This update includes: Complete render pipeline overhaul. Terrain generation and shader overhaul. Terrain height based blending, tessellation, and displacement added. Skimmer audio adjusted for realistic cockpit noise. Ground resonance audio added. Switched XR to openXR universal input. Track edge UI added. Opponent AI improved.
[ 2023-04-27 02:43:54 CET ] [ Original post ]
Improved some issues in the input system. Created an input device exclusion window to remove unused devices. Various track decals added. Improved SFX for certain purges.
[ 2022-02-19 23:18:40 CET ] [ Original post ]
1.6.18 Added multi-controller support Resizable window mode while in VR (potentially cut down on rendering?) Pilot model optimized for clients and AI AI race start much faster (much... faster) AI range of speed per match is broader Fixed GK model Fixed GK Cockpit VR hands Brake now modulates Bias Jump now cuts magnetic grapple Sparking/Damage effects improved
[ 2021-05-15 12:01:30 CET ] [ Original post ]
Created Auto-Hide panels in editor mode Diverter settings now include a Bias Rate, which controls how fast the bias changes while holding the button Diverter Bias now will increment 1 when pressing the button, rather than holding Advanced ECU panels will not disappear when rotating the camera in editor mode New UI sound effects Options > Advanced now has a mouse sensitivity slider Cursor acceleration has been removed to make motion more predictable Input System increased to 4 total USB devices Input System updated to latest version of Rewired (some bugs may be introduced) All JavaScript files are purged/converted from the engine, preparing for latest Unity update Various script improvements and optimizations Terraformer smoke effect has been given a custom shader to illuminate with local lights and look better DLC Garage test pad improved Store lighting subtley changed Maximum pixel lights increased to 10 for high graphics settings Headlights now cast shadows Fixed the Rex Removed Hopper cockpit mounting points and put them on the Hopper chassis. Full Menu and Race VR controller support added. VR Hands toggle added so players can opt to remove controller support if they want to stick to their hardware. Input settings changed to Native Unity support. This may break some controller compatibility, please let me know if it does. Updated Unity Engine to 2018.4.20f1. Could break lots of things, but seems ok so far. Brand new input system implemented. This system is more universal, and more simple to use. It has also been integrated with the VR hand controllers better. The new input system will not assume your controller, you will have to map your controller setups manually if it is not VR or a standard game pad. Tutorial rewritten to incorporate hand controllers and new input system. First input is automatically mapped, but after that you are encouraged to go in to the controller binding menu. Typo fixed. Options menu cleaned up. Skimmer light trail SFX have been improved for visibility. Fusion Purge SFX changed. Magnetic envelope dynamic completely removed. You will always stick to the ground unless holding "Jump". Height drag removed. Crash damage cost reduced. Edit skimmer mirror button improved. "Jump" impulse increased. VR hand positions altered for rotation in middle of hand, not wrist, for more realistic movement. All cockpit hold nodes adjusted and improved Refined Input System Global Deadzone added New Title Screen Camera performance and bugs fixed VR Hands integrated with Non VR, and all VR grip positions improved VR Hands rotation override Improved particle facing in VR Menu auto-scroll removed and page up/down buttons added Tournament filters not filtering correctly Shadow cascades reduced to one in race, 2 in garage General script improvements. Headsets so far proven to work: CV1 Rift S Quest 1 Quest 2 Vive Vive Pro Index HP WMR
[ 2021-04-27 12:02:40 CET ] [ Original post ]
Just released, the new Vector 36 DLC racewear set: Vanguard Blitz helmet Grid pattern race suit
The Vanguard model offers lightweight design and visibility for professional VLR use. The Blitz Red version guarantees: red things go faster.
https://store.steampowered.com/app/1095624/Vector_36_Racewear_Vanguard_Blitz__Grid/
[ 2019-09-02 01:16:51 CET ] [ Original post ]
Hi everybody. It has come to my attention that some users are seeing a developer mode console in the game. This is not normal, as this is an internal testing version. PC owners should be seeing version 1.5.2 above the title on their menu. If you are not, please go into Options > Beta > opt into Beta. The Beta branch correctly downloads 1.5.2, while the main one does not. Sorry for the inconvenience, and I hope to resolve this soon. -Ryan
[ 2019-07-29 13:34:59 CET ] [ Original post ]
This update includes the release of the Sinter DLC https://store.steampowered.com/app/1095626/Vector_36_Racewear_Forge_Sinter__Polar Get to the races with this stylish but mostly functional engineer's helmet and thermal suit!
Updates to 1.5.2 include (PC only update, others on the way):
Raised max fps to 120. Fixed a mirrored-part bug in the garage editor. Reworked the VR detection system to be all inclusive rather than exclusive support. (WMD and Index people, please let me know if it starts working better for you) Fixed VR bug that caused double vision in one eye. (Auto Disable Motion Blur for VR) Overall skimmer crash cost reduced. Removed ECU controlling Vector install limit, now all installs are limited to 6 Lift vectors, but now you can install them without putting an ECU in first. TrackIR re-installed and functional again. If you are enjoying the experience, give the game a good review and as always let me know any question or comments on the forums. Join the Discord server here: https://discord.gg/DyNRuAF -Ryan
[ 2019-07-18 02:51:07 CET ] [ Original post ]
A long time coming... 1.5 is a major update.
