VTOL VR

v0.1.0p18

General

  • Fixed: pressing Fuel waypoint button when designated tanker was destroyed would set waypoint to arbitrary point
  • Fixed: Engine warning did not sound if engine switch was enabled before turning on battery
  • Fixed: Engine warning did not sound after battery is restored if engine startup caused battery to deplete

F-45A

  • Added debug logging for GBU-53 explosion

Units

  • Fixed: ground unit movement event actions sometimes don’t get executed if they are interrupting another behavior
  • Fixed: ground unit’s speed doesn’t change with Set Movement Speed event action if it’s in a unit group
  • Fixed: soldiers don’t move to the rally waypoint if quicksaved/loaded after being dropped off

A bit of a demo of the multiplayer mod that is in the works…they are still working on it…

https://www.youtube.com/watch?v=clL1_U3OJXU

2 Likes

v0.1.0p19

General

  • Fixed: Engine warning when launching a mission that is not cold start
  • Fixed: In some cases, explosion did no damage to a hitbox because it was occluded by another collider, even though that collider was also a hitbox
  • Load list of supported languages from localization file
  • Changed SaveData to live in “AppData\Roaming\Boundless Dynamics, LLC\VTOLVR\SaveData” (existing files will be copied over) to prevent save data loss from game updates/reinstalls
  • Fixed: dynamic lights washed out terrain color at night

F/A-26B

  • Small tweaks to Op. Desert Cobra 3

Units

  • Fixed: AI F-45 afterburner would light on short take off when framerate is low

AWACS

  • Added voice profile by Nodoka

Ground Crew

  • Added voice profile by Dr White

v0.1.0p20

General

  • Fixed: Game settings were not loaded properly on the first time running the game since p19
1 Like

If you feel like it seems the developer posts a lot of updates to VTOL VR it is because the developer updates VTOL VR a lot. :rofl:

v0.1.0p21

General

  • Fixed missing reference in Airbase 2 that caused AI to do undefined behavior when trying to taxi to runway
  • Fixed objectives MFD page issues
  • Added independent 6DOF suspended damped mass physics simulation for interactable analog g-force indicator (touchable bobblehead)

Units

  • Fixed: AI F-45, F/A-26, and A/V-42 had higher drag than player aircraft
  • Fixed: Ground units on a path maintain a slight offset from the path
  • Fixed: Ground units got stuck trying to move over a sharp change in slope

AWACS

  • Fixed: AWACS didn’t respond properly when you request target info but they are unable
1 Like

I wish Paolo would implement multiplayer himself! The guy is obviously a genius! :slight_smile:

1 Like

He could very well do it. He wanted to get 1.0 to the final stage before moving on to the “stretch” goals (I don’t know that they were specifically stated as being such…but it is what we are all hoping for). I think he is getting very close to that point. He is one of the most interactive and focused developers I’ve ever seen. He made an amazing sim/game and I’m a huge fan. I never played much Kerbal Space Program, but he apparently made a hugely popular mod for that before he struck out on the VTOL VR path.

1 Like

Your multiplayer mod vids above are a good attempt but still too much rubber banding going on. Can you imagine how smooth Paolo’s implementation would be? :star_struck:

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Yeah…the guys doing the MP mod have admitted it is pretty hacked together…I don’t know much about syncing MP stuff, but I’d imagine it is pretty tough. I seem to recall that is at least part of the reason that TK never added MP to Strike Fighters 2 (such a bummer)…

Those guys are doing the mod without the source code, right? So they may not have access to all position data that the game can generate.

I believe you are correct…so hopefully BD has a better or improved way of doing it when (if) he tackles it.

Oh, yes! Imagine SF2, in VR, over the Red River Valley, in MP. Alas, dear Thud, I knew you well…

1 Like

I’ve dabbled in SF2 and VR with vorpX and had some good results, but it isn’t ideal (nothing with vorpx ever is). I would kill to have a relatively simple combat sim like that in VR. I love all the planes of that era…

Now you’ve got me thinking I need to hop in the A-1 Skyraider and give vorpX a try again…

image

VTOL VR version 1.0 is now available, exactly 3 years after the early access release! With the support of the wonderful community that has grown around it, the game has totally exceeded what I had initially envisioned. I am so grateful to all of you who’ve joined me on this journey, with an open mind and enthusiasm to try a totally new way of playing a flight sim. I hope you are as excited as I am to see how far this game has come, and where it will go in the future.

The incremental changes in the 1.0 update are mostly polish, bug fixes, and final touches to help bring the game to a state worthy of “full release”. I can’t give enough thanks to everyone participating in the public_testing branch, providing feedback and helping to smooth out the rough spots in each test build. As a solo developer, there’s really no way I could have brought the game to this level without you.

I’d also like to give a shout out to those of you of who have been pushing custom missions and maps to the workshop. I’ve been having a ton of fun trying them out, and you’ve done a superb job!

Here are some highlights of the major visible changes since the last update:

Missile Warning System

The system that detects missile launches now also detects heat signatures that are approaching at high speed, and gives you warning and a bearing to the threat. This greatly helps you to be aware of short range heat seeking missile threats that are not detected by the RWR.

