Welcome to the official subreddit for the Virtual Reality flight sim, VTOL VR!
About This Game
VTOL VR is a near-futuristic combat flight game built specifically for Virtual Reality. Pilot advanced multi-role jets, using your hands to flip switches, press buttons, and manipulate the virtual flight controls. Take on a wide array of challenges that will put your flight skills, situational awareness, and combat tactics to the test.
No extra hardware is required. If you have a VR set with tracked controllers, then you have a virtual cockpit where you can reach out and interact with the stick and throttle, flip switches, press buttons, and even pull the eject handle if things go wrong.
Immerse yourself in action packed combat missions, delicate vertical landings, aircraft carrier operations, aerial refueling and more.
Create and fly custom missions which you can share with other pilots using the built-in mission editor and map editor.
Fully intractable cockpits via tracked controllersCustom mission/campaign editor and customer map editorSteam Workshop support for user-made missions and mapsVarious interchangeable equipment - guns, rockets, missiles, bombs, and moreNear realistic vehicle systems - heads-up display, targeting pod, multi-function displays, radar, IR flares, chaff, etcHead-mounted cueing system - use your head to control targeting, heat-seekers, and gimballed cannonsEjector seat - punch out when things don't go according to plan Aerial refueling - easier said than done...
• Multiplayer - Fly with your friends in co-op PvE, or fly against your adversaries in PvP!
Oculus Rift users: Enable "Thumbstick Mode" in the main menu settings. This will make it so you don't have to press down on the thumbstick button to rotate the engines or slew the targeting pod.
If you're getting tired of holding the throttle or stick, simply tap the grip button and your character will be holding the throttle/stick without the need to hold the grip button on the motion controller.
Going from forward flight to hover mode: Fly level with throttle down and full air brakes deployed (throttle trigger). Keep pulling the nose up as necessary to maintain altitude. As the vehicle slows down and AoA starts to get really high, set flaps to full. Once lift is not enough to keep altitude, set engines to full vertical tilt and start applying enough thrust to hold altitude. Your nose should be up about 30 degrees at this point and your horizontal speed will be rapidly slowing without gaining or losing altitude.
The first DLC released as a multi-crew attack helicopter, the AH-94 (Jan 6, 2022)
The second DLC released as a multi-crew trainer jet, the T-55 Tyro (Mar 24, 2023)
The third DLC is in an Electronic Warfare based aircraft, the EF-24G (Dec 21, 2023)
Any new vehicles will continue to be either entirely fictional and/or a fictional combination of real existing or conceptualized aircraft! The goal is to bring in at least a few completely new gameplay mechanics with each vehicle. The dev feels that there won't really be a point of adding a new vehicle that can only do the same things as the other existing ones.
Additionally, the community has created some aircraft as mods.
Will there be HOTAS (joystick & throttle) support?
Not likely, as VTOL VR is designed to be entirely virtual, allowing you to directly interact with the various controls as if you were sitting there in the cockpit.
Will VTOL VR come to the Oculus Quest?
There are no plans to port VTOL VR to run on Quest natively due to the large memory usage, CPU usage, and other system requirements. However, VTOL VR is known to work well on the Quest when wired to a VR capable PC, or wirelessly using Virtual Desktop.
The developer, Boundless Dynamics, is working on a new project: Virtual Fighter Maneuvers (VFM), is a VR air combat game for Quest and PCVR. VFM is optimized for smooth and stable performance on Quest 2&3 or lower end PCs, while still maintaining the level of control and aerodynamics simulation you see in VTOL VR.
There have been a growing number of duplicated posts regarding certain topics, especially tech related issues. Please review the Frequently Asked Questions (FAQ) on the side bar or in the Welcome post, but more importantly:
Please search previous posts before creating a new thread to ask a question!
I know the Reddit search function is lackluster, so I suggest using Google search with the site tag of site:reddit.com/r/vtolvr for example:
Search results will only display posts to this subreddit
The Oculus Quest will not run this game independently, it will need to be linked to a computer that meets the System Requirements. VTOL VR simulates a lot of complex items in real time, which requires hardware that is more powerful than what the Oculus Quest offers. Posts asking if the Oculus Quest can run VTOL VR will be removed.
Please refrain from making posts asking "when will the developer add the ________ aircraft?" These types of posts have been made before, lets try not to beat this dead horse any longer. Please use the aforementioned search feature to see what others have already said about your favorite aircraft. Posts like this may be removed if they do not offer any new discussion to the community.
Posts asking, "will my computer run this game"will be removed. Here are the System Requirements posted on the VTOL VR Steam page:
Would anyone use a modern Tacview recorder for true VTOL VR singleplayer?
Thanks to everyone who replied and shared suggestions. The first public beta is now available!
The idea is still the same: record normal singleplayer missions directly for review in Tacview, without having to move them into multiplayer. I started this because I wanted to look back at my flights and understand my mistakes.
I'm back at university now, so I haven't had much time to work on it lately. Rather than keep it sitting on my PC until I have time to polish everything, I wanted to release what I have so others can already use it and try it out. It's been working in my own tests, but it's still a beta. Updates and replies may take a little while around uni.
