— With the latest 3.7 beta we’re bringing VR flying back to Volo! —
00:00 Oh my god it’s VR
04:12 About motion controls
05:54 The subtlety of brake lines and gamepad triggers
10:18 Parachute selection with gamepad
12:31 Performance improvements
14:52 Pilot now relaxes under canopy
16:02 Fixed tendency for all canopies to bank left without input
— This week we look at the new beta, featuring pretty parametric 3d models for all your parachutes, new editor improvements, and we go over the polishing work still to be done for the proper v3.7 release. —
00:00 Look at them!
02:41 Iterating on editor UI
06:06 New parachute visuals
08:01 What’s on the todo list?
09:13 The state of VR support
12:57 Small additions
14:33 State of parachute physics consistency
This episode we show off Pilot’s new canopy controlling skills introduced in beta 3, and we tackle comments on last week’s episode!
00:59 DaGhost141: Will tracking jumps be a feature?
03:23 DaGhost141: Can we control speedscaling?
04:56 Parachute-powered backflip fun
08:39 Skyfread: Can we get that slowmotion?
11:58 Beta 3 Discussion Starts
17:53 Dealing with surging wings
21:19 A list of squashed issues
24:13 Beta installation instructions
While we’re polish up v3.7 we thought we’d mess around with the game while it runs in the editor, leading to very important questions like: What happens if you remove the left leg?
00:52 Jet Fighters and automatic control systems
02:23 Flying without wings, tracking jumps
06:56 What happens if you turn off assists?
09:26 What happens if you turn off ALL stabilization?
12:23 What happens if we remove… the left leg?
14:39 What happens if we remove its butt
15:30 Windtunnel testing
19:07 Tree collision
In this episode we take a question from the comments about Volo’s current and future art direction, looking at the space between the concepts of pure realism and pure fantasy, where the two are much alike, and where we think they can really help each other.
00:35 MarkusA380’s feedback on the beta’s capsule-pilot
07:20 Plans for the ragdoll animation system
10:24 The complexities of teaching a ragdoll how to move
14:45 Tulipothar’s feedback on the parachute flight model
20:58 Please help test our beta releases!
In this episode we discuss the first v3.7 beta release, which brings the parachute system into the full game, detail how we’ll polish this release up over the next weeks, and ask you to help us make it better!
v3.7 Beta Forum Thread
00:00 Steam beta instructions
00:53 What in this beta?
07:15 Making things seamless
09:14 Help us test!
10:23 Replacing the capsule with the full ragdoll
10:56 State of VR support
14:16 Summary of planned 3.7 work
We just released a new test version of the upcoming parachutes update for Volo Airsport.
This update is packed with awesome features:
- Parachute flight simulation with all the depth of the wingsuit flight model you know and love
- A rich editor for designing your very own parachutes
- In-flight deployment of your parachute, with the ability to switch back to wingsuiting at any moment
- Use ‘T’ or ‘Right Shoulder button’ to toggle
- Numerous performance tweaks and improvements
Go to game in your Steam library -> select Betas tab -> select ‘test’ to download the new update.
If you haven’t done so already check out our development diary on YouTube. In it you can see how the parachute release came to be, what considerations we made while building this update, and many more things.
Please let us know what you think about this release on the forums. Also, if you find bugs, please report them on the forums.
Happy new year!
The Volo Airsport team
We take a question from the comments about Volo’s current and future art direction, looking at the space between the concepts of pure realism and pure fantasy, where the two are much alike, and where we think they can really help each other.
01:02 Luc Sommerland’s comment (thanks!)
01:45 The space between realism and fantasy in game simulation
12:47 Lots of concept art!
18:31 User generated content
Check out more work by Moldybyrd at: http://moldybyrd.com/
In this episode we demonstrate the first results of duct-taping the parachute system to the full game, and tell a few things about what to expect next.
02:50 Parachute deployment demonstration
07:50 Plans for polishing/releasing this
In this episode we talk about the game design and technical design challenges we deal with while merging the parachute system into Volo proper. Specifically the area where game design and technical design start looking like the same thing.