The 2 biggest takeaways are that 1) Multiplayer is live and available. 2) The entire games speed has been raised x1.5 everything is faster across the board (watch out Khuy!). 3) Boost has been changed so that you cannot boost unless at minimum temperature. 4) DLC for MP has been added. 2 for now, more to come! https://store.steampowered.com/app/1095621/Vector_36_Racewear__Stratus_One__Plateau/ https://store.steampowered.com/app/1095622/Vector_36_Racewear_Grit_Colonist__Dust/
Enjoy the following comprehensive change list:
Version 1.5.01 Update: Create Lobby as Open or League. League stays locked once created. Lobby Chat added. Smoothing Skimmer Extrapolations to Update, not FixedUpdate Damage, Collisions, Quick Respawn toggles Added but not implemented Time of Day, Buy In, Laps Start Gate Timer to 45 second delay for extra long load times After race, rejoining in Lobby immediately if lobby exists Player Record on Request Race Position UI fixed Removed Drag from Components to increase high speed stability for all skimmers Adjusted Store skimmers Edit UI Changes Garage Test Bugs fixed Edit Axis improved Changed ECU Advanced Panel bounds Version 1.5.03 Update: Bug fix for starting on same pad as somebody else. Have a backup physical check after assigned check. Connected player count more accurate during racing. Improved motion extrapolation. Fixed multiple copies for client skim part position assignments. Complete rework of network transport code. Skimmer positions are now more accurate, more often, with much less bandwidth and cpu overhead. Heat model altered to have a lower maximum ramp value. Leader-board times saved as a float again, was accidentally rounding. Bay text altered to have less decimal places, cleaner text. Quill dashboard fuel gauge broken. Fixed. Version 1.5.05 Update (including 1.5.04): Heat Ramp modified to return to 0 quicker, max value reduced. MP stat tracking system implemented. MP badge system implemented. MP record set independent of Single Player. Version 1.5.06 Lobby List element altered and simplified Lobby List Private/Public option added Lobby data condensed Request to Join altered and filtered based on room settings Record Request altered and filtered based on client permissions Kick Pilot button added Record system slightly improved. Badge system additions Client skimmers now throw out outdated position updates Prize divvy formula improved Title UI "Campaign" named back to "Garage" Exit from lobby now goes straight to Garage Version 1.5.07 Lobby min player added (2) Record system modified for trophy badges. Win Tally format improved and updated Win Tally now supports MP. Pilots show up in your tally board after a race. Minor performance updates. Version 1.5.09 Power system reworked for more overall speed across all skim tiers** Boost system reworked for shorter on-Boost and minTemp lockout Brake system reworked Store UI refreshed HammerHead Cockpit Seat raised Hopper Cockpit refreshed Garage Lift Thruster program panel default bug fix Skimmer crash in test area to reset skimmer Alert system relocated to top bar Screen exposure reduced Bias added to 3rd person HUD. Version 1.5.10 Pilot customization system added Pilot model updated Pilots added to bots and clients Min Temp bug fixed when skimmer turned off. Intro Pilot sequence update Cockpit model optimization changed Updated IK optimization to include source and target motion Added pilot spine IK. Shoulders and chest now follow head in VR. Version 1.5.11 Improved Grit Helmet to move with shoulders Coded in DLC ownership to helmets (beta is overridden) Added sfx to chat message Added notification when new player joins your lobby Warning popup when inviting friend from friendlist Version 1.5.12 Locked Down Racewear sets to DLC ownership only (sorry Beta folks!) Set up multiple backup systems for race start in the events of pilots or host dropping out before race start. Warning if Host Migration Warning if Last Pilot in Match Reworked some pilot record qualifications Garage Skimmer Stable now updates directly after flight test build. Garage Skimmer Specifications updates directly after flight test build. Ghost replay and leaderboard recording re-enabled. Version 1.5.13-1.5.14 Reworked Gate start timing for MP, fallback is 45 seconds, auto start if all players are accounted for. Late players will have to catch up! Completely disabled collisions in MP until a better "softer" solution can be made. Created several Steam and internet checks. If Steam is disconnect, race will end to combat an exploit of prize winnings. Fixed a bug on certain computers where even disabled trackIR code would break cockpit view. Lobby auto creates if none present. Lobby reworked update for when in multiplayer mode only. Maximum Radiator amounts limited to 6. Don't pretend you don't know why. A side note: I have tried really hard to test MP to the best of my ability, but there is a high chance that there will still be unresolved bugs and glitches. I want nothing but the best experience for the player, so will be updating it as soon as I can. If you like the game, give it a review on Steam, its great to get the game more exposure and does wonders for my self-esteem. If you dont like it. Tell me why and there is a good chance I can do something about it. Thanks and enjoy. -Ryan
[ 2019-06-07 02:34:49 CET ] [ Original post ]
https://www.youtube.com/watch?v=8s1PCQdPffU
The wait is nearly over. Vector 36 will soon support online multiplayer. Bring your custom skimmer to the race against friends or foes online.
https://store.steampowered.com/app/346460/Vector_36/
[ 2019-06-04 02:09:39 CET ] [ Original post ]
This update features multiple major and minor changes to the game that should improve the experience. Most notably: The physics system has been updated (again) to change the way the skimmers perform at higher speeds. Instead of a being a drag value placed on all parts, there is now a single drag value on the chassis. Initially, all parts were given very minute drag values to create a more robust simulation experience. There's not much air on mars, but I figured a small enough value wouldn't hurt anything. I was wrong, at 1200 kph. Top mounted parts would eventually torque the chassis upwards, low mounted, downward, etc at high enough speeds, leading to a lot of instability. The new model MAY UPSET some of your skimmers dynamics. And for this I apologize, but after tweaking your skimmer to accommodate, you will hopefully find that your skimmer and all skimmers are much more stable than they used to be. Heat warning moved down to 50% instead of 75%. This means much earlier warning that fire is coming, but I also leave the chime on longer. Various garage updates. UI has been changed to make more sense. Test Area has been relit, various garage tweaks have yielded better stability. The Steam interface has been vastly improved. There was an issue with a duplicate steam manager bungling data. Challenge events are allowing loser skimmer purchases in store again. Repair bots finally warp to your location to help assemble faster. This was a long time coming, and I didnt want to fake any motion, but it is really clear that the bots take way too long. Hopefully this will remedy that. Other various tweaks and improvements to the game. Oh, and Multiplayer Beta (Beta!) is now live. Go here for instructions: https://discord.gg/NKPjBMZ :D Thanks! -Ryan
[ 2019-03-26 23:55:48 CET ] [ Original post ]
Vector 36 is back and better than ever. I am very pleased to announce version 1.3, a complete overhaul of the Vector36 framework.
Since its inception, Vector has been plagued with various optimization faults. But enough is enough and it was time to make some much needed improvements. I have converted nearly all of the code, and with it, some vastly improved methods. You should notice some much quicker frames, and a load off the cpu, which is great news for big rig owners but also VR users as well.
The engine has also been updated, improving the physics, graphics, overall performance. There is an entirely new post processing stack that has been added which dishes out free ambient occlusion to the world and an improved motion blur among other things.
To celebrate, the infamous and game breaking GK-Kissaki is now available in the store. Skim carefully.
This build includes, but is not limited to, the following improvements:
GK Kissaki now available in the store. Updated engine. Completely rewritten, optimized, and improved code framework. New Post-Processing effects stack, optimized for performance and VR. VR management updated to include Vive Pro and Linux based VR (Linux untested, just released). Mappable VR-recenter button added. (R key) Improved special effects. Improved scene models. Cleaner skimmer models. Race timer overhauled. Updated atmospheric and environmental effects. Skimmer temperature overheat model changed. (again!) Skimmer temp based on vector outputs. Skimmer stability improved. Purge effects and affects updated. Skimmer AI improved. Skimmer height penalty curve smoothed out. Audio optimized/ sources removed Tutorial levels modified for easier explanations and bullet-time helper. Garage cameras refined. Esc-key out of logo. Modified UI scale for ultra-wide screens.
