Balsa Model Flight Simulator cover
Balsa Model Flight Simulator screenshot
Genre: Simulator, Indie

Balsa Model Flight Simulator

Update: v0.102.0


    Multiplayer:
    • Added new Player Management Screen (accessible via Pause Menu) for MP sessions.
    • New Player Management Tools:
      • Mute/Unmute chat
      • Kick (for admins)
      • Ban (with configurable duration) (for admins)

    • Player Management options are stored persistently and persist across sessions.

    • Civ-Safe and Enemy-Only weapon rules now also prevent civ projectiles from hitting stuff.
    • Weapon projectiles now ignore player vehicles that are grounded and stopped.

    Chat:
    • Added a persistent chat log panel that shows previous messages even after they fade out. (shown while the chat input box is up)
    • Player name markers are now highlighted after sending chat messages.
    • Hitting up-arrow now retrieves the last typed message into the text field (very useful for code commands)


    Mod Management:
    • Fixed a case where disabled mods could be falsely detected as having failed verification.
    • Fixed disabled MP-safe mods showing up as Missing and not allowing the game to be joined.


    Vehicles:

    • It is now possible to Cancel a request to spawn a vehicle.
    • Added new UI marker icons to differentiate vehicles based on whether they are friendly, neutral, armed, unarmed or enemy.

    • Vehicle Resource Networks now correctly load-balance outgoing requests to active nodes based on their actual requested amounts (not just evenly by number of nodes)
      • Fixes issues where complex networks of connected engines and batteries could cause throttles to oscillate instead of increasing smoothly.

    • Fixed vehicle initialisation issues when vehicles load while the game is unfocused.

    • Fixed vehicle weapon safety conditions not working properly in multiplayer.
    • Vehicles are no longer safe from weapon fire while grounded if they fire their own weapons.

    • Released vehicles are no longer thrown forcefully unless the TX controller is up.
    • Spawned vehicles now update their thumbnail images on spawning (not only when saving), so thumbnails should update more readily.


    Vehicle Editor:

    • Offset and Rotate tools shouldn't drop selection when switching between internal/normal views anymore.
    • In Career mode, tools that aren't yet unlocked will now be greyed out instead of hidden completely.


    Parts:
    • Revised propeller IAS calculation to prevent sideways-propeller exploits.
    • Fixed an issue where engines could sometimes run away after recovering the vehicle.


    Scenario Editor:
    • Game Props now fully de/serialise their data in MP.
    • Placing and moving props around in the scenario editor will now update the prop's placement for all connected players.
    • Removed the visible countdown when launching scenarios from the editor in multiplayer (so admins can play as gamemaster using the scenario editor to control the world)


    Missions:
    • Touch-and-go Mission (Ari) is no longer available before completing the First Flight mission.
    • Side Missions are no longer available before completing First Flight.


    UI:
    • Description field in the MP Lobby menu now scrolls.
    • Player Map Icons are now always right-side up.
    • Minor tweaks to MMX UI layouting and masking to fix OCD-triggering cases of misaligned elements.
    • Fixed misaligned elements in the graphics settings screen.
    • Added a new nested scrollview layout to MMX items.

    • Fixed null ref issues caused by not-fully-initialised view components, especially noticeable when starting game in Workshop sandbox mode

    • All password text fields now use asterisk characters instead of showing the password as plaintext.


    Tweaks and Fixes:

    • PYRT Expo settings are now exposed in the game settings panel.
    • Fixed an issue that prevented Vector4 data types from loading from .cfg settings files.
    • Fixed an issue where popup error messages could not be shown properly and potentially lead to softlocks and other weird behaviours.
    • Trim axes will no longer reset if trim inputs get locked for any reason (pausing, application focus, etc)

    • Added a new cheat for repeated jumping while in the air (called /grabbity), new /python or /import antigravity command does what /grabbity used to do.
    • Added a Cheat Command to draw physics debug gizmos (/midichlorians)

    • Fixed inconsistent stolen keyboard keys on that one loading hint (finally, an important issue!)

    • The game window is now resizable when in Windowed Mode.


