual effects
- Fixed wing fold audio issues
- Fixed weapon launch indicator light not attached to canopy frame
- Replaced old quick-flight missions with custom quick-flight campaign

Mission Editor
- Fixed: tutorial objects were visible in static objects selector
- Fixed: Flight scene sometimes failed to load after reverting to editor then testing again
- Fixed launching mission with custom map and 'optional environment' enabled
- Added forced fuel setting when equipment is not configurable
- Prevent duplicating player spawn
- Raised default mission budget
- Added event action to send a GPS target to the player
- Added event action to send a GPS path to the player
- Added select 'all' button in unit multi-selector window
- Added command for landing AI VTOLs at a waypoint
- Switched toolbar fonts to non-dynamic to fix occasional jumbled text/improve performance
- Fixed error when attempting to save with a path that has no points
- Fixed units sometimes displaying out of order in unit lists

Units
- Fixed: Enemy artillery could still move and shoot after being destroyed
- Fixed ASF-58 equipment configuration
- Added static enemy AAA turret (Z20x2)
- Added static enemy long range detection/acquisition radar
- Added standard bombs for GAV-25 Bullshark
- Added MK-82AIR to F/A-26B AI equipment
- Fixed issue preventing AWACS and tanker from using countermeasures
- Added enemy aircraft carrier
- Set up enemy ASF-33 for carrier operations
- Added allied and enemy MANPADS units
- Added allied main battle tank unit
- Fixed broken machine gun turrets on tanks
- Fixed broken rail path behavior for ground units
- Added death animations to infantry soldiers
- Added rocket launcher variant of enemy drone gunboat unit
- Added LOD for allied carrier unit

Equipment
- Fixed errors when activating an AGM when no TGP is attached
- Added Hydra-70 launchers to F/A-26B
- Adjusted Hydra-70 rockets and launchers to be correct diameter and length
- Added MK-82AIR high drag bombs
- Added Hydra-70 x19 pod for AV-42C
- Added Mk-83 1000lb bomb for F/A-26B player and AI
- Added bomb release safety: bombs won't release with negative G's
- Fixed CCRP Auto issue with CBU-97
- Added salvo option for rocket launchers

AI
- Allied AI planes will (optionally) automatically find a tanker to refuel when low on fuel
- Fixed: AI pilot using rockets didn't lead moving targets
- Fixed: AI pilot sometimes launched AGM from outside max range
- Allowed AI pilot to release multiple bombs when targets are clustered together
- Improved and added variation to AI pilot bombing
- Improved AI pilot collision avoidance with terrain
- Improved AI take-off traffic management on carriers
- Fixed VTOL AI issues when landing while yawing
- Fixed IR SAM launchers leading target incorrectly

General
- Added trees
- Adjusted island terrain colors/textures
- Fixed cockpit button and pilot position issues when spawning far from the center of a map
- Fixed bullet tracer width sometimes glitching on first frame
- Fixed refuel tanker guidelights error when target is destroyed
- Added heat to missiles so they can be targeted by IR based counter-missile systems
- Fixed performance issues caused by ship wakes
- Fixed performance issue caused by city blocks
- Added jet wash effects when over water
- Added visor and NVG toggle buttons for both vehicles
- Fixed errors when launching game with multiple custom missions with same ID
- Custom missions with duplicate IDs will be renamed on launch
- Custom missions installed incorrectly (incorrect filepath) will be repaired
- Updated environments
- Fixed lighting glitches on ship wakes
- Fixed death caused by body physics shaking when framerate is low
- Minor optimizations to scripts

Akutan (island map)
- Lowered city seawalls
- Fixed city LOD
- Fixed graphical glitches when rearming at airbase


PS: I've hidden a secret 4th of July mission that you'll be able to find starting on that date and will be available for a week. Enjoy!

Public Test Branch v0.0.10p1

Hi everyone. Currently, I release public updates about once a month, and try to minimize the number of bugs in each update. There is a small group of volunteers who help test new features and track down bugs between public updates, but since the game is becoming more complex with the mission editor and upcoming map editor, a few hard to find but crucial issues still slip by. I would like to maintain or improve the quality of each update, but I would also like to get builds out into the public more often. So...

I've decided to open a public test branch, where I will be pushing development builds much more frequently. For those who wish to opt in and get more involved in the development process, you'll have access to the latest build and be able to try out new features, make suggestions, and find and report bugs.

These development builds may not be entirely stable or polished since I will
most likely be pushing updates as soon as something new to try is available. Also, not all experimental features in the test builds may make it to the final, stable update.

If you would like to opt-in to the public test branch, right click the game in Steam, go to properties, then Betas, then select public_testing. I also highly recommend that you join the public_testing discussion on discord: https://discord.gg/u7X72wc

The first public test build is available now. It includes the initial stage of the map editor. You can access the map editor from a button on your 2D monitor when you launch the game. You will be able to generate a new procedural map, place airbases in the map, save, and load. You will also be able to access the map when creating a new mission from the mission editor.

The main focus for testing is performance when flying missions in a custom-generated map. The generated maps are much larger than the original island (196km x 196km) In order to reduce loading time and memory usage, there's a few processes that carry on in the first minute or so of flight (generating/baking the terrain colliders), and some processes that continue throughout the flight (such as generating trees in the area around the player). The status for these processes are displayed in text on your monitor, if you're curious. I'd like to know how these affect performance on your computer's specs, so please leave a message on the discord chat. Thanks everyone!


v0.0.10p1
Map Editor
- Added initial stage of map generator/editor
Mission Editor
- Fixed: tutorial objects were visible in static objects selector
Units
- Fixed: Enemy artillery could still move and shoot after being destroyed
Equipment
- Fixed errors when activating an AGM when no TGP is attached
General
- Added trees
- Adjusted island terrain colors/textures
- Fixed cockpit button and pilot position issues when spawning far from the center of a map

v0.0.9.1 Patch

Just a quick patch to fix an issue in mission 5 of "The Island" that prevented progress.


v0.0.9.1
AV-42C
- Fixed missing objective targets in The Island mission 5
Editor
- Set all training missions to be unlocked initially in custom campaigns