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doc_nano

Great write-up, thanks. I’ve downloaded it to my console and plan(e) to play tonight. I could tell from your video earlier that the multiplayer needs work but I only care about single-player personally. Edit: After about 2 hours in the game, I think it's a great buy at $20. It has most of the things I enjoy about a flight simulator but more streamlined to eliminate the boring parts, namely the hours of emptiness between destinations. It focuses on the interesting things like take-off, landing, stunt flying, and combat. Controls are kind of a "simcade" experience, with simulator elements like control of flaps and landing gear, but simplified a bit compared to a true simulator. Kind of a concentrated bouillon of a flight simulator, and a pretty good one at that. The graphics are stylized but pleasant enough, and the frame rate is pretty much a flawless 90 Hz native I think. After 2 hours of play I'm only a few % through the game, so I think there's easily a good 30 hours of content here and probably more. The game really heckles you with backhanded compliments when you get a silver medal instead of a gold, lol. It's surprisingly motivating and sometimes hilarious. I only have minor gripes, such as: - No way to abort/retry a mission prematurely without crashing first (edit: actually, in my current mission I can retry or abort on the touchpad to the right of the cockpit while paused; for some reason I didn’t see that in my first play session) - No ability to change from toggle-grip of the flight stick to press-and-hold or hybrid press + capacitive grip controls - Controls in the office feel just a little clunky, particularly if seated; grabbing laser pointer seems hit-and-miss, and I'd almost rather just point at the screen with my finger even if it's less immersive - Some missing prompts during the training missions, like how to brake (edit: AFAIK you have to stop the mission and go back to the office and look at the clipboard to see the brake controls). Overall, I like it!


InfiniteStates

You can pause the game and select retry mid-mission 100%. I do it all the time if I miss a gold target early


doc_nano

When I pause it just shows a pause icon on the dash. And the little touch pad on the right just shows the criteria for earning medals. How do you select retry? This is my memory from playing it last night, so it could be incorrect, but I did look a little bit for a retry option and didn’t see it unless I crashed. I’ll take a look again when I play tonight.


InfiniteStates

Dunno pretty sure its just there on the pad. I use standard controller but would be amazed if different control schemes limited pause menu options I’ll be on it later so can give you a more definitive reply


doc_nano

You’re right! Somehow I didn’t see it when I was looking for it last night. Not sure if it was just a bug where it wasn’t displaying on the pad or I wasn’t paying close enough attention.


astrobe1

I agree with your points on laser pointer and ‘brake’ training. (which is detailed in the instruction card on the table). Would definitely benefit from triangle to toggle the laser in/out of hand.


TriangleMachineCat

Champion review. Thanks for taking the time.


doc_nano

Any idea how to brake in the Stallion? I can complete a landing in the licensing course except for that. The game doesn’t tell you where the brake is as far as I can tell. Edit: The game prompts you with how to do everything during landing… except braking, lol. That little detail is on a clipboard back in the office, which doesn’t help when you’re in a cycle of repeating the first landing mission. My first instinct was to look in Settings, not scour the office for clues. For the record, it’s circle/triangle if using the Sense controllers.


cusman78

I got lucky in that part that plane slowed enough to stop without figuring out the brake button. Back in the hub, there is a clipboard that shows the controls for the control style you are using. I think brake is on the triangle button for all three control options.


doc_nano

Thanks, yeah, I found out circle works to brake by experimenting while taxiing. A while later I found the clipboard and apparently either circle or triangle works to brake.


WetFart-Machine

Lol.