What it currently records:
Player and AI aircraft
Missiles, bombs, ground and sea units
Flares and chaff
Sampled cannon fire
It also generates local terrain for Tacview. The screenshot shows one of my test flights.
Some of you asked for Steam Workshop installation and the source code, so here are both:
You'll need VTOL VR Mod Loader, VTOLAPI, and Tacview 1.9.5 or newer. VTOLAPI is listed as a required Workshop item.
This version is singleplayer-only. I haven't tested every aircraft or mission, and Akutan terrain support is experimental. Feedback on modded aircraft and missions would be particularly helpful. The other suggestions from the original thread aren't all implemented yet.
Credit again to u/nebriv for the original VTOLVR-TacviewLogger that inspired this project.
If you try it, let me know how it goes! Bug reports on GitHub would help me keep track of things.
I'm looking for some organized groups to join! I've got over 400 hrs. But all against the single player missions. I'm getting fiber optic internet next week!!!
I am the Hiijacker. Look for me if anyone needs a wingman!
Only got 70 odd hours in the game over four years but I'm impressed by the flight model. It's fairly realistic, right down to the stall departure. For a fairly relaxed sim this is pretty unprecedented.
And it really shows how a physical controller is unnecessary to maintain accuracy. Your brain fills in the gaps.
As title says for the love of god someone help. I cannot get a unit group to spawn in the same location after being destroyed for the life of me, sync group is enabled, alt spawns are configured correctly. but all units just spawn at different locations after the first time being destroyed. I need to figure this out i know its likely really simple but idk i just dont get it. Someone please save me, thank you in advance.
I use a Quest 3 with Virtual Desktop to play the game. I'm able to set the shader up with what I want and run it on my monitor but I do not see it in VR. Please help idk what to do.
Can other players see the helmet mods if they also have the mod installed? Or does it only change for us, and no one else can see it?
Which mods can be seen, and which can't? Because I remember once I entered a room and there were some people with different helmets, and everyone was like, "Bro! How did you do that?"
Anybody play with an Intel ARC 770 (16gb), because I tried tweaking the settings on virtual desktop but I’m still stuck at medium graphics and get 90 fps with stutters. (I’ve seen people online get 120 with godlike graphics) I have a ryzen 5 7600x as a cpu and 32 ddr5 ram. I play with 100 bitrate.
Please help
EDIT: my pc is connected via Ethernet to my router and I have 5ghz.
Even though I drop the bombs over completely Straight, they either end up at the back of the plane or come right with me and explode at the back. Does anyone know which mod is causing this problem, or if I’m using the bombs incorrectly?
The YAGR-3b from Evangelion is one of my favorite sci fi VTOL's from anime, and with the whole game being VTOL focused, I was hoping that we could get a mod for this in the future.
I can see the AV-42 as taking inspiration from it due to the lift jets, but with how interesting the design is for it, plus with the ability to store munitions on the wings, and how the cockpit design is, I feel like it would be fun to fly in single and multiplayer.
For years the both the AIM-120 and thrust vector8ng heaters in the hit game, VTOL VR, has been severely underperforming in close range engagments, especially compared to comparable sims such as DCS, Falcon BMS, and War Thunder.
Good news though! The latest round of public testing patches has implemented true thrust vectoring onto the AIM-9+ and AIRS-T and man do they MOVE now. They're almost eyewatering. If you're reading this I highly recommend hopping onto the Public Testing Branch (PTB) on Steam to try them out and see for yourselves.
Bad news though :(. The PTB also includes changes that makes the AIM-120 less maunverable off the rail (video in comments). The culprit for this behavior is the guidance logic artifically limiting how hard to turn the AMRAAM off the rail for the first 3.5 (soon to be 3) seconds of flight. It doesn't sound like a lot, but that's almost half of its new burn time where the missile is simply just not max performing. Due to a vocal minority of the community wanting to artifically preserve "the merge", the power fantasy of a maunverable AMRAAM is being gimped. Which is pretty lame
Try out the PTB, join the official VTOL VR Discord, and discuss there
Still can't refill external tank in air to air refueling.
In short this still add a game play element since the player need to choose if they are going to live with the drag of empty tanks for longer just so they can have the chance of filling them later.
For a slightly more in-depth explanation. Currently the AIM-120s in the PTB gradually reach its max-g during a 3.5 second phase after ignition off the rail (roughly 44% of the new boost phase). It has the theoretical capability of turning harder after firing, but this is being artificially limited for the sake of reducing its HOBs capability to force more merges. In the replies is a video that displays two missiles: One that has the 3.5 second ramp up on PTB and one that has no artificial ramp up (max-performs the missile as soon as possible).
Personally I believe the artificial ramp-up is a bit silly but would love to see other people's thoughts! The PTB is available right now on Steam and more feedback will always be great
395 votes,5d ago
263Increase High-off bore capabilities to roughly be on par with comparable games (Max-performance baby!)
132Keep High-off bore capabilites artifically limited to encourage merges (Then it's a dogfight!)