A couple notes:
This major update is PC only. I have more testing to do with Mac and Linux, but rest assured, they are next on the list. You may experience some new bugs and glitches. I can only apologize ahead of time for these. I have tested the game to make sure the core gameplay is stable and have been happy with the results, but you never know what can pop up. This is the first stage to getting dedicated MP. It is not so much a technical issue now as it is designing the game to work smoothly with online MP. Remember to give the game a good review if you enjoy the experience and I look forward to taking it further. -Ryan
[ 2018-10-14 22:28:00 CET ] [ Original post ]
Included in this update is the new Hammerhead Skimmer Tow Vehicle! Born to haul Mars junk from port to port, but also makes a capable racing vehicle when unencumbered; the HammerHead is an excellent choice for those pilots who don't particularly want to stop for anything, or turn. Total includes: • Hammer Head SVT Skimmer. • Rebalanced part prices. • Glowing lights in the cockpits. • Heat calculations modified to drop freeze heatramp while in cooling zone. • Quill ECU remapped. • New ECU panel layout. • Main thruster auto rotated to point to true COM, instead of just chassis center. • Skimmer history not scrubbed when renamed. • Minor terrain texture changes. • Object render auto-culling removed. • Control inputs Horizontal, Vertical, Rudder renamed to Yaw, Pitch, Roll. • Minor code optimizations to steer away from string parsing • Brake now offers a "downward push" to get you back on the ground quicker. • Fixed bug while typing letter C into new skimmer name. • Upgraded Unity to 5.5.2 This week will celebrate 1 year of VR innovation by discounting 36% off the game. Grab one for you and your friends and challenge each other on the leaderboard ghost system. Leave me some good feedback if you enjoy the game. -Ryan
[ 2017-04-03 09:29:21 CET ] [ Original post ]
Included in this update is the new Hammerhead Skimmer Tow Vehicle!
Born to haul Mars junk from port to port, but also makes a capable racing vehicle when unencumbered; the HammerHead is an excellent choice for those pilots who don't particularly want to stop for anything, or turn.
Patch notes:
Hammer Head STV Skimmer!
Rebalanced part prices.
Glowing lights in the cockpits.
Heat calculations modified to freeze heatramping while in cooling zone.
Quill ECU remapped.
New ECU panel layout.
Main thruster auto rotated to point to true COM, instead of just chassis center.
Skimmer history not scrubbed when renamed.
Minor terrain texture changes.
Object render auto-culling removed.
Control inputs Horizontal, Vertical, Rudder renamed to Yaw, Pitch, Roll.
Minor code optimizations to steer away from string parsing
Brake now offers a "downward push" to get you back on the ground quicker.
Fixed bug while typing letter C into new skimmer name.
Upgraded Unity to 5.5.2
This week will celebrate 1 year of VR innovation by discounting 36% off the game. Grab one for you and your friends and challenge each other on the leaderboard ghost system. Please leave Vector 36 some good feedback if you enjoy the game.
Thanks!
-Ryan
[ 2017-04-03 09:29:21 CET ] [ Original post ]
This update includes the following changes:
- Generic rudder controller support added.
- Noctis Chasma colliders refined.
- Head Bob Disable added to advanced menu.
- Local Best Time delete button in advanced to troubleshoot ghost replay upload issues.
- Local Best Time now based on League.
- Holding Right Click on Mouse or Camera button orbits in garage.
- Edit Visualization tools include realtime Center of Mass .
- Edit Visualization tools include realtime Center of Gravity.
- Edit Visualization tools include suggested Main Angle.
- Realtime League indicator added to Edit mode.
- New Icons created.
- Advanced ECU panel positions averaged to middle area.
- Edit panels no longer allow component placement click-through.
- Mass Specifications corrected.
- Braking disables magnetic envelope to stop unpredictable movement.
- Heatrate model modified to prevent permanent boosting.
- Heatrate model modified to provide greater cooling at higher speeds.
- Heatrate model modified to include heat based on thruster output.
- Cockpit UI refresh and warning colors.
- Simplified Chinese localization (Stage 1) Added.
- Multiple small changes and optimizations.
[ 2017-02-25 12:06:50 CET ] [ Original post ]
This update includes the following changes:
- Generic rudder controller support added.
- Noctis Chasma colliders refined.
- Head Bob Disable added to advanced menu.
- Local Best Time delete button in advanced to troubleshoot ghost replay upload issues.
- Local Best Time now based on League.
- Holding Right Click on Mouse or Camera button orbits in garage.
- Edit Visualization tools include realtime Center of Mass .
- Edit Visualization tools include realtime Center of Gravity.
- Edit Visualization tools include suggested Main Angle.
- Realtime League indicator added to Edit mode.
- New Icons created.
- Advanced ECU panel UI update.
- Advanced ECU panel positions averaged to middle area.
- Edit panels no longer allow component placement click-through.
- Mass Specifications corrected.
- Braking disables magnetic envelope to stop unpredictable movement.
- Heatrate model modified to prevent permanent boosting.
- Heatrate model modified to provide greater cooling at higher speeds.
- Heatrate model modified to include heat based on thruster output.
- Cockpit UI refresh and warning colors.
- Simplified Chinese localization (Stage 1) Added.
- Multiple small changes and optimizations.
[ 2017-02-25 12:00:01 CET ] [ Original post ]
Quick announcement:
Only a few days (weeks?) away from final release to version 1.0 (woop woop!). No big deal, only the most important professional milestone in my life. When I initially hit the big green button for Early Access, it was pure panic and cosmic chaos. I remember pacing around the house for a couple hours beforehand. When it came down to showtime, it was a little like the idol scene in Raiders of the Lost Ark.
This time is different, and while I am apprehensive about letting Icarus fly on his own, I am strangely calm. I don't understand why. Maybe I have reached the other side of anxiety and have transcended into a realm of pure madness. It must be some natural defence mechanism designed to keep my head from exploding. Anywho, once this is out the door, I can start to work on the Xbox version, followed by the PS4/PSVR, followed by a new VR-only game that I have been cooking up in my spare time.
Some important notes on Leaderboards and Workshop:
All leaderboard and workshop records will be smooshed on build 1.0. This assures new players that everybody is on the same playing field, as a lot of those records and ghost replays were done on old maps or with different physics rules. If you have worked hard for your records, and I know a lot of you have, I deeply apologize, but it's a necessary step, and well, I'm pretty sure you knew I was going to do that. Also, it turns out that a massive amount of ghost replays were hidden due to the Steam Workshop T&Cs checkbox that nobody has bothered to check. This has been resolved and if you upload a replay without agreeing to the terms, you will get a new prompt in Steam and a link to the legal page. Fun! Feelin' fine, Ryan
[ 2017-01-16 03:06:14 CET ] [ Original post ]
Quick announcement:
Only a few days (weeks?) away from final release to version 1.0 (woop woop!). No big deal, only the most important professional milestone in my life. When I initially hit the big green button for Early Access, it was pure panic and cosmic chaos. I remember pacing around the house for a couple hours beforehand. When it came down to showtime, it was a little like the idol scene in Raiders of the Lost Ark.
This time is different, and while I am apprehensive about letting Icarus fly on his own, I am strangely calm. I don't understand why. Maybe I have reached the other side of anxiety and have transcended into a realm of pure madness. It must be some natural defence mechanism designed to keep my head from exploding. Anywho, once this is out the door, I can start to work on the Xbox version, followed by the PS4/PSVR, followed by a new VR-only game that I have been cooking up in my spare time.