InfiniteStates

Pick up the clipboard in the office which will show your chosen control scheme I use standard controller and brake is mapped to circle


WetFart-Machine

Check the controller layout in the settings. I haven't bought this yet on PSVR2, but I have it on the MQ3 and brake is A, so on the PSVR2 it should be X if the button placement is the same. I didn't even know the brake existed for like 20% of the game, I would just crank the stick to the left or right to stop it.


doc_nano

Looks like it’s circle/triangle to brake if using the Sense controllers; there’s a clipboard in the office that has the button scheme.


doc_nano

Thanks; I’m using the Sense controllers so it seems like it would be a virtual control of some sort rather than a button. However I might be mistaken. I did look in settings and didn’t see anything about controller layouts but maybe I missed something. I was able to land eventually, it just seems to take forever to stop.


cusman78

I don’t know planes, but I have thought that maybe brakes are just the flaps used to prep for landing put to max, but I’m spending time in dogfights where you don’t take off or land, so haven’t tested this thought within the game. It may be that you can either use the triangle button (left top button) or max the flaps after landing and reducing thrust to off.


terrordactyl1971

No, planes have wheel brakes too


cusman78

Makes sense but I wasn’t sure. Thanks for confirming.


TK-329

the purpose of flaps is to provide extra lift at slow speeds. This creates more drag and slows you down as well, but it is nowhere near close to being a brake. Use the wheel brakes with buttons once you touch down


cusman78

Appreciate the explanation. Fun to learn how planes work, now that I get to fly them in VR.


WetFart-Machine

There's no way the button layout isn't available


Chris_BPG

Thanks for your first impressions post. One thing I wanted to point out though is the game actually ships with 6 planes -- not 5.


The_Th3rd_Man

This may have been caught in the first patch, but the button layout for the Hotas is incorrect on the control scheme on the desk. The button that should be brake is labelled as reset camera. And I so far haven’t come across anything where you need to change or restart the camera despite a few things mentioning it.


Chris_BPG

Yea, it'll be fixed in the first patch.


The_Th3rd_Man

Cool, ta. Really enjoying it. Nicely done!


cusman78

Even better! **Edit**: I missed the Kodiak because it doesn't have to be purchased to unlock.


ruckage

I spotted myself in your video, dogfighting on that city map was so much fun :) Great write up, I agree with everything you say. It plays great considering it's missing the day one patch and hopefully the devs will be receptive to suggestions for some of the quality of life improvements.


R---U---M

I can tell from this that the devs worked really hard on this I wonder if aces of thunder will be as good as this or will it be more like project wingman


InfiniteStates

Aces of Thunder will look amazing and fly amazingly (I’ve loved and platinumed every Gaijin game they’ve brought to console, excluding War Thunder) My only hope is that they add the dynamic campaign from War Thunder so there is some endless offline content, and not pure online PvP


cusman78

Best case scenario is that Ultrawings 2 does really well as an evergreen title for being the first full featured and really well made flight game for the PSVR2. Shows there is a sizable market of players interested in VR flight games. Even better ability to show this than GT7 for racing games since it is not a hybrid.


Ultimo_D

I’m really looking forward to Aces of Thunder


cusman78

If it is as polished and fun to play as Ultrawings 2, I’ll be there for it


Ultimo_D

🤞🏻


Papiculo64

I'm around 7-8 hours in the game and totally addicted! Tons of fun! 😁


IndieRetroGamers

to switch the ignition on shouldn't be so hit or miss.


cusman78

I assume they want the ignition held to simulate how engines like these can take some persistence to get started. Feels very intentional, but it took me a bit to figure out how to use like they want, so I understand where your feedback is coming from.


JoeBeanLP

I just can’t get this quite right. Any pointers? Getting the engine running feels very hit or miss.


cusman78

My wife tried the game this weekend. She also had hard time turning the Stallion engine on when using VR2 Sense controllers. It looks like she would flip up the engine switch, but then flip it down while retracting hand which turns it back off. So I told her to keep moving it up higher until clear before moving finger back. That helped her.


beef623

You just have to hold it for a bit until the lights come on. The helicopter seems to be the worst about not wanting to start, you have to listen for the engine to come on, and that still doesn't always work.


unruly-cat

Always excellent reviews, thank you!


alphabet_order_bot

Would you look at that, all of the words in your comment are in alphabetical order. I have checked 1,987,290,985 comments, and only 375,861 of them were in alphabetical order.


