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December Update. TrackIR, New Tracks, Major Physics Change.
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.![](http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10396101/dc9d5ed4f1aa7971f50f0505757adb02a77c929c.jpg)
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.
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.
-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.
![](http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10396101/dc9d5ed4f1aa7971f50f0505757adb02a77c929c.jpg)
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 ]
December Update. TrackIR, New Tracks, Major Physics Change.
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.![](http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10396101/dc9d5ed4f1aa7971f50f0505757adb02a77c929c.jpg)
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.
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.
-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.
![](http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10396101/dc9d5ed4f1aa7971f50f0505757adb02a77c929c.jpg)
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 ]
Vector 36
Red River Studio LLC
Developer
NA
Publisher
2017-01-25
Release
Game News Posts:
47
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(239 reviews)
The Game includes VR Support
Oculus: 1
SteamVR: 1
Keyboard & mouse: 1
Gamepad support: 1
Seated: 1
Public Linux Depots:
- V36 Beta Linux [2.65 G]
Available DLCs:
- 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
Vector 36 is Physics-Based Racer set on the terraformed surface of Mars. You pilot a Skimmer, a completely customizable, surface skimming vehicle. With total control over every component, you are responsible for how your Skimmer performs. Piloting skill and engineering make the difference between winning and losing.
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.
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.
MINIMAL SETUP
- 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
GAMEBILLET
[ 5949 ]
GAMERSGATE
[ 1499 ]
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