Hi folks! The new version of Airship Commander is posted. The premiere features are roomscale and motion tracked controllers (vive wands and rift touch). There are a bunch of other minor additions, improvements and fixes.
Here's a quick overview video of the release:
https://youtu.be/jhlUOlKPXds
Detailed build notes below!
Please let me know your thoughts! We can always be reached at [email protected].
Thanks for checking out the new Airship Commander release!
Additions:
Motion controller support for both Rift and Vive (with custom robot art).
Traversal via teleporting for motion controllers.
Birds now fly random patterns.
Collisions with towers are now a instakill.
Airship large wreckage now inherits the forward velocity of the vessel when spawned.
New Museum map that allows you to easily use manned rowboats to board all available vessels.
New 5 new city block assets integrated.
Engine props now animate.
Robot First Mate salutes when you change to the main deck.
New Waypoint Scryer prop.
Textures for Map, Wheel, Deck Info and Altitude Lever props
Docking to an airship with a rowboat now dumps the player on the lower deck instead of main.
Fixes:
Birds will now gib if they collide with an airship.
Fade in/out works for autopilot, boarding rowboats, and scene loads.
The propeller of the raptor no longer clips with tail fins.
Significant vertex reductions on city block and tower assets.
LODs added for all vessels.
Dynamically disable props on decks the player isn't on.
The "AI Flying Off Into The Distance" bug has been decidedly fixed (squadron leaders were managing to target themselves).
Unified all movement code (attack run, crash, altitude, move forward) for significant performance gains.
Birds now use the volumetric shader.
Vulture HP increased to 350 from 300.
All altitudes increased by 200 units to reduce collisions with city block assets.
Known Issues:
Some minor flicker in a few of the environments (Mission 3 in the campaign for example).