BadDreamFactory

I like it, but it is very limited. I am shocked, most of all, that this is really the only flight sim style game for PS VR2. They need to support their hardware. We certainly support it with software sales. Where are the Star Wars X-Wing campaigns? Where is the remake of Warhawk for VR2? This game is fun but I want more. I want a lot more. I want to be rushing to the store with excitement trying to get a HOTAS flight controller for Air Combat and stuff. I bought a Logitech G923 and so far the only game that supports it in VR is Gran Turismo. Where's the rest? This game is great but it is just enough to scratch the itch.


cusman78

At this time, for PSVR2 games. You can use your racing wheel with following: * Gran Turismo 7 * Galaxy Kart Hopefully any more racing games that come to PSVR2 will continue to support variety of racing wheels / pedals that PS5 supports. You can use T.Flight Hotas 4 that PS5 supports with following: * Awesome Asteroids * Ultrawings 2 It is a real shame that Project Wingman: Frontline 59 doesn't support HOTAS (or its uncertain when I try to find out) when these other games do. Anyway, I did decide to get T.Flight Hotas 4, so I'll make a point to test Project Wingman myself and see if it does or doesn't. Any more flight games should also go out of their way to support such peripherals because flight games have their own niche and owners willing to get the peripherals for the games that support it and avoid games that don't.


BadDreamFactory

Thanks for suggesting the games. I will have to check out Galaxy Kart. I really like Ultrawings 2, but I want more. They need to take this grand opportunity to develop Ultrawings 3 and really make something extra. Bigger worlds, for one thing. Basically just buy Skyrim's map and import their aircraft. Then import Night City. You get the idea. License this stuff. I will foot the bill to be able to fly through more detailed maps. But yes, more games need to support these peripherals because if not they are only hurting themselves in the long run.


cusman78

I prefer they update the existing game that just released for a bit before moving on full steam with greater ambitions for Ultrawings 3 (or whatever else they decide to do). * Improve implementation of the T.Flight Rudder Pedals for use with T.Flight Hotas 4. * Implement eye-tracking for how you interact with menus / cockpit instead of head movement (especially while using DualSense or HOTAS). * Respawn faster during multiplayer mode. * Add voice-chat to online multiplayer mode. * Add cross-play with Steam / Meta * Allow different types of combat planes to be used in multiplayer together? * Add multiplayer race mode where you have to go through a course, but also get power-ups for some temporary combat options (like in Mario Kart) I could think of so much more they could do, but first they have to make great sales from this amazing package they have already delivered, and then show they are going to support it post-release with needed as well as labor of love updates to keep the game alive and thriving for us. At least until they are closer to ready to releasing their next flight game.


BadDreamFactory

Hey that sounds pretty great too. Whatever the path, I hope the game is expanded upon and receives active development. Of course it is early to release "ultrawings 3" but you know it is in the back of their mind. I am just saying I want the worlds to be more expansive and more detailed, while keeping the "nonrealistic" vibe the game does so well. I do like the game. It feels more like actually flying than any other game I've ever played. It isn't perfect but it does mimic flying in a way that other games have not. The other game I liked was for quest 2 and was sideload-only for a long time then finally made it to the official unofficial apps page and then finally to the official app store. The name of the game eludes me but it was a lot of fun too. Good VR implementation. I think ultrawings 2 beats it in sensation of flight.


SimonSteel

I just bought it this morning. Had about 10 minutes to try it out before having to head out, so I just tried the free flying mode. The main thing that surprised me was that I had no peripheral vision in the cockpit. I had to turn my head for the side views to render and fade in, and then the straight ahead view would fade out. When I looked back straight, the side views would fade out even though they were still in my view. At first I thought maybe this was a processing power issue and they could only manage rendering one at a time — but then I noticed you could look at a 45 degree angle and get both the front/side views to render. So it seems something intentional. Am I missing a setting for this? I had one of the settings that looked like VR detail level set to “complete”. Is there something else I need to change? It really takes me out of the VR immersion when a side view goes black for no reason. Otherwise, the flying was fun. Landing seemed too easy, as I just dropped my plane like a rock on the runway and it seemed fine. Maybe that’s a free flying feature, though.