Some important notes on Leaderboards and Workshop:
All leaderboard and workshop records will be smooshed on build 1.0. This assures new players that everybody is on the same playing field, as a lot of those records and ghost replays were done on old maps or with different physics rules. If you have worked hard for your records, and I know a lot of you have, I deeply apologize, but it's a necessary step, and well, I'm pretty sure you knew I was going to do that. Also, it turns out that a massive amount of ghost replays were hidden due to the Steam Workshop T&Cs checkbox that nobody has bothered to check. This has been resolved and if you upload a replay without agreeing to the terms, you will get a new prompt in Steam and a link to the legal page. Fun! Feelin' fine, Ryan
[ 2017-01-16 03:06:14 CET ] [ Original post ]
This is an important message to all DLC Upgrade 1 Owners. I have changed around some DLC packages in the game in preparation for release. Basically, the old DLC that you have paid for is now becoming "hidden" from the general public. Only you own that DLC now and as a proud owner of the Early Access DLC, only you are entitled to certain perks within the game as a thank you for your support. You will have unlimited access to the GK, the top of the line Skimmer. You will receive the Original Soundtrack in high quality form. Now, the only caveat is that I have to re-release the old DLC as a new one. So on the store page you will see NEW DLC that looks COMPLETELY IDENTICAL, that you don't own: DO NOT BUY IT IF ALREADY BOUGHT THE FIRST DLC. Unless of course you really really like the game and want to support me further, but you've already helped and I am appreciative of it. :) If you end up buying both and missed this message, I will do what I can to help you out. This was the only way I could keep record of those that really went out of their way to help with the project. Once again, thank you. -Ryan
[ 2017-01-09 05:49:48 CET ] [ Original post ]
This is an important message to all DLC Upgrade 1 Owners. I have changed around some DLC packages in the game in preparation for release. Basically, the old DLC that you have paid for is now becoming "hidden" from the general public. Only you own that DLC now and as a proud owner of the Early Access DLC, only you are entitled to certain perks within the game as a thank you for your support. You will have unlimited access to the GK, the top of the line Skimmer. You will receive the Original Soundtrack in high quality form. Now, the only caveat is that I have to re-release the old DLC as a new one. So on the store page you will see NEW DLC that looks COMPLETELY IDENTICAL, that you don't own: DO NOT BUY IT IF ALREADY BOUGHT THE FIRST DLC. Unless of course you really really like the game and want to support me further, but you've already helped and I am appreciative of it. :) If you end up buying both and missed this message, I will do what I can to help you out. This was the only way I could keep record of those that really went out of their way to help with the project. Once again, thank you. -Ryan
[ 2017-01-09 05:49:48 CET ] [ Original post ]
First to mention is Vector 36 now supports TrackIR!
https://www.naturalpoint.com/trackir/ If you have a TrackIR, turn it on, center it in your runtime, then behold the magic when sitting in the cockpit. It supports all 6 degrees of freedom. Pretty cool gadget if you don't have VR.
Next to mention is there are a few more tracks, and a few rebuilt ones.
Noctis Chasma and Lana's Run are now completely rebuilt with some nicer meshes and textures. 2 new tracks include Noctis Loop Reversed, and Taenarius Reversed.
The next major change is the way the Lift Vectors perform.
Story time! So, I updated Unity to 5.5, which has done remarkable things to performance and VR. It also upgraded PhysX to 3.3.3 which has done remarkable things to physics accuracy and optimizations. So much so, that it has completely changed the flight characteristics of Skimmers. Modding a skimmer in the garage has resulted in overly sensitive outputs, and in some cases, unmanageable flight. It is now overly easy to go completely airborne and bypass all the terrain as you collect gates. Veteran Vector36 engineers have known for a while that they can simply raise the main thruster up a few degrees to float in older builds, but now it is even easier, if not unavoidable. This has never been the point of Vector 36, so I have spent some time on retooling the way the skimmers perform on the ground. Normally, the lift vectors work through a sort of repulsion to the ground. As you lift off the ground, the weaker they get. The new model acts as an electro-magnetic "pocket" that keeps your lift thrusters at a nominal height based on their power output. Wtf does this mean? Each lift vector will push away from the ground if it is too low, but draw back to the ground if it is too high. This keeps all the vectors closer to the ground at all times and acts like floating rails. HOWEVER, if you exceed this magnetic pocket and launch too high, the vectors turn off completely, as they have no ground to attach to. This happens frequently with high speed jumps. You can technically still float high above the terrain and collect gates, but 2 things: 1) I have made the gates half the height now. 2) You now only have your main thruster to steer when floating, which is not as nimble. I am hoping this encourages more skimming and less ICBMing, but if your tactic involves going airborne, you can still do that. As a precaution, "Jump" still functions as it always has. If you already have some finely tuned craft, the bad news is that you might have to change a few characteristics, mostly in the angle of the main vector. It will also take a bit of time to get used to the new flight dynamic. As always, give it a shot and let me know what you think. I will be constantly refining it in the days to come as there are still some kinks here and there. Those of you that participated in the final release megathread; Thanks very much. Your feedback has been received and taken into consideration. Max and Linux releases will come in a couple days, after some more testing.
Thanks again and remember to give the game some tasty tasty feedback if you want to see more.
-Ryan
[ 2016-12-09 01:20:00 CET ] [ Original post ]
First to mention is Vector 36 now supports TrackIR!
https://www.naturalpoint.com/trackir/ If you have a TrackIR, turn it on, center it in your runtime, then behold the magic when sitting in the cockpit. It supports all 6 degrees of freedom. Pretty cool gadget if you don't have VR.
Next to mention is there are a few more tracks, and a few rebuilt ones.
Noctis Chasma and Lana's Run are now completely rebuilt with some nicer meshes and textures. 2 new tracks include Noctis Loop Reversed, and Taenarius Reversed.
The next major change is the way the Lift Vectors perform.