Hotfix: v0.101.2


    Tweaks and Fixes:

    • Fixed a soft-lock condition when loading vehicles in the Workshop.
    • Added an indication for when canceling a vehicle spawn is possible.

    • Fixed a soft-lock condition when hosting an mp session with the Team Deathmatch (or any mission) pre-selected from the main menu.

    • Added new icons for vehicle UI markers, so it is possible to identify when vehicles are enemies, friendlies, armed or unarmed.
    • Fixed vehicle icons not updating properly for all players when changing teams

    • Fixed trim controls going to zero when trim input is locked (eg when typing in Chat)

    • The game now prevents joining MP matches while they are still being created (ie the host is not done loading)

    • Civilians (unteamed) vehicles are no longer allowed to hit others If MP Session Weapon Rules are set to Civ Safe or Enemy Only.


v0.101.1 Revision Update

Hi,

We've just released Balsa v0.101.1 today. This is a small revision update, just to fix a few annoying bugs and add an optimization or two.

Here is the changelog:


    Performance:
    • Vehicle Debris are now pooled objects. Significantly improves performance when vehicles crash and break into small bits and pieces.

    Tweaks and Fixes:
    • Fixed Null Reference errors when trying to switch targets in teamed missions.

    • Players can now cancel the request for a vehicle spawn by hitting Escape
      Avoids a softlock situation in case the host stops responding.

    • Also added a timeout for despawn and spawn requests from Player.



Happy Flying!

Cheers

Felipe (aka HarvesteR)
-- Lead Dev

Early Access Update | Version 0.101 is out today!

Hi,

I'm happy to announce that we've just released Update 0.101.0 for Balsa today.

This update mainly focuses on much-needed features and tools for proper Mod Management, especially around multiplayer. Now, the game is able to automatically manage its own mods when joining and hosting MP matches, so playing in MP with mods is as straightforward as possible.

We've also made a number of important changes and additions to prevent casual cheating in Multiplayer.

Here are the highlights for this release:


    Mod Management:

    • Mods are now verified on startup to match known integrity values and detect if they have been modified.

      • Multiplayer sessions can use this to deny joining with unverified mods (eg modified basegame part.cfgs).

    • Also added a second set of known mods for certified 'MP-Safe' mods.

      • These are 3rd party mods which have been certified to be usable in multiplayer without requiring everyone to have it installed.


    • Added new session rules for MP Matches to control whether joining with MP-Safe mods is allowed and whether strict CFG integrity checking is enforced.

    • The Steam Mod management panel in the settings screen now manages all mods, and has new functionality

    • Modifying the active mods in the mod management panel now prompts for a game restart, so mod changes can take effect.

    • Added a new /Mods folder in the game's install dir, where non-steam mods can be placed (so they can be managed).

      • Modders, if you have your mod projects in /Addons, please move them to /Mods now


    • Added a complete list of mods when creating or joining MP sessions, showing which mods are in use, which are missing, and which are or aren't allowed.

    • Mods shown in the MP Lobby lists are clickable links and will open the steam page for them (where they can be subbed to).

    • Added a new button to automatically restart the game and set up the correct mods for joining the server.


    Balsa.SDK:

    • Updated the Balsaworks Uploader tool

      • Tool now automatically syncs data with .modcfg files
      • Revised the explanations of each field in the modexport.cfg



    Gameplay:

    • Players can now walk away from their vehicles without interrupting refueling/recharging
    • Game Props now collide with players. (you can now walk on placed props)
    • Added option to invert vertical motion of mouselook.
    • The FPV view can now be translated around using new input bindings
    • Skipping the Intro Tutorial in the main menu is now a persistent choice.


    Vehicles:

    • Craft with manually modified part scales (in the .craft file) are no longer allowed in multiplayer and will be forced to normal size. (Tweaked scales still work in singleplayer.)


    Parts:

    • Added a new subpanel to control surfaces for advanced axis-specific settings.


    Multiplayer:

    • Added new MP Team Deathmatch scenario for MP matches.
    • Added new icons on the MP Lobby and Host screen to quickly show the session rules in a visual way.
    • Fixed prop and engine sounds and visual effects from remote vehicle not playing properly.
    • PvE Scenarios now correctly assign Join-In-Progress players to team BLU.
    • NAT Punchthrough failures when joining MP games hopefully made less frequent.