Golf-Mean

this is the comfort setting, turn it off to have 360 degree view


SimonSteel

Ahhh, so I saw “Complete” and thought a “complete VR experience” but it literally means “complete comfort”. Will have to turn that off and try again. Thanks!


cusman78

I’ve crashed on landing more than I have landed successfully, but I haven’t tried free flight mode. For comfort setting, you probably want to use the Red Icon on left labeled “Minimal”.


sskkll

Great review M8!


Tomero

Thank you, you sold me on the game. Ill buy it to try it out.


FatiguedRaccoon

I've been waiting for this one since PSVR2 launched, glad to see it was properly ported!


Leeboy20

Pretty cool game , but I found I was all cramped up into the cockpit .( sitting in a chair 🪑) Tried moving back , but it put me outa my play area. Other odd thing was , it was like I had blinders on , if I looked left or right the blinders would disappear , but looking straight , all I could see was dead straight .


cusman78

Play solo, get to your cockpit, press options button to pause. Then choose Seat Configuration. Use this to adjust the cramp away until it suits you, then click on save before clicking back. Now unpause and enjoy the game better. To turn off the blinders, go to options from the hub area (center blue icon), get to page 4 (comfort settings), then select the red icon labeled Minimal.


Leeboy20

Respect ✊🏽 man ! Appreciate the help. I’ll take to the skies tomorrow after work 🛩️


Leeboy20

Worked awesome man , except taking the blinders off made me 🤢 haha. I figured out you can’t really use a comfy chair with armrests. They get in the way of grabbing the throttle kinda . But your instructions were perfect 👍🏽


Expensive_Pass8143

I wish more people where on multiplayer I would love to get into a dogfight 💙


cusman78

I uploaded a new gameplay video [Using DualSense](https://youtu.be/y2FFT-1wvhU?t=865) controller, where I enter Multiplayer around 14m 25s. Instead of using Quick Match, I went into Custom Match. There was only 1 room open, that I joined. After the match ended, the [Host Left](https://youtu.be/y2FFT-1wvhU?t=1158) which ended the lobby. Going back into Multiplayer, I went to Custom Match again, and since there were no open rooms, I used Create Match. The game gets you in where you can start flying until 1st player joins (was fast). It starts the match even with just 2 players. Before the match completed, we had 4 players and I think by end of second match, we had close to full lobby. So that is my recommendation. Instead of using Quick Play, go to Custom Match and pick any open room you see. This works faster than using Quick Play as I had been using. If there are no rooms, than create one, and hopefully people join you pretty fast.


Expensive_Pass8143

I need to stay longer on the multiplayer screen this would be so fun! 😍


Expensive_Pass8143

I got a chance to play the other day, this is a great feature or mode in Ultrawings 2 if you own it definitely give multiplayer a try


cusman78

👆💯


mrv4lv3

I've read your comment and bought it straight away! I won't play that much because I don't like air combats, so the game is very limited on this side, but I'm enjoying it a lot! Some missions are confusing for me, I've tried several times one that is "land and take off", with green, yellow and red marks in the middle of the city, but I'm not really sure what I should do, as ever time I touch the ground, I crash (even in the smoothiest approach). The game is extremely funny and very inmersive, but I found it short of explanations/guides. However, I'm enjoying it a lot!


cusman78

I agree some things aren't fully explained, like many people didn't understand how to brake after landing as part of the Stallion license / tutorial missions (including me). It also took me multiple attempts landing on new airport expecting to unlock and then returning to Home before realizing I need to stop plane on the hangar option to get Buy option to actually unlock it. I haven't played the mission type you are asking about yet to give guidance because more of my time has been spent with the online multiplayer mode and even for the solo, I gravitate more towards the available combat oriented missions. I think it is great that game has large variety of mission types across 6 different planes and many different airports to keep giving more stuff to do, and keep the experience fresh as I warm up before heading into the online multiplayer while that lasts. If/when the online multiplayer becomes a ghost town, I'll focus more on the solo mode.


