





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
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.
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.
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
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
Just released, the new Vector 36 DLC racewear set: Vanguard Blitz helmet Grid pattern race suit
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
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!
https://www.youtube.com/watch?v=8s1PCQdPffU
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
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.
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
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
This update includes the following changes:
This update includes the following changes:
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
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
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
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
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
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:
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
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.
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.
Team, I am doing a mini build to add something I think is too much fun to not share.
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:
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.
Team, This update includes the following major changes based on your feedback:
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
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]
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
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
[ 6051 ]
[ 2113 ]
[ 2043 ]