As always, you can find the complete changelog on our Discord, or in-game, by clicking the version number in the Main Menu.


We have also updated the Balsa.SDK, available here, so mods can be re-exported and be correctly configured for in-game management.

For the next update, our focus will be on adding and improving features around Multiplayer itself, including player management options (kick/mute/etc), so stay tuned for that, and check out our Official Discord if you haven't already, where we are active every day, talking about development and listening to your feedback and ideas.

Happy Flying!

Cheers

Felipe (aka HarvesteR)
--Lead Dev

Playtest Ends September 24

Hi,

Just wanted to let everyone know that, now that we are in Early Access, we'll be closing down the Open Beta Playtest this Friday, September 24.

We didn't close it down right away after the release because we wanted to give everyone time to transition from the beta install to the Early Access one. If you've already got your copy on Early Access, you should be good to go.

When you install the Early Access game, you'll see a new item in your library for the non-playtest version of Balsa. If you have any saved creations or career games you want to transfer over, you can just move the files in the /Craft and /saves folder from one install location to the other.


I'd like to take this opportunity also to give my deepest thanks to everyone who joined us in the Open Beta, helped us pick out bugs and provided extremely useful feedback. We've already made several additions and fixes from that, and there is a lot more to come in future updates. Hope to see you there!


Happy Flying!


Felipe (aka HarvesteR)
-- Lead Dev




Early Access Update 1 (v0.100.1)

/////////////// CHANGELOG /////////////////


-------- v0.100.1 ---------------------

Tweaks and Fixes:
* Active Pause releasing no longer causes vehicles in the editor to drop to the floor.
* Active Pause also no longer affects vehicles that are not fully spawned in.

* Added -startLogView commandline arg (Launch Option on steam) to immediately start the log viewer on game start.
* Added version checking before joining MP matches.


-------- v0.100.0 ---------------------

New MP Session Settings panel (for game hosts):
* Implemented configurable weapon fire rules, so weapons can be set to not affect players that are not assigned to teams or are on the same team (depending on how it is set).
* Added a part count limit beyond which vehicles cannot be spawned. Useful for performance-limited servers.
* Added the option to allow or deny Cheat commands in multiplayer.
* Added the option to suppress particle effects from remote vehicles.
* Added the option to disallow weapon fire completely.

Parts:
* Added new EDF (Electric Ducted Fan) part. Can be mounted internally or externally, in stacks or surface-mounted. (motor sold separately)


Physics:
* Tweaked physics solver parameters. It's a subtle difference, but feels more stable now.
* Vehicles are now set to not collide at all with other vehicles while grabbed, and for some time after being released

Ballistics:
* Weapon projectiles will no longer hit vehicles that are in the editor.
* Weapon projectiles no longer hit vehicles that are grabbed (or recently released)


Sounds
* Changed the airhorn and other warning sounds when missing waypoints or flying the wrong way in waypoint route missions.
* Added new sounds for the new EDF.

Stock Vehicles:
* Revised after prop mass rebalance:
* BB-8 Frogger
* Delta Raider XS
* Rottwing



Tweaks and Fixes:

* Unpainted vehicles now also take on team colours of those are enabled.
* Added a fix for an issue where after the mission Debriefing screen appears, in multiplayer, the UI is left hidden and unresponsive.
* Fixed issues that could cause vehicles to be auto-grabbed in the wrong situations after spawning or resettings.
* Word Filter told to chill out big time.


* Version bumped to 0.100.0 as this is the first early access update.


/////////////// KNOWN ISSUES IN THIS RELEASE /////////////////

COMPATIBILITY WARNING:

* Because of changes to stats in a few parts (specifically, increased mass on a couple of propellers), existing vehicles may not behave the same as they did before. We advise revising the balance on your saved vehicles.



* The 'Hostiles Only' option in the Targeting game settings is currently inoperative.

* Some stock vehicles are out of date and may show overlapping parts and/or be difficult to control.

