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VTOL VR: EF-24 Mischief - Electronic WarfareEventsUpdate v1.13.0
In-game event

Update v1.13.0

VTOL VR: EF-24 Mischief - Electronic Warfare · published 11 Sep 2026, 17:27 UTC · build 25259163

All eventsPlayers around this dateRead on Steam

We're back!!

VTOL VR development had been on a bit of hiatus, but I have been working to ramp up progress to bring the game to the next level.

This update brings a ton of improvements and fixes to existing mechanics, as well as a new category of Steam Workshop content: Custom Static Objects. The major changes are outlined below:

Missile Dynamics

  • Air-to-air missiles have had their thrust, drag, and steering behaviors adjusted in order to make BVR and mid-range air combat more engaging. The most significant changes were applied to the Allied missiles (AIM-120s, AIM-54, AIM-7, AIM-9+, AIRS-T) so the receiving end behavior will mostly affect PVP but all players will have to be more mindful of launch conditions.

  • For example: AIM-120s have higher thrust at the start, but don't have the long sustain burn that they previously had. On top of that, missiles in general have higher ceilings of turn performance. What this means, is that the missiles will tend to have a higher top speed and G after burning, making them impossible to simply G-pull to evade, but will lose their speed more quickly after the shorter burn, allowing you to maneuver to bleed their energy more effectively at longer ranges.

  • Missile lofting behavior has been improved to get the most performance out of missiles at long ranges.

  • Advanced short range air-to-air missiles (AIM-9+ and AIRS-T) now have proper thrust vectoring, allowing them to make extremely tight turns off the rail, especially at low airspeeds.

  • Aircraft heat emissions are aspect dependent, where the rear is the hottest (engines), front is second (intakes), and the sides are the coolest. This affects how heat seeking missiles can tracking and countermeasure effectiveness from different directions.

  • Proximity detonation wasn't working very well before, and now it has been fixed, allowing very near-misses from A2A missiles to still deal damage. This also fixes an issue where anti-radiation missiles like the AGM-88 had trouble destroying MAD-4 radars, since their radar was at the top of a tall mast.

Radar Mechanics

  • There was a critical bug in the notching mechanics of radar which made notching in ground clutter behave unintuitively. This has been fixed, and the conditions for notching have been improved to make the tactic more usable.

  • This will play a more important role when going up against anti-air missiles in their peak performance envelope where they can't be G-pulled. You must use other methods such as notching to survive.

  • All radars in the game have been given a 25% range performance improvement. This helps radars to see past the maximum ranges of radar-guided missiles, so the missiles will be limited by their own performance more often than visibility.

  • The Radar Warning Receiver has changed to display signals relative to your aircraft's orientation rather than a strictly top-down view. It also now includes dynamic notch indicators to help you evade radar locks.

Performance

  • Various optimizations and fixes add up to improved FPS over the previous game version.

  • CPU and memory usage when loading liveries in multiplayer has been greatly reduced, helping to minimize the frame stutter when a player spawns their aircraft.

Custom Static Objects

  • Content creators will be able to import custom models to be used as structures, props, scenery, or destructible targets custom missions.

  • These custom static objects can be uploaded to the Steam Workshop to be shared with other creators and will be automatically bundled with missions that use them.

  • The content creation tool (called VTOL VR Modding Tools) will be released and updated separately.

  • Click here to access the VTOL VR Modding Tools Unity package: https://bdynamicsstudio.com/vtol-vr-modding-tools/

There is still a lot of other work happening in the background to bring bigger changes and updates in the future, but I wanted to get the parts out that are ready to go sooner since they include compatibility fixes for the upcoming Steam Frame. (Note: VTOL VR will not target standalone Steam Frame, only PC-VR streaming).

