In this update2
Full notes
Full OVRLRD update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
- Maps
- Balance
OVRLRD changes
Hi again, Operators.
Things are going at a fair old clip now, so updates will probably be more regular from here on out.
In response to recent feedback and with the help of some dedicated volunteer playtesters, I've overhauled the input system used by OVRLRD to support alternative inputs.
This means that if you've previously tried playing with HOTAS, keyboard, gamepad or anything else and found it buggy or annoying, then that should be more or less fixed.
Also some other fun stuff at the end.
Rewired
I admit that the previous input binding system was rubbish. I hacked it together, underestimating the amount of work needed to properly support it.
Instead of trying to fix up a bodge job, I ripped it out and replaced it with a complete solution called Rewired, which is used by many similar games. The UI will be familiar to some of you:
You can now rebind most controls to anything you like, with standard options for deadzones, zeroing, sensitivity, inversion and so on.
I may add further bindings as time goes on to control more things in the cockpit, but I'd like to avoid cluttering the UI too much. Anything that's not listed in the new UI can be interacted with in the normal ways.
This means that OVRLRD can now properly be played with VR controls, HOTAS, mouse & keyboard or any combination of the lot, either in VR mode or non-VR.
I know I said HOTAS and HOSAS support was working last time, but this time it actually is. I promise.
Other fun stuff
I've wanted to do this for ages. Finally we have proper footprints!
Footprints are specific to each mech chassis and persist in the world for a long time, so you can use them to track enemies across terrain. I've also improved the foliage destruction code so when you tear up grass and wheat fields they'll stay torn up for good.
I've also retuned some NPC AI to reduce instances of enemies missile spaming you to death immediately, and fixed up some errors in old campaign missions that were resulting in tanks hiding underground to get away from you.
Various other QOL changes have also gone in, like improved TGP crosshair visibility and handling, and better target selection that correctly picks out targets in front of the TGP. The midgame menu now slows time down to 1% speed as well, so you don't get killed while adjusting your settings.
The Mission Editor has also had a number of bugfixes and improvements, and I've sorted out some more serious bugs that were causing things to fall apart if you played several missions in a row in one session. (Sorry.)
There was also a strange bug where weapon modules were acting as armor slightly too effectively. This caused a frequent problem where missiles and explosions seemed to be weirdly ineffective, until they suddenly weren't. This has been fixed and combat retuned in response to it, so you should notice damage makes a bit more sense now.
Full changelog is below. Have fun!
Oh - also - thank you to everyone who has reviewed, shared or reported bugs for OVRLRD these last two weeks. Things are still a little dicey but they're looking up, and your support has made (and continues to make) this possible.
As always, keep reporting bugs, tell your friends, and join the Discord!
CHANGELOG 21 May 2026
ADDITIONS - OVRLRDs now leave parallax-mapped footprints on the terrain, limited to 1024 footprints per mech. - Added a throttle and speed readout to the holoHUD. CHANGES - Replaced Unity New Input System with Rewired, overhauling control remapping and hopefully fixing most HOTAS bugs. - Implemented a set of default keyboard, mouse and joystick bindings which should give basic functionality for most setups. - Adjusted height of various foliage details, so you can no longer hide AN ENTIRE TANK in some long grass. - Midgame menu now slows time to 1% speed while open. - Non-VR control support can now be toggled off - useful if your gamepad or HOTAS is interfering with VR gameplay. - Increased 'thinking' delay between NPC missile volleys, reducing highly effective but annoying missile spam. - Moved seat-adjustment controls forward so they're less awkward to reach. - Redesigned main menu UI. - TGP now has a very slight acceleration applied to its input, to make precision targeting easier. - There is no deceleration, so it will stop instantly when you release the input. - 'Next Target' function now prioritises targets in the TGP's crosshairs, not the player's view. - Increased brightness of TGP crosshair. - Altered design of subtitles display. - Lots of improvements to lander NPC AI, making them more reliable in dropping off units on shore. - Steepened shorelines along Zaliznyy to aid NPC navigation and beach landings. - MISSION EDITOR: Icons no longer jump to cursor position when grabbed. - MISSION EDITOR: Points can now be named properly. FIXES - Fixed ingame throttles not responding well to keyboard bindings. - Fixed a crash when entering the Scenario or Livery editors while in VR mode. - Fixed "Killed by the void" error - a bug where completing a campaign mission and proceeding directly to the next one would break everything. - Fixed a bug where weapons modules worked too effectively as shields, often becoming indestructible themselves. - UPDATE: increased weapon module durability so they don't get instantly shattered by any missile - Fixed a bug causing some objects and terrain details to flicker. - Found a tank in Search and Destroy that has been hiding beneath the terrain for years. Tank crew has been liquified as punishment. - Fixed an issue where the Livery Editor scene would forget to disable the player rig, meaning you got stuck between the mech's legs. - Fixed an issue with cursor responsiveness in the mission editor. - Fixed an issue with initialization when testing from the mission editor. - Fixed an issue causing some helicopters to spawn inside the ground and explode. - Fixed trees not correctly burning down on contact with beams, fire or explosions. - MISSION EDITOR: Fixed some logic issues and prevented zoom/pan while menus are open. KNOWN ISSUES (Working on it!) - Using keyboard controls on an ingame throttle which is already bound to an IRL throttle will cause jitter. Pick one or the other. - Sometimes toggling the cinematic camera will cause FPS to tank. Toggle it again to fix. - The cinematic camera will behave weirdly in VR mode - stick to non-VR for now if you're making movies. - The 'Basic' graphics option may cause secondary cameras (such as the TGP weapon camera) to stop rendering. - Some controllers may not track. If your controllers are not supported, notify me and send an error log and I will add them!
Don't forget to join the discord! OVRLRD OFFICIAL DISCORD!
Source
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