What changed
1 fix2 additions2 changes0 removals
- Gameplay
- Performance
- UI and audio
- Maps
- Fixes
changedIt took much longer than anyone expected but the scale is so huge it was totally worth the wait. All in all, it feels like a completely different game now, so let's recap what have changed. First and foremost,
addedPERFORMANCEAfter several rounds of optimization, we've managed in get up to 100% FPS increase in both VR and standard modes. We didn't, however, switch to UE's new forward renderer, so the visuals are the same quality.
addedCONTROLSAlpha 0.2 introduces controls customization system and HOTAS support (actually any DirectInput controller). We ditched prebuilt control schemes except for arcade, which is now default - you are free to build your own control scheme in any fashion you like. We've also added support for Vive motion controllers. You can play using thumbpad or the entire MC as joystick (hold grip button for that), but be warned, as with any other controller that doesn't have a point of reference (zero), it's not precise at all and extremely exhausting for your hands/arms. The recommended control device is gamepad - still.
changedGAMEPLAYNo more loading, no map in hangar (which should make sitting VR users happy) - just pick a drone and fly out of the hangar. Introducing semi-open world travel - you are free to fly on your own through the canyon (more locations coming later). There are race points scattered in the canyon - fly up close to one to start the race. Next, we've made all drones a bit faster, AI a bit smarter, and added gates - you won't miss them (pun intended) but if you do, you'll get disqualified. We've made them big enough, don't worry and get your flying skills up.
fixedEVERYTHING ELSEWe've fixed a bunch of small stuff here and there. I hope I'm not forgetting anything important, but if I am, you'll probably find it on your own. As usual, if you happen to find bugs or glitches, tell us about it in the comments here on on community forum. Oh, and demo will be updated too, once goddamn script kiddies stop messing up Steam - it's full featured, but not full content. You have access to one drone model and one race track, but you are free to fly in the canyon on your own for however long you want. Cheers, people, and Merry Christmas ːsteamhappyː Yours truly, PeopleGottaPlay
Thick Air changes
changedIt took much longer than anyone expected but the scale is so huge it was totally worth the wait. All in all, it feels like a completely different game now, so let's recap what have changed. First and foremost,
addedAfter several rounds of optimization, we've managed in get up to 100% FPS increase in both VR and standard modes. We didn't, however, switch to UE's new forward renderer, so the visuals are the same quality.
addedAlpha 0.2 introduces controls customization system and HOTAS support (actually any DirectInput controller). We ditched prebuilt control schemes except for arcade, which is now default - you are free to build your own control scheme in any fashion you like. We've also added support for Vive motion controllers. You can play using thumbpad or the entire MC as joystick (hold grip button for that), but be warned, as with any other controller that doesn't have a point of reference (zero), it's not precise at all and extremely exhausting for your hands/arms. The recommended control device is gamepad - still.
changedNo more loading, no map in hangar (which should make sitting VR users happy) - just pick a drone and fly out of the hangar. Introducing semi-open world travel - you are free to fly on your own through the canyon (more locations coming later). There are race points scattered in the canyon - fly up close to one to start the race. Next, we've made all drones a bit faster, AI a bit smarter, and added gates - you won't miss them (pun intended) but if you do, you'll get disqualified. We've made them big enough, don't worry and get your flying skills up.
fixedWe've fixed a bunch of small stuff here and there. I hope I'm not forgetting anything important, but if I am, you'll probably find it on your own. As usual, if you happen to find bugs or glitches, tell us about it in the comments here on on community forum. Oh, and demo will be updated too, once goddamn script kiddies stop messing up Steam - it's full featured, but not full content. You have access to one drone model and one race track, but you are free to fly in the canyon on your own for however long you want. Cheers, people, and Merry Christmas ːsteamhappyː Yours truly, PeopleGottaPlay
It took much longer than anyone expected but the scale is so huge it was totally worth the wait. All in all, it feels like a completely different game now, so let's recap what have changed. First and foremost,
After several rounds of optimization, we've managed in get up to 100% FPS increase in both VR and standard modes. We didn't, however, switch to UE's new forward renderer, so the visuals are the same quality.
CONTROLS
Alpha 0.2 introduces controls customization system and HOTAS support (actually any DirectInput controller). We ditched prebuilt control schemes except for arcade, which is now default - you are free to build your own control scheme in any fashion you like. We've also added support for Vive motion controllers. You can play using thumbpad or the entire MC as joystick (hold grip button for that), but be warned, as with any other controller that doesn't have a point of reference (zero), it's not precise at all and extremely exhausting for your hands/arms. The recommended control device is gamepad - still.
GAMEPLAY
No more loading, no map in hangar (which should make sitting VR users happy) - just pick a drone and fly out of the hangar. Introducing semi-open world travel - you are free to fly on your own through the canyon (more locations coming later). There are race points scattered in the canyon - fly up close to one to start the race. Next, we've made all drones a bit faster, AI a bit smarter, and added gates - you won't miss them (pun intended) but if you do, you'll get disqualified. We've made them big enough, don't worry and get your flying skills up.
EVERYTHING ELSE
We've fixed a bunch of small stuff here and there. I hope I'm not forgetting anything important, but if I am, you'll probably find it on your own. As usual, if you happen to find bugs or glitches, tell us about it in the comments here on on community forum. Oh, and demo will be updated too, once goddamn script kiddies stop messing up Steam - it's full featured, but not full content. You have access to one drone model and one race track, but you are free to fly in the canyon on your own for however long you want. Cheers, people, and Merry Christmas ːsteamhappyː Yours truly, PeopleGottaPlay