Fly Dangerous
Stargoat Games Developer
Stargoat Games Publisher
2022-02-01 Release
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(354 reviews)
Fly Dangerous Early Access Major Update 2[previewyoutube=RIGkmqzJdfQ;full][/previewyoutube]
Update 2 has landed with an enormous amount of new content, bugfixes, quality-of-life updates, new maps, music and game modes and a whole suite of integrations!
The game now supports Head Tracking with OpenTrack and TrackIR! That means even a basic webcam can give you in-game head tracking -- or, if that's not your jam, enable the highly configurable drift camera to automatically look in the direction of travel!
Additionally, the game now ships with bHaptics integration for the TactSuit (x16 / x40) body vest, Tactocity for Arms and Tactal head feedback modules!
This update adds over 25 new tracks with a brand new diverse biome terrain system and gameplay elements such as boost portals, underwater tracks, night vision and more. Truly test your skills with the circuit laps mode where tracks can be several minutes long - I can't wait to see the new times on the leaderboards because some of these later maps are absolutely brutal.
Checkout the full (kind-of-ridiculous) patch notes below for the full rundown.
I'm extremely proud of this release, and I really hope you enjoy it.
<3
- Juki
Devlog
[previewyoutube=v3Ta_E4aCPg;full][/previewyoutube]
Patch Notes
New
- Fully rebuilt biome terrain world graph with new biomes:
Desert (red, dunes)
Tropical
Coastline
Arctic Tundra / Ice
Rebuilt rocky biome
Reworked mountain biome from GPU test
Ocean / Rivers (with submersible mechanics)
- Added new boost pad modifiers to level format
- Added decorative billboards to level format
- Added two new game modes - laps and puzzle
- Added 18 new time trial sprint maps and deprecated the old ones (still playable, see collisions feature below!)
- Added 5 new time trial circuit / laps maps
- Added 3 new puzzle maps
- Ship Collisions (Change in collision gameplay means maps reliant on checkpoint rebounds at high end are deprecated)
Added visual shield effect for collisions (#183)
Added engine capacity penalty on collision proportional to impact (#183)
Added boost cancel on collision (#197)
Added collision, shield activate and boost cancel sfx (#197)
- Added bHaptics support for Vest, Arms and Head (#194)
- Added support for OpenTrack head tracking (#65)
- Added support for TrackIR head tracking (#65)
- Added UDP telemetry support for generic motion simulators etc (#65)
- Added "Drift Cam" option which attempts to look in the direction of travel (within a sensible arc)
Added associated options for head snap, smoothing and max rotational extents
- Added a bit of spit and polish to the title screen
Player profile ship is now shown on title screen
- Added lens flare shaders to ship rear exhausts
Note this is disabled in VR (#200) and with MSAA (#199) active.
- Added support for ultra-wide displays by constraining the UI to a max width (#184)
- Added Ability to disable VSync (#185 )
- Device hot-plugging now supported (#153)
- Added hold binding for alternate flight controls (#177)
- Added Ultra reflection quality for refresh rate locked to frame rate (use at your own risk :P)
- Added descriptions to locations in Free Roam menu
- Added ability to set music volume on main menu independently (as a percentage of music volume)
- Added wait to beginning of time trials prompting users to hold boost (teach that boost can be early!)
- Added pride flags and changed "Country" label to "Flag" for profile dropdown (#203 partial)
- Added ability set music track in Free Roam mode
- Added six new music tracks
- Added map and music track name to first level start
- Added ability to preview environment and music in Free Roam menu
- Added track name, author and music track / artist on level load
- Added bonus surprise terrain
- Added 3d indicators to ghosts and other players in multiplayer
There is no manual targetting system as of yet, you must look directly at a target to initiate the 3d indicator
- Added new indicators to Calidris cockpit (and only that ship + view, for now) to show proximity alert and overcharge from boost singularities
Changed
- Ship lights now operate as night vision
- Flight assist rotation correction strength buffed slightly
- Interior Calidris cockpit glass reflectivity not quite so glaring anymore
- Advanced input mode renamed "Custom" because some people assumed there was no way to rebind controls
- Increased and standardised primary collider size across ships (shield)
- Update target overlay font and graphic
- Level panels load data in once per frame (Level UI element, ghosts, leaderboard entries) to eliminate stutter during menu transitions
- Moved testing objects scene to new location ("Proving Grounds"), Space scene is now actually empty for map creation
- Minor rework for leaderboards / ghosts panels, added loading state UI and auto-select players' PB (vs top ghost)
- Renamed `Throttle Increase / Decrease` to `Throttle Cruise Control Increase / Decrease` for clarity
- Added right stick click as a default VR calibration input (you're welcome, oddly angry self-important person)
- Removed GPU test terrain (thank you for feedback! will circle back to this)
- Better handled fog near distance - should have more terrain visible now
- Added the ability to push out to 4 max terrain tiles - recommended ONLY with new terrains, legacy terrain will take an eon to load!
- Finally added loading text to the VR view, it only took a YEAR...
- Updated to Unity 2022.1.20f1
Fixes
- Possible fix for VKBs always reporting "Hat Up" on rebind (thanks to the painful manual debugging efforts of Giskard for this fix!)
- Was previously possible to unset protected bindings (which cannot then be rebound!)
- Fixed (hopefully!) occasional rare crash on terrain load (#190)
- Collision detection should be more accurate at high speeds (speculative detection mode increased collision size with velocity!)
- Incorrect dimensions on some flags in dropdown (#196)
- Fixed toggling alternate flight controls resetting axes (#178)
- No longer possible to ever be underneath the terrain (e.g. through a crack in the tile margins), ship is always pushed up to compensate
- Bug causing camera damping to be forgotten on restart when using Arcade control scheme
- Fixed ship params not sticking between levels
- Fixed relative mouse mode applying return rate before sending input (leading to effectively no input at high return rates)
- Culled UI elements from real time reflection probe (whoops!)
- Fixed geometry reflecting from the ship perspective when realtime reflections are enabled (just don't ask how, I beg you)
- Fixed pause menu failing to open first time after restarting after showing results screen
- Hopefully fixed another enormous pile of input binding bugs + updated to latest input system
- Sliders now work better with controller / keyboard input with pre-defined increments and horizontal nav locks (UI is paaaaaain)
- Honestly so many more little fixes that I just didn't bother to detail, this list is already too long
[ 2023-03-06 19:00:27 CET ] [ Original post ] Ever wanted to take a ridiculously fast, fully-controllable rocket ship and fly it like the lunatic that lives inside of all of us? Well now you can!
Fly Dangerous is a game where 60Gs of acceleration is just fine because who needs realism? Configure your flight stick (or mouse, keyboard, gamepad or ... steering wheel, no judgements here but good luck) and take to the skies at absurd speeds.
Test your skill on the leaderboards with drift, careful boost control and 6dof flight model! Use flight assists to keep your balance and work towards turning them off for the best times!
Put some music on and chill in the infinite free roam modes.
Party up with friends in the various online multiplayer modes!
Jump into VR for the full stomach-wrenching experience!
MINIMAL SETUP- OS: SteamOS. Ubuntu 18.04+. and CentOS 7
- Processor: Quad core x86/64 CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+ GPU with 2GB VRAM
- Storage: 2 GB available spaceAdditional Notes: VR is not supported on Linux. Infinite terrain generation benefits linearly with more cores
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