LSO

When you request landing on a carrier, the landing signal officer (LSO) will tell you to “call the ball”. If you have voice communication enabled, you can respond with your callsign and/or vehicle type and “ball” (meaning you can see the landing guidance signals) or “clara” (meaning you can’t). Calling “clara” will signal the LSO to immediately begin giving you landing guidance, but either way (or if you don’t say anything), you’ll be given verbal guidance as you come closer to landing. They’ll wave you off if your approach is unsafe, tell you which wire you caught, or call “bolter” if your hook misses.

Lighting at Night

Previously, the night environment was mostly pitch black. Now, as you may have noticed in the new trailer, custom maps have window and street lights in cities, and airbases have runway lights.

Symmetry Mode

In the equipment configurator, you can enable symmetry mode to attach or remove the same weapon on both sides of the vehicle. This greatly speeds up the setup process.

Open Canopy on Cold Start

Due to popular demand, the F-45 and F/A-26 canopy will start open on missions with a cold start. Don’t forget to close it before take off! The roaring jet engine and intake noise should be enough to remind you.

Countless Bug Fixes

This is where the meat of the update is. All kinds of issues, including quicksave bugs, misbehaving AI, highly specific mission editor edge cases, visual glitches, nitpicky interface problems, and more get reported daily on the public_testing branch. I did my best to solve as many of these as I could, to bring the most seamless and bug free experience possible to the full release update.

What’s next?

I will continue to fix bugs as they arise, as well as work on expanding the tutorials to help limit the need to search for external help to learn how to use various systems and tactics. I’d also like to add more missions, editor assets, weapons, and other content in small periodic updates. At the same time, I will switch gears slightly to focus on developing the more community-oriented features. I’ve been working on a few things on the side that have been kept under wraps, so I hope you continue to follow along and see what’s coming! Version 1.0 is just the beginning!

6 Likes

I can’t wait for my G2 to arrive. This game is one of the first things I’ll get to experience on it :smiley:

2 Likes

I can’t think of a better 1st VR experience. 2nd should be IL2.

1 Like

You will LOVE this. Its utterly sublime

This is probably the smoothest looking demo of the still unreleased multiplayer mod that I’ve seen. I don’t see any warping or jitter in the plane as it flies by…

Yes…it is sort of that over-the-top You Tuber video format…but I enjoy seeing someone having fun with this game in a light-hearted way…

v1.0.1p1

A/V-42C

  • Fixed: mp3 radio audio was not as loud as in other vehicles
  • Fixed: some missions in The Island campaign did not have RTB waypoint

F/A-26B

  • Fixed: HUD tint knob did not default to zero

Units

  • Fixed: AI pilot as formation leader in player group would steer off course after quickload (Caused issue in Desert Cobra mission 8)
  • Fixed: AI Pilot would not return to base to refuel when there is no tanker
  • Fixed error when VTOL pilot is commanded to land while it is already landing
  • Fixed: AI pilots sometimes slide off carrier when waiting to take off
  • Fixed subtle jerky motion of ships in formation (caused player vehicle to appear to shake on carrier in formation)
  • Fixed: non-combat aircraft that had editable equipment (MQ-31) could enter combat state after evading a missile
  • Fixed: AI pilot doesn’t avoid running into player when breaking from formation to land
  • Reduced chance of shooting and/or head-on collision at dogfight merge
  • AI pilot will check if someone is occupying its landing pad before transitioning to vertical landing
  • Fixed: AI pilot with low fuel would take off again after player’s RTB order
1 Like

v1.0.1p2

General

  • Fixed: Wingmen voices were still able to be all disabled, causing black screen at mission start

A/V-42C

  • Fixed: The Island mission 7 - RTB objective would start if Anti-ship 2 was completed before Anti-ship 1
  • Fixed: soldiers would stand on top of each other at the beginning of The Island mission 1

Units

  • Fixed: AI pilot that landed vertically on non-carrier surface wouldn’t take off again
  • Fixed: Some units would pitch up and down right before landing on runway
  • Fixed: Overweight VTOL pilot would jettison weapons and land vertically when it could have landed conventionally
  • Fixed: AI pilot would loop endlessly or crash after aborting landing on runway
  • Fixed: AI plane sometimes doesn’t inherit carrier velocity when beginning to move from parking space on carrier
  • Fixed: F/A-26B was only allowed to land on carrier if two specific spots were available
  • Fixed: AI pilot sometimes did not abort landing when another unit moves onto the runway
  • Fixed: Drone carrier ship’s drones would remain alive if the carrier was destroyed before they were launched
  • Fixed: AI pilots in formation would not engage targets on sight if flying at low altitude
  • Fixed: AI pilot sometimes fails to regulate speed properly after retracting gear
    (always full throttle)
  • Fixed: AI pilot fails to fly properly when spawned after a quickload (affected bombers in Desert Cobra mission 4)

Mission Editor

  • Changed “Is Landed” to “Landed” for AI aircraft conditional property