IronWolf VR cover
IronWolf VR screenshot
Genre: Simulator, Indie

IronWolf VR

Destroyer Torpedoes and Submarine Lighting Control - Early Access 1.17.4.0

This update includes a new straight running torpedo launch station on both the port and starboard side of the destroyer bridge. Use these slow moving but very powerful torpedoes to quickly dispatch of an enemy ship after you've managed to immobilize them by taking out their engines or powerplant with your main guns.



This update also includes a new submarine light control station in the main control room. You can now easily switch between the red and white lighting modes at your choosing or revert to automatic lighting control.

Early Access 1.17.2.4 - Tactical Map Drawing & Sensor Room Depth Gauge



The pull down map display in the sensor room now turns into a tactical map during missions and open world engagements where you can draw and plan your attacks on the same map that can be seen in the control room.



There is now a new depth gauge for the player in the sensor room so that it's easier to predict when periscope vision is going to be available again.

This update also includes a significant number of bug fixes and stability improvements for the destroyer gameplay.

Change log:


  • Added tactical map mode to pull down map in sensor room for missions and openworld engagements.
  • Added an additional depth gauge for the submarine sensor room.
  • Added tactical display blackboard to destroyer bridge showing both player and target destroyer health.
  • Reduced enemy AI destroyer health in the destroyer vs destroyer gameplay
  • Fixed AI destroyers sometimes not spawning after player destroyer sinks.
  • Fixed some player destroyers not sinking on destruction when more than one destroyer in the game.
  • Fixed incorrect audio cues when player destroyer powerplant and engine come offline/online
  • Fixed distant island from clipping in and out of players vision
  • Fixed bug where player could be stranded in the void when leaving the destroyer
  • Fixed lighting flicker when joining or leaving an online game
  • Fixed destroyer gun room door handle sometimes teleporting all players out of the gun room.

Early Access 1.17.2.1 - Improved Submarine Damage Effects

Since Phil's passing, Ionized Studios has now grown again to be a two person team! Tahsina (Phil's wife) has come onboard the IronWolf project to help with general business duties, which has been fantastic as it lets me focus on technical development. Tahsina has also been greatly helpful in play-testing and from this we're releasing the following changes in this update:


  • Added new burst metal pipe graphics to show where leaks have occurred
  • Leaks can now appear in more locations within each room
  • Glass inside the submarine will now crack when damage is taken
  • Cracked glass and burst pipes can be repaired when docked in the open world
  • Greatly improved the visibility of dials when using the torch in the dark
  • The single Record present in non openworld missions is now randomised and not always "Farewell"
  • Significantly reduces the leak sound volume when multiple leaks are present
  • Fixed underwater terrain display
  • Limited the interaction distance of the buoyancy levers
  • Fixed incorrect water rendering in the submarine pen
  • Fetching friend list will now retry on timeout
  • Fetching the leader-board will now retry on timeout

Early Access 1.17.2.0 - Minor update

This is just a small update that includes the following fixes and improvements:

- CPU performance optimizations inside the submarine
- GPU performance optimizations inside the submarine
- Fixed missing bloom inside the submarine
- Improved accessibility of underwater terrain display for shorter people
- Fixed Fort sinking animations
- Improved fighter plane propeller graphics
- Fixed blackboard desktop mouse controls when using VR

Early Access 1.17.0.0 - Destroyer Subsystem Targetting & Streamer Camera



This update allows the destroyer gun room operator to target specific subsystems on the enemy using the subsystem targeting computer, the health of each subsystem is shown on the main panel of this device. Disabling the engines or powerplant of the enemy will render them unable to move until they've managed to repair the damage. Subsystem combat provides longer more varied battles and allows for increased enemy variety in future updates.

The destroyer gun has received a significant overhaul to how it operates, once a target is locked the gun will now automatically track the direction of the target with smaller adjustments required to land a successful strike on the selected subsystem.



This update also includes a new streamer camera that can be used to override what is shown on the desktop display window. You can adjust the field of view and resolution of the camera, move it around and place it anywhere in the scene. You can also place the camera on top of your head which will mimic what would have normally be shown on the desktop window but with additional resolution and field of view control. Note that this can adversely affect performance and is not recommended for minspec machines.

