Archive for the ‘Lunar Flight’ Category

lunar flight

Some of you may recall the issues I had with Lunar Flight when the DK2 started shipping last year in June. I was lucky to receive a Pilot kit from Oculus and had hoped to have a DK2 build ready to go when everyone else got theirs, but I ran into a few SDK problems and Lunar Flight never really has had a ‘Good’ quality build since the DK1 release.

Well today all that changes with this new Steam Beta release! This build was the initial milestone I needed to finish before I begin work on future additional features and content.

  • This is THE best DK2 Build of Lunar Flight to date!
  • Now Ported to Unity 5 Native VR (DX11)
  • Direct Mode is now the recommended way to run the game (Extended Not Tested, soon redundant with coming 0.7 Runtime)
  • Physics Sim now runs at 75FPS to match Render Rate (Physics is not interpolated), Feels Super Smooth! NOTE: Old Replay Files will play too fast!
  • Velocity Stretched Particles are now manually managed to prevent sub frame stutters
  • An Oculus Preset GFX setting will be applied by default. Based on my R9 290X, feel free to adjust the settings based on your own hardware.
  • Cockpit Shadows are now working again for the 1st time since the DK1 version!
  • Render Scale is set at 1.25% for a little Super Sampling
  • Weather is set to Clear on Mars pending a better cloud rendering implementation how ever you can change it to a different setting if you want.
  • Rewired Input Manager is implemented but there is no UI yet in VR mode. Stop the Runtime via the Config Utility and run the game in None VR 2D mode to access the new Input Configuration (Saitek HOTAS should work now) Once configure restart the Runtime
  • XBox Controllers and almost any Dual Stick gamepad should work by default.

As usual to access this build you will need to opt into the ‘DK2’ beta on Steam, no command line arguments are necessary. Since this is built with Unity 5 the Update is much larger (466.7 mb) than the usual patches.

lunar flight

I know its a been a while since I posted anything but I do have some news. I’ve recently been (slowly) porting Lunar Flight to be a DX11 targeted application using Unity 5. One of the reasons for moving to DX11 is that Oculus is dropping support for DX9. The good thing is that in the near future Lunar Flight will run faster and look better than it has ever done thanks to Unity’s new lighting system and DX12 on the horizon. This is in preparation for the consumer Oculus hardware and Valves Vive HMD.

Once the inital port is complete I want to look into adding some new content including some new Mission Types, a new DLC Planet/Moon and a make over of the UI and LM/Cockpit model which I want to include an animated Flight Suit and Throttle and Joystick in the cockpit.