Story time! So, I updated Unity to 5.5, which has done remarkable things to performance and VR. It also upgraded PhysX to 3.3.3 which has done remarkable things to physics accuracy and optimizations. So much so, that it has completely changed the flight characteristics of Skimmers. Modding a skimmer in the garage has resulted in overly sensitive outputs, and in some cases, unmanageable flight. It is now overly easy to go completely airborne and bypass all the terrain as you collect gates. Veteran Vector36 engineers have known for a while that they can simply raise the main thruster up a few degrees to float in older builds, but now it is even easier, if not unavoidable. This has never been the point of Vector 36, so I have spent some time on retooling the way the skimmers perform on the ground. Normally, the lift vectors work through a sort of repulsion to the ground. As you lift off the ground, the weaker they get. The new model acts as an electro-magnetic "pocket" that keeps your lift thrusters at a nominal height based on their power output. Wtf does this mean? Each lift vector will push away from the ground if it is too low, but draw back to the ground if it is too high. This keeps all the vectors closer to the ground at all times and acts like floating rails. HOWEVER, if you exceed this magnetic pocket and launch too high, the vectors turn off completely, as they have no ground to attach to. This happens frequently with high speed jumps. You can technically still float high above the terrain and collect gates, but 2 things: 1) I have made the gates half the height now. 2) You now only have your main thruster to steer when floating, which is not as nimble. I am hoping this encourages more skimming and less ICBMing, but if your tactic involves going airborne, you can still do that. As a precaution, "Jump" still functions as it always has. If you already have some finely tuned craft, the bad news is that you might have to change a few characteristics, mostly in the angle of the main vector. It will also take a bit of time to get used to the new flight dynamic. As always, give it a shot and let me know what you think. I will be constantly refining it in the days to come as there are still some kinks here and there. Those of you that participated in the final release megathread; Thanks very much. Your feedback has been received and taken into consideration. Max and Linux releases will come in a couple days, after some more testing.
Thanks again and remember to give the game some tasty tasty feedback if you want to see more.
-Ryan
[ 2016-12-09 01:20:00 CET ] [ Original post ]
I have opened a thread for you to voice your opinion on the game. So far there has been a wealth of information from the forums and your feedback, and I have made it a big priority to get that feedback into the game. Now that the game has developed, I would like your final thoughts. Feedback Megathread What could still be improved? What do you like the best? Final release is scheduled for Q1 of 2017, so right around the corner. Thanks as always for the feedback and I hope to make Vector 36 the best it can be for you. -Ryan
[ 2016-11-01 23:04:09 CET ] [ Original post ]
I have opened a thread for you to voice your opinion on the game. So far there has been a wealth of information from the forums and your feedback, and I have made it a big priority to get that feedback into the game. Now that the game has developed, I would like your final thoughts. Feedback Megathread What could still be improved? What do you like the best? Final release is scheduled for Q1 of 2017, so right around the corner. Thanks as always for the feedback and I hope to make Vector 36 the best it can be for you. -Ryan
[ 2016-11-01 23:04:09 CET ] [ Original post ]
This update includes all manner of goodies for Vector36. New level, massive optimizations, some rule changes and XBox One Controller is back! We are getting closer to final release so I am happy to hear your thoughts on the game.
Update includes:
- New Tutorial Crater and test area.
- New Skimmer port and Bootleg-Terraformers.
- XBox One Controller Supported again.
- Reworked Lap system. Start and end gate are now the same, for one complete lap.
- Notifications Toggle in Advanced options menu.
- Optimized skimmer base code.
- Optimized component code.
- Optimized terrain details.
- Optimized pilot IK motion.
- New post processing.
- More stable garage testing facility.
- New gauge helper icons in Tutorial.
- Button Help Hints when cursor hovers over button.
- General fixes and improvements.
- Track IR support.
- Vive/Oculus Controller motion support.
[ 2016-10-28 03:52:56 CET ] [ Original post ]
This update includes all manner of goodies for Vector36. New level, massive optimizations, some rule changes and XBox One Controller is back! We are getting closer to final release so I am happy to hear your thoughts on the game.
Update includes:
- New Tutorial Crater and test area.
- New Skimmer port and Bootleg-Terraformers.
- XBox One Controller Supported again.
- Reworked Lap system. Start and end gate are now the same, for one complete lap.
- Notifications Toggle in Advanced options menu.
- Optimized skimmer base code.
- Optimized component code.
- Optimized terrain details.
- Optimized pilot IK motion.
- New post processing.
- More stable garage testing facility.
- New gauge helper icons in Tutorial.
- Button Help Hints when cursor hovers over button.
- General fixes and improvements.
- Track IR support.
- Vive/Oculus Controller motion support.
[ 2016-10-28 03:52:56 CET ] [ Original post ]
This update is a major improvement to the leaderboard system. Along with an interface update, you can now race other players around the globe through their Ghost Replay data! Heres how it works:
Beating your own high score and placing yourself on the leaderboard will now additionally upload your ghost data to Steam through the Cloud Services. You click a contender, and if they happen to have their data uploaded, you can challenge them to a race on a particular track for a particular tier of skimmer. For the moment, beating them will upload your score over theirs on the leaderboard, and you get Mars street cred, however future updates will give you the opportunity to buy their skimmer and even race multiple replays.
That all being good news and all, please expect some quirks in the new code. There are a couple instances where uploads don't make it, or textures don't get downloaded properly, but I am hoping to address these soon. I cannot express how excited I am about this update, because it finally brings some PVP action to the game, which is what it needed. In many ways, this system is superior to a dedicated multiplayer. You can play offline, theres 0 lag, ghosts cannot grieve you, and theres no hassle of servers and such. You can also have a look through the workshop panel in Steam, where you can see all the replay sets, vote on them, complain about Moocow's stupid fast Carbon Viking, etc. Other features include:
- Revised Physics characteristics
- Revised default ECU settings
- Noctis Chasma terrain update
- New Garage improvements and optimizations
[ 2016-09-13 15:48:01 CET ] [ Original post ]
Thanks everyone for an amazing Summer sale and an even better VR sale. Im glad to see so many people picking up the game for their new headsets and giving it a try. I have taken on some of the feedback and the result is pretty compelling.
This update showcases the new, new, (new?) garage system. It is a huge improvement from the original garage because:
- Instant Edit. Now you can move parts around without setting them, just adjust and save!
- Flight Sim Mode. Instead of loading into a test scene, you can immediately swap into the sim area and test with your controllers. The sim area is endless, so you can test top speed as well as agility.
- Flight/Edit Quick Change. Quickly flip between editing and testing for a very fast tuning experience.
- Realtime HUD. Monitor your skimmers stats with the new HUD overlay.
- Realtime Visualizations. Monitor your skimmers thrusts and gyro with the vis tools.
Also featured in this update:
- Optimized garage code.
- Bias can now be controlled by an analogue axis.
- Diverter settings can now be edited through the Advanced ECU button.
- Diverter can change 1)Initial Bias and 2) Max Boost Level.
- Improved "Noctis Chasma" track.
- Improved cursor performance.
- Optimized collision meshes.
- And more!
If you like what I have done with the game and want to see more. Give me a good review on Steam reviews.
Cheers! Ryan
[ 2016-08-25 13:19:27 CET ] [ Original post ]
Hey team,
Just want to say thanks to everybody for hanging out while I had my vacation. Me and the Mrs. had a great time but enough of that, time to get to work.
I am really happy with some of the feedback you guys have been leaving and have taken it all on board. I have done a mini update which has fixed a lot of controller issues and compatibility.
I have also completely changed the way the boost system works in the game. Before anybody panics, let me explain: New boost basically is 200% throttle now, which is rad because it really punches you, but now you overheat faster. This means you will now use the boost less, but when you do, its very potent. Also! flying near terraformers and water have a better cooling effect on you, so you sort of have to dance from one cooling zone to the next if you really want to get some good speed. I have played around with it, and really enjoy how dynamic it makes piloting, but I will let you play with it and see for yourself.
