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- Jian
> New model.
> Speed increased from 10000 > 12000.
> Climb speed multiplier increased from 0.5 > 0.7.
> Load parameters altered (140/140 > 170/170).
- Aquila
> Base yaw rate increased from 12 > 20.
- Phoenix
> Base pitch rate increased from 45 > 50.
- Siren, Mudpuppy, Olm
> Altered models.
- Artemis
> Climb airspeed modifier altered from 0.5 > 1; this means the plane will no longer lose speed in a climb.
> Stall airspeed raised to 70%.
- Mudpuppy, Boa, Garuda, Janus
> Increased yaw speed.
- Artemis
> Increased top speed.
- Olm, Mudpuppy, Naja, Boa, Shiva, Aquila, Phoenix, Janus
> Altered models.
- Radar range tweaks
> Boa: Radar range buffed to 4000
> Brahma: Radar range nerfed to 3000
I've got an itching to reveal more stuff about the world of Vernal Skies, though I consider it more of a backburner thing compared to ensuring the jets fly good and the right niches are filled.
Sky Rogue as a platform is also not really conducive to the kind of worldsetting I'd like to go for, there are characters and factions and motivations that don't get telegraphed really well through "take off, shoot voiceless meatbags, come home."
I've considered opening up a fan discussion thread for people to grill me for details but there is a high possibility that the worldbuilding will get muddled. I'd have to reconcile multiple interpretations of lore and it would get asldkfjhasdkjfhoglkj.
Would you be interested in a co-writer or simply just an editor? I am absolutely intrigued by the world you have established here and would love to expand or help you expand it! And if you have any new projects I would be onboard as you have the ability to establish interesting settings as shone here! Obviously I must display my worth so I would accept any trial or test you want me to do? (Writing or editorial in nature of course!)
Avidly, DBF
Boss aircraft that ignore the trend of super mobility/speed or exceptional loadout capacity could be interesting, but ultimately the pick and choose nature of plane armaments here can turn even a simple aero into a deathball with small regard to skill.
I could be entirely wrong, but I feel its my sentiment with some workshop mods that are, or used to be available.
While it would give me an excuse to do custom liveries, and give players the opportunity to fly "boss" aircraft, I think that's kind of boring.
If someone knows a way to somehow "hide" custom planes from the selection menu, do let me know.
The custom environments you see in the screenshots meanwhile are for an undisclosed project I'm working on, on the side. Do not expect those any time soon.
Also I haven't checked out the new plane yet, excited to.
For the Salamander specifically, this was meant to deter people from making it a one-size fits all multirole aircraft in the same vein as the base game KONDOR.
If I'm not mistaken, you can upgrade aeros in the custom mission menu, you just can't get money in them.
Each plane in the pack should be running around what their base game counterparts would be at Mark 2, save for certain statistics (mostly health and speed).
Editing engine noises isn't on the docket for the time being — at least not for these aeros...
For one plane at particular — the Janus — that one was meant to be grating or at the very least kind of harsh sounding due to its "Novel Engine," inspired by the Yukikaze OVA's JAM.
All the other planes are cool and look sick tho
There may be something in the save file that you can manipulate to renable mesh viewing in first person, but I operate on the basis that most users probably wouldn't figure that out, if that's a thing at all.
2. The planes use the default aerodyne statlines and associated upgrade keys because planes made with Unity (Asset bundles) do not support upgrades.
3. Aside from aero statlines, there's currently no way to reference anything the default planes use. This includes cockpits and engine sounds.