Here's a list of additional changes in this update:


  • Improved lighting effects in destroyer bridge and gun room
  • Recast the destroyer's voice actor and added more lines relating to subsystems
  • Improved accessibility of destroyer pitch control wheel
  • Added experimental landmass to destroyer world
  • Fixed zoom/in out bug with destroyer minimap
  • Potential fix for bug that could cause players to immediately re-engage the enemy in the openworld
  • Defaulted hand pose to pointing when operating some switches.
  • Increased brightness and readability of the hand display
  • Fixed bug with hand display facing sensitivity
  • Added animation to tutorial dismiss button to make it more apparent
  • Eased restrictions on machine gun and 88mm gun during the tutorial.
  • Prevented battery drain from occurring in the tutorial

Early Access 1.16.1.0 - Minor update

This is just a small update that includes the following fixes and improvements:


  • The Destroyer's gun periscope now follows the direction the gun is pointing in before a target is locked.
  • The submarine's machine guns now have an overheat and cool-down mechanic.
  • Improved VR locomotion rotations to rotate around the player rather than the centre of the room.
  • Improved Desktop control use of the welder by allowing the welder to snap into the optimal position to fix leaks.
  • Minor stability improvements.

Early Access 1.16.0.0 - Destroyer Combat and Gun Interior

https://www.youtube.com/watch?v=k6TDZRad5TI

This release adds a new interior environment to the player controlled Destroyer that allows a player to operate the 5 inch guns directly. Use the gun's targeting periscope to find, lock and fire at targets; use wheels to move the gun in to position and manually load and unload shells into the chamber.

Enemies will now hunt you down and engage you in the destroyer preview environment. The more player destroyers in the game, the more enemies will turn up. I've included a very large iceberg to vary the combat which should allow players to take cover from incoming fire.

Currently players can target the hull of their enemies. There is a placeholder gun targeting computer in the gun interior environment that will be filled out in the next release which will focus on creating a more in-depth and strategic damage model. The next release will allow players to target individual sub systems such as engines, powerplants and guns to disable specific systems and behaviors on their enemies.

Once the in-depth damage model has been developed and matured, I will begin porting the existing submarine into the same world as the new destroyer to provide multiple multi-crewed vehicles in co-operative PvE gameplay with a longer term goal of providing asymmetric PvP between multi-crew destroyers and submarines.

The following is some gratuitous technical detail, feel free to skip over it as the TLDR is that it'll enable me to develop a future update with an openworld that allows seamless traveling over vast distances without an abstracted fast travel mechanic, a feature often requested by the community.

This release includes a significant overhaul to how physics, graphics and world positions of objects within the destroyer's world are simulated, drawn and updated. The current submarine's world is limited to the 32bit floating point precision built into the game engine, which is only able to provide millimeter precision in an area approximately 20km squared. This is one of the reasons why the submarine fast travels around a larger world using an abstracted map in the sensor room. This sort of issue is normally solved by using a floating origin, however that common solution was going to be unsuitable for the required authoritative view of more than one multi-crew vehicle traveling around and colliding into things in the same world at potentially very large distances from each other. The new destroyer world now has the benefit of an entirely custom 64bit floating point precision system, which could theoretically provide sub millimeter accuracy for multiple individual multi-crew vehicles at any distance from each other within an area approximately 9,000,000,000,000km squared, somewhat more than enough for a seamless experience of the seas of IronWolf's openworld.

Early Access 1.15.2.3: Bug fix for Fast Travel Map

This is just a quick update to fix an issue some players were having when trying to plot a course for their submarine on the fast travel map. If you were affected by this issue, all affected submarines should now be able to plot courses correctly,

Early Access 1.15.2.0: Submarine Gramophone

https://www.youtube.com/watch?v=yAvSgseDvOw

This update adds a Gramophone to the submarine with 8 different records that can be acquired from the upgrades clipboard when playing the openworld mode. I've included a record for Paganini's Caprice No. 24 shown in the video as a tribute in memory of Phil, as it was his favourite piece to perform on the violin.

Also included in this update is a re-working of the Engine Order Telegraphs, these are now two way and the player in the engine room can now operate their EOT to communicate to the pilot that the requested speed changes have been made.

I'll now be resuming development of the player controlled Destroyer gun environments.

This release includes the following minor bug fixes and improvements:


  • Reworked submarine leak sound with reduced pitch and volume.
  • All sounds except VOIP are significantly reduced after the player has drowned.
  • Sparks are no longer emitted when taking damage if there is no power to the submarine.
  • Fixed a bug where fuses could continue to blow after the main breaker had tripped.
  • Fixed duplicate battery slots on the port side.

Early Access 1.15.1.1 - Minor bug fixes

This is just a quick update that includes the following improvements:


  • Fixed the flickering mouse cursor issue when using the new Desktop controls on the destroyer.
  • Improved the VR interaction of the Diesel generator switch in the engine room.
  • Improved the VR interaction of the Snorkel wheel in the engine room.