This is the other guy I really enjoy watching. He’s got some phenomenal videos of this sim as well using all kinds of camera views.
But refuelling is BADASS!!
v1.1.0p3
General
- Fixed: Some bomb explosions still did not damage hitboxes when near direct hit
- Fixed: Launch bar did not retract automatically when retracting landing gear after catapult launch
F/A-26B
- Fixed: VSI and AP ALT dash labels were not lit
Units
- Fixed: Enemy carrier radar did not shut off when ship is sunk
Localization
- Added support for separate per-language localization files (add _xx language code to filename, eg: “VTOLVR_Strings_de.csv”, “AV-42C_de.csv”, and write the translation as the only non-english column AFTER the english column, with the language code as the column header)
- Added localization editor for public_testing builds (access from button on bottom left of screen in intro scene)*
v1.1.0p4
General
- Fixed bug which may have caused overpowered carrier arrestor cables
Localization
- Fixed paging in localization tool (incorrect label and last page was inaccessible)
- Fixed: game would not start due to error when separate localization file had keys which were not present in old base file
- Combined keys with identical text where able
- Removed keys for texts with no words
- Cleaned up some unused keys
- Updated language code dictionary
v1.1.0p5
General
- Fixed: experimental objects were stuck enabled in p4
Localization
- Fixed missing english text in campaign selector menu
- Added keys for cloud diagnostics and steam workshop notifications in intro scene
- Added keys for master armed/disarmed in EQUIP MFD page
- Added keys for F-45A SMS config page Armed/Disarmed, Jettison dynamic labels
- Fixed error preventing localization from being loaded from separate files
- Fixed texts with same key that should have different text
- Added localization file for workshop browser list items
- Removed some unused keys from VTOLVR_Strings

v1.1.0p6
Localization
- Added keys for MFD Comms page AWACS responses
- Fixed: updated english texts were not applied in localization tool
- Added keys for F-45A MFD homepage
- Fixed: game settings did not get translated
- Fixed: data did not load properly from VTOLVR_Strings_xx.csv files
- Fixed: MFD button tooltips had same keys across different vehicles when they should be different
- Added missing keys and removed unused keys in VTOLVR_Strings
- Fixed missing translations in intro scene (accept, deny, scroll, select language)
v1.1.0p7
F-45A
- Fixed: Unit options button tooltip was incorrect
Localization
- Fixed: UNITS label key in F-45
- Fixed: Static texts would show blank instead of reverting to english if no translation was provided
- Fixed: error caused MFD comms page to stop working
- Fixed: mission briefing Fly/Configure button was blank
- Returned unintentionally removed keys in VTOLVR_Strings
- Added keys for HUD objective notifications
I even understood some of that ![]()
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Looks like the last few updates the developer has been focusing on some localization issues that one tester has been identifying. This is good since translating the game into multiple languages can only grow the base, more profits for the developer, and hopefully continued development…
v1.1.0p8
Mission Editor
- Fixed: Player roll and pitch conditional value could not be changed from 0
- Added ability to fine tune cursor rotation with shift + middle mouse drag
- Added city buildings and roads to minimap
Units
- Fixed a possible cause for ground units being found floating in the air occasionally
Localization
- Returned analog speed gauge unit keys
- Returned HUD “G” and “M” (mach) keys
- Returned HUD “LOAL” key for AGM-145
- Added key for “NO TGP”
- Added key for “SPEEDLOCK”
- Fixed: HUD “SLAVED” label for M230 was not translated
- Added “LOAL” key for GBU-12
- Added keys for “ON” and “OFF” in game settings
- Added keys for “Campaigns”, “Scenarios”, “Maps” used in workshop browser to
VTOLVR_Strings
- Added keys for workshop browser error messages
- Added keys for TGP errors
- Returned “vpdt_” keys (platform dependent texts)
- Removed “continue flight…” text from vehicle files
- Added keys for error messages in equipment configurator
- Fixed missing keys for AWACS comms responses
- Returned missing vehicle description strings
- Fixed missing keys for breifing fly/configure button
- Added key for MFD Home button
- Fixed: MFD home page could not be translated
- Fixed: missing keys for campaign/mission selector UI
- Fixed: Campaigns and missions did not get translated when a different language is selected
- Fixed: language selection was not persistent between game sessions
v1.1.0p9
A/V-42C
- Fixed broken fuel settings page
Localization
- Added missing SMS equip page keys (armed/disarmed/jettison labels)
- Added keys for SMS equip arming/jettison button tooltips
- Added key for SMS equip option toggle tooltips
- Added key for comms page “REPLY:”
- Fixed missing translations/keys in F-45A GPS page
- Added keys for EQUIP MFD page modes and armed/disarmed/jettison
- Fixed labels that only had the first letter in p8 (mostly equipment configurator)
- Added keys for Steam Workshop Scenarios and description
- Added keys for GPS bomb targeting modes
- Added keys for Armed/Jettison marks on equips in F/A-26B equip page
- Added keys for heatseeker modes
v1.1.0p10
General
- Fixed black screen when spawning with GBU equipped
Localization
- Fixed error when there is no Localization folder
- Fixed localization of GBU and IR modes
- Added keys for laser guided bomb targeting modes
- Added keys for anti-ship termainal guidance modes
- Added key for “CCRP AUTO” for bomb equip
- Added key for rocket “SALVO”
Multiplayer when?