See the full list of changes below:

VTOL VR v1.13.0

General

  • Added ability to refuel external tanks if internal is full

  • Added new color modes to MFD NAV map

  • Added altitude number on contacts in MFD NAV map

  • Made MFD NAV settings persistent

  • Added concentric range rings to NAV

  • Added motion smoothing to virtual joystick tracking

  • Added twist rudder deadzone option

  • Changed custom map loading to only load preview image when needed

  • Fixed flares (and other heat sources) inconsistency with frame rate

  • Added some logging to livery loading

  • Fixed: Track wouldn't update with radar flag if target is locked optically while initially detecting pings in 5th gen TSD

  • Increased nav map icon size slightly in 5th gens

  • Fixed issues with heat emission related to framerate

  • Fixed: AP would usually disable after spawning in FlightAP mode

  • Fixed: thumbstick deadzone option only applied to SOI controls

  • Increased thumbstick deadzone option max to 90%

  • Changed aircraft heat emission to be aspect dependent

  • Reduced memory usage by custom liveries and other textures

  • Changed HUD number update interval to 10hz

  • Round altitude to 10s if using feet (barometric only)

  • Fixed: vertical velocity indicator would round to 10s when under 10 instead of over 10

  • Fixed: RWR ping could be incorrectly rejected on RWR display while appearing on TSD or FRAZ

  • Fixed: a few scripts would often read game settings from disk instead of cache

  • Fixed inconsistent G-limiter behavior

  • Changed over-G warning to start over 9 Gs

  • Adjusted haptic feedback settings to handle Steam Frame controllers better

Missiles

  • Improved A2A missile lofting behavior

  • Added shot lead cue for TWS and TSD targets for radar missile

  • Changed control authority torque over speed characteristics to improve steering at high speed

  • Tweaked AIM-120 D and C thrust and aerodynamic values to prevent G-pulling at peak performance

  • Adjusted AIM-54 values to be more effective

  • Updated AIM-120C, AIM-120D, AIM-7, and AIM-54 dynamic launch zone data

  • Fixed proximity detonation

  • Adjusted various A2A and ARM proximity fuses to be more useful

  • Added TVC to AIM-9+ and AIRS-T

  • Improved lofting behavior

  • Increased AIM-9+ IRCCM

  • Increased AIRS-T drag by 10%

  • Increased A2A missile maximum lead time to fix inefficient path on long range target

  • Increased AIM-9, AIM-9E, and SideARM torque ramp up rate

  • Defined appropriate launch ranges for SLAM truck

  • Improved glide bomb guidance logic

  • Fixed: AIM-120D only had low-poly model

  • Updated AIM-120D texture

  • Increased AGM-161 and AGM-89 heat and RCS

  • Fixed: radar missiles didn't steer to keep target within sensor gimbal limit while in search mode

  • Increased AIM-54 control authority

  • Increased general missile control authority at high altitude

  • Improved missile behavior when kinetic energy is low (especially long-range AGM-88(S))

  • Slightly reduced AGM-88(S) drag

  • Improved AGM-88(S) steering and loft behavior

Mission Editor

  • Added scenario info option to define whether new equips from game updates should be automatically included or omitted from the scenario

  • Fixed issues/exploit caused by mapID not being sanitized when repairing campaign

  • Fixed: Copy/Pasting conditional to conditional field doesn't use new conditional ID

  • Fixed: Copy/Pasting trigger event with conditional wouldn't create a new instance of the conditional

  • Fixed bezier path mode

  • Fixed: AI F/A-26B was missing AIRS-T equips

  • Fixed: AI AV-42C was missing Hydra x19 equip

  • Fixed: AI T-55 was missing AGM-27 equip

  • Increased PAC-3 allowed max launch range from 15km to 25km

Radar

  • Fixed inverted ground clutter distance calculation

  • Changed ground clutter/notch calculation to improve notching conditions

  • Fixed harsh barrier between ground clutter and sky background

  • Scaled ground clutter effect with doppler effect

  • Chaff, range/velocity gates apply to TWS tracks

  • Chaff also affects normal scans, to allow for chaff locks on initial STT and pitbull from missiles

  • Increased global radar ranges by 25% (11.8% each to transmitter and receiver strength)

  • Added a further range setting for radar display in F/A-26, F-45, EF-24

  • Increased STT velocity gate

  • Updated RWR graphic

  • Added dynamic notch aids to RWR

  • Added polar blind spot to RWR

  • Changed RWR icons to remain for 2 seconds for all radar types

  • Changed RWR orientation to be relative to aircraft attitude (instead of top down)

