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Rise: The Vieneo Province News

Rocking and rolling!

Using some of the technology we developed to extrude the curbs in the city we are now extruding rocks from the landscape. They are currently cosmetic only. We had to make a bunch of rules to pull them off the roads and runways. The overall effect is pretty pleasing and adds details to an otherwise endless horizon.



  • Simulators now move around in the simulator bay
  • Ramps in simulator bay now indicate whether a simulator is occupied
  • Dedication plaque added to the wall of the simulator bay
  • Updated Russian language translations (thanks @honer46!)
  • Fixed a bug that would play the boarding announcement in flight when bay door opened
  • Fixed a bug whereby the client would try to change your voice during your annual photo update

CURBS!

Happy New Year! Our first major update of the year brings curb geometry to our city streets!



Back when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).

While we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.



Other changes in this version:
  • Refactored the way that we build/store/sort city/colony buildings
  • Additional character voices
  • Deois Port District parking lot/street design issues fixed
  • Curbs raised from 6" max to 8" max
  • Refactored and centralized collision (vehicle/weapon to building) detection
  • HOT (holdover time) for deicing operations
  • New ice accretion rates and tracking airfoil ice vs. surface ice
  • CAS message for surface de-icing
  • Menu option to de-ice at airfield colonies
  • Player generated roads are now rendered at a greater distance
  • Fixed a bug with key bindings getting intercepted by dialogs
  • Fixed a bug with the null pitch trim to computed target upgrade
  • Fixed a bug with the initialization of the localizer/glide-slope deviation


Custom Key and Controller Bindings

By popular request you can now re-map keys to different functions and assign functions to buttons on your game controller!



For right now the key bindings map (F1 by default) show the default bindings but a future project will to be creating dynamically generated key bindings maps based on your settings!

[previewyoutube][/previewyoutube]

Other stuff included in this build:
  • Fixed an instrument display issue in the T-27 Mammoth
  • Fixed doppler effects panning
  • Fixed a bug where weather would reset moving from one vehicle to another
  • Fixed a bug where Discord Rich Presence knew nothing about YSP
  • Pitch trim reset now sets to calculated target by weight instead of "0"
  • Fixed scale of biometer animation
  • Lost Vertical Target method now logs a reason for losing targets vertically
  • Fixed issues with DirectX GUI dropdown font scaling calculations
  • Fixed issues with requesting character voice from server before dropdown was populated
  • Fixed bug which would crash the client during Immigration Form while selecting voices
  • Fixed an issue where you could take damage by flipping the vehicle back over after an accident
  • Fixed price of installing Marson Matting based on shorter colony airfields
  • Added information to Discord #flight-information about why flights cancel
  • Fixed a bug where passenger counts were being doubled in news reports

Colony airfields now have precision instrument approach support!

  • Significant changes to the GLS approaches and procedures
  • Marker beacon improvement, allows for GLS approach installation at colony airfields
  • RVR can now be installed at colony airfields and included in METAR
  • AWOS and ATIS support for GLSNO, GSNO, and RVRNO
  • Marker beacon indicator on PFD
  • T-19 gear ratio changed for reverse to match the 1st gear (thanks @rato)
  • Maximum fuel capacity added to the Cargo Manifest (thanks @rato)
  • 0001895: Allow players to go back up in the contact list using Shift+TAB
  • Vr does not show if the current vehicle is not wheeled
  • Moved cabin announcements to interior channel (bug fix)
  • Healing character now separated from repairing vehicle, requires First Aid Kit
  • Monitors wired up in the cockpit to the MTBF system
  • MTBF scaled damage effect for yaw damper
  • GLS status now included with waypoint information
  • PTZ information for exterior cameras
  • Lots of adjustments to global weather (moisture content, convection)
  • Turbidity split into precipitation level and visibility
  • When car alarms shut off they do the little "chirp-chirp" sound now
  • Tabs support for Waypoint Manager
  • Communication Manager now has sound effects for players joining and leaving private channels
  • Fix for flight freeze crashing the client (thanks @silyneko)
  • Colony airfields now are on average 1500 meters instead of 2000
  • Fixed a very old AGL mode AutoFlyte bug
  • Tailings limited to 33 kMT otherwise separation is halted
  • Server IAS calculation fixed to match what we did in the client
  • SPECI in addition to METAR with AUTO designation for colony airfields
  • ATC now can issue clock-based cardinality for finding the airport in VFR conditions
  • ATC will not approve GLS if field is IFR and GLSNO
  • Integrity check for players stranded in the hangar (thanks @rato)
  • Approach charts variable pricing based on the size of the database
  • Corrected some long-standing confusion about positive and negative latitudes
  • Automated flights now check the departure and destination airport weather
  • Contracts break down the taxable amount vs. the gross amount you will receive

NOTAM: VDEO ILS 36 Procedure Change

ILS approach procedures changed:

  • Use VDEO RWY 36 as your active waypoint instead of the FAF (LUMEN) while being vectored
  • Use Shift+C to arm the LOC (localizer) mode when cleared to join the localizer
  • Use Shift+V to arm the G/S (glideslope) mode when cleared for the approach

Fixed a bunch of issues with the LOC and G/S deviation calculations and indications for a smoother approach.
New map scales 5/10, 10/20, 20/40, 40/80, 80/160, 160/320
Class G airspace now shows up as a gradient similar to sectionals