Some of you will be pleased to know I have contacted TrackIR and should be working on getting that in the game. Who loves you? This guy.
I still plan on fullfulling my previous list of updates, so that is the priority. Also, I am on the verge of adding some more team members to get some more content out the door. All good news.
Leave the game a sparkling review on the store page if you enjoyed it.
-Ryan
[ 2016-07-23 01:16:09 CET ] [ Original post ]
This update brings a couple minor updates to the game.
The most prominent is that the VR notification popup has been pushed a bit higher and further out to address some concerns that you will go cross-eyed looking at it XD. Also changed is the Non-VR mode within Steam should disable all VR without you having to unplug your HMD. All good news. As I mentioned in the last update, I will be away for about 5 weeks to globe trot a little bit and, well, get married. So you can expect more updates around the end of July.
These updates will be substantial!
- Helmet mounted HUD to show player positioning, timing, other skimmers, motion telemetry, damage, etc.
- Complete Garage rebuild so you can modify your skimmer while its flying in real time. 5th time the charm.
- Refined levels, probably a whole new Noctis Chasma.
- Introduction to the HammerHead
- Ram Bar/Landing Skid bolt-on parts
- Refined Quick Race system to have multiple skimmers to choose from.
Now, on to important business.
The next Steam-wide sale will be the last sale for Vector 36 before it becomes a final release . After that, the price will increase to a yet undisclosed amount. Final Release will include more levels, more skimmers, and extra fun things, but I have already said too much. Those of you who have purchased the DLC in the EA phase, I thank you so much for your support of the game and you will be rewarded when the game is in final release. I may remove DLC sales for this last push up to Final Release, but haven't decided yet. Once again, thank you to the players, your response and feedback has been humbling and motivating. Feel free to let me know what you think on the forums, and if you like what you see, give it a good review on Steam reviews. Cheers! Ryan
[ 2016-06-11 07:25:02 CET ] [ Original post ]
Optimize optimize optimize! Thats all its been for the last week. I have spent days hunting down various cpu and gpu drains in the game to address judder or frame rate issues. I made a massive improvement by reworking the thruster lights. Turns out if you modulate intensity of a light in Unity, the GPU loses its chill, but if you simply adjust the range of a light, it doesn't make a dent to performance. Even slowly rotating a "Sun" like light in a scene absolutely kills performance. That all being said, I have gained an extra 10-15 fps and reduced a lot of judder in certain scenarios. If you are still having judder issues on high spec machines, please don't tell me about it unless you want to see a grown man cry. I also discovered that if your audiolistener is violently shaked in your game, there is a performance cost as I believe it has issues calculating the doppler effect. If the listener is parented to something like a physics object that is being motivated by something else, the GPU loses around 6-8 ms. I haven't found a way around this yet, but there is room to improve. Also, I have added an "Instant Race" menu item which puts you into a randomly selected map that you have unlocked. For the moment, I stick you with the basic Hopper, but I will be adding more custom skimmers in the future. Its just a test to see if it works or not. You can earn a fixed amount of money based on the difficulty. Total updates include:
- Optimized thrusters.
- Optimized Intro scene.
- Totally sweet new title reveal.
- New "Instant" mode.
- Revised waypoint markers.
- 8 start pads added to Noctis Loop.
- Added "Position" to your gate popups, to show where you place in VR.
- Other improvements I cant remember.
[ 2016-05-24 21:33:38 CET ] [ Original post ]
This weeks update focuses on some of the feedback from the community, specifically on VR improvement and performance.
Improvements:
- Reworked load system to gradually load in assets at start to reduce VR hangtime.
- Various VR improvements to reduce cpu load.
- Rebuilt the garage angle adjustment system to be -/+ as opposed to sliders.
- Rebuilt the ECU programming panels to lay flat on canvas.
- Multiple Garage enhancements.
- Quality Settings now change terrain detail and cloud shadow coverage.
- Store optimized to hide excess poly (8 million to 400k!).
- All scrollable selectors improved interface, included a "drag" ability.
- Starting credits now at 30k to get you into the mid-tiers quicker.
- Quality Settings now change terrain detail and cloud shadow coverage.
- Cockpit models slightly optimized.
- Racer Position list removed from view when in VR ( replacement coming in next build).
[ 2016-05-20 23:22:19 CET ] [ Original post ]
The wait is over: Vector 36 Beta now supports Vive in Steam VR! Try out the latest build of one of the best VR experiences on Steam today. If you like what you see, don't forget to leave a good review on the store page. -Ryan
[ 2016-05-14 23:05:29 CET ] [ Original post ]
At the request of the community, Vector 36 has been ported to Linux! If you are a Linux or SteamOS user, give the game a try. Please keep in mind that this is the first build and if there are any bugs or major issues, please let me know on the forums.
Also included in this build is a revised Leaderboard which now shows your personal position on the boards, and the position amongst your frenemies.
Thanks and enjoy.
-Ryan
[ 2016-04-18 03:31:38 CET ] [ Original post ]
You get 20% off for picking up a copy of Vector 36 this week to celebrate the introduction of VR to the gaming public. If you have an Oculus Rift CV1 or DK2, put it on your head and zip across Mars. Check out the leaderboards to compare your time to the rest of the world. HTC Vive support coming soon.
[ 2016-04-11 10:25:21 CET ] [ Original post ]
Hi Everybody! Build .902 gives us our first taste of real VR with the introduction of Oculus 1.3! I have spent a lot of time trying to optimize the game to work with the OVRs beautiful high res screen, but there is still work to be done. So far, integrating Oculus into the game has been an absolute breeze and I am really proud of the outcome. Vive should be coming shortly after as it is not fully supported in Unity. We can expect it to be available within the next couple months as the support is more developed. If you do have an Oculus CV1, feel free to pop on the forums and let me know about the experience.
Build Notes
- Heavy terrain optimizations. Should give an extra ~10fps in 2D mode.
- Refined UI
- Menu navigation no longer supports controller input. I have a completely rebuilt system I am adding that will solve so many issues. For now, please use the mouse to navigate the system, even in VR mode.
[ 2016-04-06 21:59:05 CET ] [ Original post ]
Team, I am doing a mini build to add something I think is too much fun to not share.
Leader Boards
The game now has preliminary leader boards so you can compare your score to the top players. Currently the scores are created based on your best single lap time per track per league, IE: Best Lead League lap on Lanas Run, or Best Nanite League lap on Aganippe Fossa. Your score will automatically be uploaded and compared every lap. To find them, simply go to Race, then click the double helmet Icon to populate the boards. Click on a particular board to see top 15 times. Obviously these will be expanding in the future to include more options, filters, etc, but they work for now. One issue I have found: Sometimes the boards crash randomly when populating. I haven't found the source yet, but it should be fixed soon.