  • TSD-Radar auto-lock requires recent scan to activate in 5th gens

  • Fixed: 5th gen TSD contacts did not get updated bearing when receiving radar signals if old data from higher priority sensors existed

  • Fixed: Fixed: Radar didn't lose TWS track when STT was lost

  • Fixed: radar jamming transmissions could be received from behind the transmitter

Multiplayer

  • Significantly reduced hang time and memory usage when loading livery on player spawn

  • Improved network message validation to prevent cheating/griefing hacks

  • Added more reason codes for host-commanded client disconnects

  • Fixed initial time of day desync for clients present when mission starts

  • Fixed frame spike for host when a new player connects caused by unnecessary UI initialization

  • Fixed: briefing room display would collapse for host selecting a new mission if a player leaves/joins

  • Fixed: player without T-55 DLC was unable to enter a T-55 slot that had available alternates

  • Fixed "radar bug" where lock is lost caused by incorrect velocity data

  • Minimized player position jumping when taking a screenshot in multiplayer

  • Fixed: multiplayer mode still said "beta"

F/A-26B

  • Increased frontal RCS

  • Reduced drag

T-55

  • Increased frontal RCS

  • Reduced drag

  • Fixed: TWS PDT did not turn into a diamond on the HUD

  • Fixed pilot model proportions

  • Fixed destructive pitch oscillation at high speed

F-45A

  • Increased frontal RCS

  • Increased engine heat production by 50%

  • Prevent nozzle tilt above 220 KIAS

  • Added AoA limiter

  • Added FCS modules to prevent over-g pulling with rudder

  • Automatically return thrust tilt to 0 when overspeeding

  • Fixed: AB could activate while nozzle was tilted after turning off VCAP (superviff)

  • Fixed: detonation cord didn't disappear on eject for third person

  • Fixed missing cockpit panel screws

  • Fixed uncomfortable canopy frame handles

EF-24

  • Increased frontal RCS

  • Reduced RGPO cycle duration from 5-8 seconds to 3-5 seconds

  • Added AoA limiter

  • Fixed TWR text on EFSD

  • Increased induced drag in swept configuration

  • Reduced stall buffeting below 30aoa

  • Fixed: hand breaks when discarding a TWS track via touchscreen

  • Added FCS modules to prevent over-g pulling with rudder

  • Fixed: When first RGPO transmitter is filtered by gates, other transmitters on the same target are filtered incorrectly

  • Fixed: jammer transmitter's RGPO state would be reset when the other transmitter starts

  • Changed RGPO to have slower pull offs at higher closure rates

AI Units

  • Fixed: AI pilot didn't use DLZ properly for missiles with baked DLZ data (allied radar guided missiles)

  • Fixed: AI pilot would sometimes fly closer to use short range missile when longer range missile was available

  • Fixed: AI pilots could launch IR missile from too far if lock is acquired

Steam Workshop

  • Added Custom Static Object category to workshop browser

  • Fixed missing author names on workshop items without a by line

  • Removed the automatically added "by {pilot name}" line from description during upload

  • Added upload file size limits

  • Added error message when main image is larger than 1mb (Steam Workshop limitation)

  • Fixed: Loading workshop liveries sometimes hangs due to incorrect items being included in workshop query

Performance

  • Reduced CPU usage of TSD HUD icons

  • Reduced array allocations in net instantiations

  • Multithreaded/parallelized heat emission

  • Improved map load time

  • Reduced 5th gen NAV and TSD CPU usage

  • Reduced Radar MFD page CPU usage

  • Disable afterburner shader script when not glowing to reduce CPU usage

  • Reduced memory usage of multiplayer instantiations

Custom Static Objects

  • Support Modding Tools v0.10.0(Custom static objects)

  • Added CSO browser and workshop upload UI

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VTOL VR: EF-24 MischieGame update12 Sep 2026Patch v1.13.1v1.13.1f1 F/A-26B - Fixed pitch oscillation at high speed EF-24G v1.3.1f1 - Fixed pitch oscillation at high speed - Fixed: G-limiter allowed enough G to break wings at mid sweep Missiles - Fixed missing AIM-7 DLZ Multiplayer - Fixed possible cause for TWS tracks dropping when there's a frame spike