* Interactive Areas for player transports (cars, jeeps, snowplows) are not fully highlighted at the moment. This may make them a little harder to spot.

* Map icons for Rovin Harbor and Weatherfall Islands are not correctly aligned against the map background.


* The water surface may sometimes flood over scenery in some areas. This tends to go away after a few seconds (but may not happen at the edges of large maps)

* All VOIP is disabled in this build, for testing reasons. It will be re-enabled later.

* !! VR mode is not functioning in this release !!

Cleared For Takeoff!

Hi,

I'm very happy to announce that, after three and a half years of closed development, and several weeks of Beta testing, Balsa is now officially released on Steam Early Access.



I want to first of all, give my thanks to everyone who joined us during the Beta phase, and gave us invaluable feedback on issues and important additions. We did over a dozen builds during the testing period, and managed to squash a lot of significant bugs, as well as implement several really good ideas already.

Needless to say, this is just the beginning. Until now we've been mainly focused on getting Balsa to be a stable and flexible platform, so we have a lot of feature ideas we've been really looking forward to working on. Now that we are starting Early Access, the time has finally come to get started on those.

So join us in the beginning of this new journey, and see you in the skies!

Happy Flying,

Felipe (aka HarvesteR)
-- Lead Dev







Join the Open Beta!

Hi,

I'm very excited to announce that as of right now, we are entering Open Beta. That means Balsa is now available to play through the new Steam Playtest feature.



Just go to the Balsa store page on Steam, and hit the 'Request Access' button. That will give you access to the playtest version of the game.

During Open Beta, we will be actively working on the game, taking your feedback, fixing bugs and adding anything that is necessary before we move on to releasing in Early Access.

This is the final stage before the first official release. We are doing it this way because we want to make sure the game is as playable and ready as possible, despite the fact we are releasing in Early Access anyway.

That is what we believe Early Access is all about. It's not an excuse to release a buggy, incomplete game. It's about developing a game along with the community, and allowing ideas and feedback from players to really have a meaningful impact on how the game evolves.


So get into the Playtest and join the community, because Balsa is just about ready for takeoff!


Happy Flying!

Cheers

-- Felipe (aka HarvesteR)
Lead Developer

Become a Test Pilot!

Hi everyone, HarvesteR here,

I have good news today. We are opening up applications for joining the Balsa Test Pilots group.



As we head towards Early Access, we want to make sure the game is as ready as it can be before it goes public.

Test Pilots get to playtest pre-release versions of the game, and give us all-important feedback and bug reports.

A good Test Pilot has to be observant and methodical to give us good issue reports. The quality of their information directly affects how well we can find and fix problems.


So if you think you have what it takes to become a Test Pilot for Balsa, send in your application via the sign-up page here:

https://forms.gle/CXWuo8V32d29S4fW9

Please note that tester slots are finite, and applications will be manually reviewed for approval.


Happy Flying!


-- Felipe (aka HarvesteR) | Lead Dev

Update about The Irregular Corporation & BALSA: Model Flight Simulator

Hey everyone,

Today we have an update regarding BALSA: Model Flight Simulator. The Irregular Corporation and Floating Origin have made the tough decision to end our publishing relationship and all game rights have been returned back with Floating Origin.

The team here at Irregular Corporation wish Felipe the best of luck with BALSA, and we look forward to seeing all future news and development updates about the game.

__________

So I guess this means I'm an indie developer again?

In all seriousness, I can't pretend this is anything other than sad news. I think TIC is absolutely handling it in the best possible way, though. I can honestly reassure you that I'm still feeling very optimistic about the project and heading into early access.

There is no way to overstate just how incredible it was to work with TIC. I have nothing but good things to say and only really great memories of these past couple of years working together. I can safely say that without their help and support, it's not that there would be no BALSA... there would be no Floating Origin Interactive. Together we got to where we are today, and I'm forever and infinitely thankful to all of them for everything.

As for the future of BALSA, not a lot is changing in practice. I'm still working on it every day, I will continue to be active on Discord and I'm also starting to do development livestreams. I think most importantly though, you can continue to expect to play BALSA this year.



The Floating Origin & Irregular Corporation Teams