Trophy System
Also included in this build is a small taste of the new trophy system. It only appears in the quick race winnings, and nowhere else, but the next build should have a bunch of shiny awards for intrepid pilots.
VR
Not included in this build, but important to know: Vive will be coming with the next update! Unity has recently announced that they are supporting the Vive as a native VR set. Thank Phobos! Now get out there and claim those lap records. -Ryan
[ 2016-03-12 07:41:47 CET ] [ Original post ]
In this update you will be seeing a series of enhancements, but the most exciting of all are the new auto-repair stations. These platforms are pretty easy to use. When you see the flashing yellow lights, you are cleared to land on top of the platform. Land within the yellow circle and watch your Skimmer's frown turn upside down. :D It will put out any fires, repair all chassis damage, refuel your tank, repower your Diverter, remove any lingering damage from your components, then send you on your way. It will not however, replace any missing components you have lost along the way, so its recommended to get your renobots to put you back together before you use it. This will probably be remedied in the future, but I can't figure out what to do with your missing parts. Do I warp them to you? Do I charge you for a new part? On top of this I have:
- Updated the engine
- Enhanced the UI slightly.
- Improved race bay models
- Reworked the sales system in the Store to include partial Skimmer Sales.
- Optimized some assets
- New Steam Leaderboards (finally!)
- Trophy and Achievement System
- HTC Vive integration
- MFD component
- Rework the tutorial levels.
[ 2016-03-01 10:11:27 CET ] [ Original post ]
Hi Everyone, This latest version brings an important update to Vector36 by introducing a new ECU system! The new ECU system removes the previous 2 ECU's; Storm and Atom, and creates a new unified and completely customizable platform. Gone are the days where you don't know what ECU does what, and welcome a completely custom and hopefully intuitive control scheme.
New ECU features:
- Completely customizable
- 3 Total Parameters
- Up to 8 Lift Vectors supported
- 4 inputs ( Horizontal, Vertical, Rudder, Thrust )
- 2 outputs ( Pitch, Power )
- Mirror Copy and Reset to Default.
- Automatic Banking (Detects Drift)
- Multi-directional Automatic Braking (Stops Skimmer, even going sideways!)
Other improvements to this build:
- New Practice Mode ( no AI, and no damage!)
- Improved and Optimized Skimmer Physics
- Slightly Improved UI
- Blackouts for High G's and Spinning (Anti-Nausea for VR)
- Other Minor Tweaks.
Known Issues:
- Store Skimmer Sale will sell all shared parts.
- Tournament Panel sometimes doesn't recognize correct Skimmer tier.
- Controller schemes still sometimes delete.
- UI moved by controller still a bit chaotic. (I would just use the mouse)
[ 2016-01-25 03:58:14 CET ] [ Original post ]
Included in this update are the following:
- Updated base Nanowave to be slightly quicker.
- Initial Accessory list now includes a headlight and 2 renobots.
- Changed AI difficulty range to have slower low tiers and faster high tiers.
- VR recenters when you Pause the game in race.
- Fixed the Win10 stretching GUI issue (not my fault, I swear!).
- Refined control schemes further.
- Fixed certain obstacles popping up just in front of you suddenly.
- Adjusted the Storm ECU to include and Auto-Banking feature which will detect drift and counteract with opposite bank.
- Final Mastered OST by Kubix, see notes below.
Next Update I hope to include:
- Reformed Quick Race format.
- New "Practice Mode" with no AI and no damage.
- New ECU unit with 3rd axis for manual banking control ( Pitch, Bank, Yaw) Advanced Users Only!
- Hopefully a fix for the Nvidia Oculus Issue (Still waiting on Oculus and Unity)
OST is available by our very own Kubix!
The Journey: VECTOR 36 Original Soundtrack is now available on BandCamp.com by the talented composer Kubix. He has worked very hard to put this together so give him a look.
DLC, EA, and Vector36
I have had quite a few angry/disappointed comments in regard to releasing a DLC pack for Vector36. The intent was never sinister and I never thought it was such a sensitive subject when I created it. Let me just be clear that all DLC in Vector36 will never be based on any play/feature advantage, only convenience. The new garage is essentially 2 extra garage slots, a new skin, and a new song track. All Skimmers, components, tracks, accessories or anything in updates that alters direct play will always be free, as a policy. In regards to accusations that I am "cashing out", the simple answer is, of course I am. I am absolutely dedicated to improving the experience and extending the reach of Vector 36 to be the game you want it to be. It won't happen if I don't try to bring in extra sales. The more I "cash out" the better the game will be. Please let me know in the comments if you are interested/not interested in any more DLC or even the OST release in Steam Music while in an EA phase.
Holidays and Merriment
Thanks and Happy Holidays to all the Vector36 pilots. I appreciate the feedback and look forward to taking the game to the next level in the New Year. -Ryan
[ 2015-12-20 07:41:07 CET ] [ Original post ]
This latest update of Vector 36 has some substantial and juicy updates.
Major News: I am very pleased to announce that Vector 36 will be available for the PS4 /Morpheus and XBox One in late 2016. I am looking forward to bringing these to the consoles. I am also hoping to have cross platform multiplayer available by then, so stay tuned. Major Updates:
- New DLC includes the 4 slot enclosed Garage!
- Reworked cockpit models and interfaces. Stage 1 full VR support.
- In-Cockpit pilot model and active IK added.
- Major optimizations to models and terrain.
- Rework of initial Skimmer to something easier to fly.
- Flight model reworked for more stability.
- Damage model changed to allow "brushing" against objects without total destruction. IE: Less damage :).
- Popups reworked for VR integration.
- General stability and glitch fixes.
- Skimmer History and initial save states. (A Skimmer undo button!)
- Garage test mode before edit commitment.
- More controller support. ( up to 3 controllers at once).
- Controller input now drives interface making it easier for VR navigation.
- Currency system more forgiving
- Garage and edit system slightly more manageable.
[ 2015-12-11 00:10:15 CET ] [ Original post ]
Team, This update includes the following major changes based on your feedback:
- Test Skimmer in the Garage: Now you can test your modified skimmer before committing to a build. When you return from the test, you will still have your modified skimmer, but until you SAVE the skimmer, it wont be a permanent configuration.
- Skimmer History: Now whenever you build a skimmer of a particular name, it's old version is saved in a history. You can effectively UNDO a skimmer to a previous build, but you will have to SAVE that older version for it to be permanent. Change the name of your skimmer to begin a new build history.
- Visualization Tool: In Flight Mode, next to the ON button is the visualizer. This has been updated to show more useful information, in a more effective way. It is currently lacking a "Center of Thrust" as I haven't found an aesthetic way of displaying that yet.
- Center of Gravity: This equation has been changed to be more accurate. Some of your Skimmers might fly slightly differently because of it, but it shouldn't be a game breaker.