Towards the end of the early access phase, I repeatedly hinted that I would be working on multiplayer soon after the game hits v1.0. I get asked about this almost every day, so I’d like to lay out what I can tell you so far. I’ve actually had running multiplayer prototypes since 2018 but it ran on a third party networking service that I didn’t want to rely on. Instead I wanted to take advantage of what’s included in Steamworks since it’s technically already being paid for. About a year ago I began working on a custom networking system using the latest tech available to me such as the new SteamNetworkingSockets API through Valve relays, flatbuffers data serialization, LZ4 fast compression/decompression, and good practices such as delta compression to minimize bandwidth, reduce latency, and reduce CPU usage for the best possible MP experience in VTOL VR. Since this is a pretty large task for me and I have never really done this before, I am developing a smaller, much simpler game to run the system through its paces, and bring it to a reliable state before implementing it into VTOL VR. It’s an air racing game with the same physics and controls as VTOL VR, where pilots will compete against each other in supersonic jets around tunnel race track. @Themorris and I have already flown races against each other and have done a few dogfights using VTOL VR cannons to test it out, and it is looking pretty smooth! Another reason I have chosen to work on a second game is that I will not charge extra for the addition of multiplayer features to VTOL VR, but I want to provide an opportunity for those of you who are willing to support my continued work on it, so the racing game will be made available on Steam for about $10 (release date TBD). You can think of purchasing that game as directly supporting continued VTOL VR development. In the meantime, there’s a multiplayer mod being built by our outstanding modding community, available now.
New vehicles when?
I don’t have a timeline set in stone, but I am planning to release additional vehicles as DLC for a low price (about $10 as well). The next one in the pipeline is an attack helicopter. New vehicles will continue to be either entirely fictional and/or a fictional combination of real existing or conceptualized aircraft. (So no, I won’t be straight up adding THE A-10. Sorry.) The goal is to bring in at least a few completely new gameplay mechanics with each vehicle. There won’t really be a point of adding a new vehicle that can only do the same things as the other existing ones.
Will you add HOTAS support?
I got my first VR headset with the sole intention of using it to play flight sims. The very first time I tried it, I was immediately frustrated by having to feel around for my keyboard and peek through the nose hole to make sure I was pressing the right keys to access the different cockpit functions. This was not the level of immersion I was looking for, so I got to work on VTOL VR. The game was designed from the beginning to be entirely virtual, allowing you to directly interact with the various controls as if you were sitting there in the cockpit. Call me stupid, but in my opinion, looking for HOTAS support here is like looking for mouse/keyboard support in Onward, H3VR, HL:A, etc. TLDR: probably not.
Spotted this on the VTOL VR discord. Big yay for incoming multiplayer and attack helicopter DLC! I’ll probably buy their racing game as well.
He is by FAR my favourite development guy
Nice, it’s a good sim. Though I disagree somewhat with is outlook on HOTAS support. The very definition of H.O.T.A.S. means you don’t have to look for things. Important things. But, that’s just me. Set in my ways I guess.
Although I respect Paolo’s decision to go VR only with respect to controllers, he’s standing on shaky ground comparing VTOL VR to VR shooters like ONWARD. Nobody has a solid “gun controller” that I can think of but pretty much every flight sim enthusiast has a HOTAS.
I’m still going to be the first guy to buy his air racing game though! What a smart experimental development idea!! Multiplayer coding practice makes perfect. ![]()
No surprise coming from me but I agree with his reasons for keeping control virtual-only. There are many wonderful combat flight sims out there with VR headset support. None but VTOL VR allows for virtual control*. This input scheme isn’t just a facet of the game. It is CENTRAL to the game. By making allowances for a physical input method he would be altering the very soul of VTOL VR.
*Yes DCS has the glove thingy but I have never been able to get it to work.
I agree. I think it is cool that he is sticking to what his vision of the game should be, even if he turns off some people in doing so. Some developers are as much artists as programmers, and VTOL VR is this guy’s vision. And just like art…some people are gonna like it, some people are gonna hate it.
I agree that VTOL VR wouldn’t be the same, using a HOTAS. Although I prefer using a HOTAS over VR hand controllers, there’s something to be said for not breaking the VR immersion by never putting away your hand controllers to use the flight controls.
I long for the future when I can use my naked hand to interact with a VR cockpit and my HOTAS, just like in a real cockpit…
I was at a conference last year and Bohemia Interactive was showing off a demo of just that - physical hotas but you’d interact with the rest of the cockpit using hand and finger tracking with a vive pro. It wasn’t perfect but it was definitely a neat concept.
Looks like they’ve shifted their focus a bit back towards a physical display with the cameras, at least for the Apache.