- Nanowave Update: Your first skim, the Nanowave, has been replaced with the updated Nanowave II. The Nanowave II uses a different ecu, and additional rear vectors for stability. The old Nanowave is technically faster, but the new one is more stable, and closer to the Tutorial ship. Let me know what you think of the new one.
- Skimmer Parts: Items you do not own or cannot own will show up as blue in the Shop and Garage. Certain items, including the GK80TT, are no longer available, so if you already own it, congrats, you are IBTL.
- Options: Resolution dialogue has been completely recoded. There is now full control over resolution and refresh rate. Any other issues related to resolution are now a problem for 3rd party developers, such as GPU and VR.
[ 2015-11-17 22:22:08 CET ] [ Original post ]
There is a consistent issue with certain PCs and Vector 36 performance. Some users are reporting bad framerates or oculus judder, regardless of FX or resolution settings. I have spent a lot of time trying to solve this, but it is clear now that the issue not something I can solve on my end. This is an interoperability issue between new Unity, Oculus, Nvidia, AMD, and Windows 10 software and is currently being delt with externally to Vector 36. Please see this forum post if you believe you are experiencing it: https://forums.oculus.com/viewtopic.php?f=34&t=26029 At this stage, I would ask anyone with these issues to refrain from posting negative reviews in regard to system performance related to Oculus as it is out of my control at the moment. Please keep in mind that ALL VR DEVELOPMENT IS STILL IN BETA. Oculus is working hard to improve the experience: https://forums.oculus.com/viewtopic.php?f=20&t=27342&p=304355#p304355 I apologize for any inconvenience. -Ryan
[ 2015-11-09 18:27:44 CET ] [ Original post ]
Hi team, Now that the dust has settled from the overwhelming event that is PAX, I can start to look at the game again and get some issues taken care of. First of all, the convention! Vector 36 had an amazing turnout of people who had cued up for upwards of 30 minutes to give it a try! We had oculus running at full tilt and 0 nausea fatalities. Thanks to those that came out, those who bought the game, those that won the competition, and to my booth minions. I will post some photos on the news page shortly of the booth and winners. Now, more importantly, feedback and roadmaps: I have been watching the online discussions and will be tackling some of the more prominent issues this week. [olist]
[ 2015-11-03 10:12:12 CET ] [ Original post ]
Among minor updates, the new key updates are: - Resolution Override in the Options > Visuals Section. Designate your own resolution if the native resolution finder isnt behaving. - Credits will now never fall into debt. I dont know why I didnt do that earlier. - "Jump" function for Nanowave fixed. - Oculus now automatically positions your head before every match. Make sure you are looking/sitting where you want to during those loading screens! - Lengthened time to clear quick races and advance to the next map. (Will only work if full reset is performed) Thanks for the feedback so far everyone! -Ryan
[ 2015-10-24 14:13:26 CET ] [ Original post ]
I have had a lot of questions regarding Oculus hardware and runtime requirements. Heres what you need: DK2 or any later model. Runtime 0.7 from Developer Center Nvidia 6 Series graphics card or higher or Ati 7 Series graphics card or higher Notes: Currently, VR is disabled for Mac builds. When running the oculus, you should unplug all other monitors except your primary. I have personally found that running 2 monitors and the Oculus causes serious graphics issues. While typically the oculus does a good job of autodetecting your position, sometimes it goes a bit rogue and places the camera too far back or too far forward. I will be addressing this in the next update. Using the Oculus will disable some in-game notifications. It is HIGHLY RECOMMEDED to try the game without oculus first, especially the tutorials. Once you understand the basic controls, the VR experience is much richer. Thanks and happy VRing, Ryan
[ 2015-10-23 22:47:36 CET ] [ Original post ]
Hey Everyone, Vector 36 is now available to the world. It has taken me 2 years to develop this game in my spare time so I hope you love it as much as I do. To celebrate, you get 10% off and I get to sleep. It's win / win really.
Some notes on this fresh squoze build: • If you are using an Oculus, I would recommend starting the game without it first. You can navigate and play through the whole game with the Oculus, but you will miss certain instructional cues that you need to get started. • Please go through all the tutorials and read the prompts. They explain most things. • Be very careful with the Garage function of the game. You can completely modify and build your Skimmers, but once you modify, you will be stuck with your creation, good or bad! In the event that you have tinkered beyond your means, see the next bullet. • In the event that something goes wrong, You can go into Options, Advanced, then Full Reset. This will start you from scratch. • There are a lot of unexplained concepts and features in this build. I am still trying to decide what the best way to handle this is, from both a development and language barrier standpoint. • Have a question? Post it in the forums here. I will do my best to monitor and field any questions. Known Issues: • On rare occurrences, your end position may not read exactly right if a group of Skimmers went through the end gates. You should still get points or credits, but might not be accurate. • The Renobots, bless their hearts, sometimes get stuck or forget about you. If you end up sitting too long on the ground, just restart the map, assume they have found something shinier to chase. • Skimmers will sometimes spin uncontrollably when parts are mounted too close to each other. Make sure each part, when placed, has a little bit of an air gap. This is probably from a physics feedback loop. Fun with physics! • There is no penalty or Game Over for being in debt yet. I don't know how to punish players appropriately. If you get so in debt you cant buy anything, I would just do a full reset. • Other things I cant remember because its 2:30 am. Enjoy the game! ːsteamhappyː -RyanM
[ 2015-10-21 13:56:38 CET ] [ Original post ]
🕹️ Partial Controller Support
- V36 Beta Linux [2.65 G]
- Vector 36 - Garage Upgrade 1(x2 slot)
- Vector 36 Racewear - Stratus One / Plateau
- Vector 36 Racewear- Grit Colonist / Dust
- Vector 36 Racewear- Vanguard Blitz / Grid
- Vector 36 Racewear- Forge Sinter / Polar
Race other pilots through various tracks on Mars. Compete in Sprint, Circuit, or Tournament modes to win credits, parts, or new Skimmers.
Each part of your Skimmer is bound by the laws of physics. Moving internal components will shift the center of gravity, adjusting angles to thrusters will affect its flight characteristics.
Fine tuning is the difference between winning and losing. Choose from a wide selection of parts, accessories, passive weapons, or support gear to adjust your Skimmer to its task. Whether it's a quick sprint at full boost, an endurance race with hardened parts, or a hill climb where lift is more important than thrust; evolve or get left behind.
Witness new skimmers, tracks, obstacles, support bots, parts, weapons, opponents and game modes. Vector36 will be growing over time.
Full Oculus Rift support will be followed by HTC Vive.
- OS: Ubuntu 12.04+. SteamOS+
- Processor: i5 or equivelentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1 GB card
- Storage: 3 GB available spaceVR Support: OpenXR. does not require motion Controllers
- Processor: i7 quad core or equivelentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2 GB OpenGL 4.2 Nvidia 600 or Ati 7000 and up
- Storage: 3 GB available spaceVR Support: OpenXR. does not require motion Controllers
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