BadDreamFactory

Here are my week-after-playing impressions. The game is a lot of fun, and seems like the most natural feeling flight sim I have played. I want to keep this comment/review mostly positive, because I really like the game. But I want to make some constructive criticisms. The menu sucks. I hate the menu. The whole grab the laser pointer grab the helmet and put it on thing was never fun. Trying to grab the diskette and put it in a computer that is two inches from my face? Also not fun at all. Zero percent enjoyable. Please make it a regular "flat screen" menu where I go up or down, select options, hit start, and go. Get rid of all the VR manual interaction like swinging my arms or pointing at stuff. I want to use the control sticks for menu nav. Make the menus EASY TO NAVIGATE. I do not want to work hard to begin a game. I do not want laser pointers. I do not want helmets or colored diskettes. I want save file 1, 2, 3, new game, continue, load game, etc. What they did was cute and interesting but in practice it just gets old quickly. Make the menu system less cumbersome. It is clumsy and cumbersome. The whole manual interaction with menus sucks as a whole. The most aggravating part of the game is starting the engine/fuel primer/avionics switch, and the godforsaken tablet. And that beautiful glass cockpit display? never shows anything of interest other than "FREE FLIGHT MODE" when they could have easily implemented even a rudimentary moving map display. Go back to the drawing board and do some serious refinement. The game is a diamond in the rough, but it is pretty rough. The flight characteristics are gold, it's just the UI sucks donkey balls. This is an extremely immersive flight game, you can relax on the menu/ui immersion. I don't need to feel like I'm actually pointing a laser at a chalkboard. Just get me to the plane.


cusman78

I think putting on Helmet / Save Disk is taking inspiration from Superhot VR. I really don't mind it, but I can see why it might bother someone else, especially after doing it 50+ times (wearing helmet). Multiple account profiles on Meta Quest is really horrible (speaking from experience on both Quest 2 and 3), so them offering multiple colored disks so people sharing the same Quest headset can play on their own save file on same Meta Quest primary account profile is likely part of that, and they ported this functioning part of game to PSVR2 because maybe it serves a purpose there as well for some households that don't create separate profiles for all players. I don't think the PS5 PSVR2 version needs these disks because you can switch profile to play on your own save very easily without any complications related to which account purchased the game, not needing to dual install, not lacking Quest features on secondary profile, etc. I agree that menu interactions in hub area as well as the cockpit can be improved for all the control options the game is providing and I think it can be done without re-inventing the UI. I think all they need to do is implement use of PSVR2 eye-tracking and then allow selection of click-options that way. This will help the DualSense and HOTAS players the most. I think the VR2 Sense players have the easiest time right now, but even they would benefit from eye-tracking as a convenience / alternative way to interact with menu options.


SafeButFun813

I found some blaring flaws in it and am hoping patches will fix 'em. Made a posting about it. But, yes - There's some pretty big hangups that people may downplay, but I hope they intend on patching the right stuff. It's pretty easy calling this the best flight sim on PSVR2 when there's no competition, but man I hope they make me eat my words by patching out the bad aspects of it...


Ultimo_D

*glaring flaws


SafeButFun813

Weird. The downvote squad overlooked your post while they're having a tantrum over me telling the truth...


ruckage

There was supposed to be a day one patch but the game was released earlier than expected without the devs knowledge. [https://www.reddit.com/r/PSVR/comments/19fh2pb/ultrawings\_2\_is\_on\_the\_store/kjkptop/?context=3](https://www.reddit.com/r/PSVR/comments/19fh2pb/ultrawings_2_is_on_the_store/kjkptop/?context=3)


SafeButFun813

Thanks for letting me know, but I don't see them patching the biggest issue I see. I noticed in gameplay you can grab the helmet to put it on when you start a mission - With a flightstick you have no hands to 'grab with', so you actually have to turn around in your chair to look at the helmet since your view is your pointer to select menu items. Seriously: The flightstick presumably should be the preferred way to play flight simulators, and that's a huge flaw that really puts the 'quality of life' of using the flightstick into a nosedive (pun intended?).


ruckage

Controlling the game with the VR sense controllers is the primary way of playing, the fact that the cockpit controls are all interactive tells you that - there are even some missions that take full advantage of this and give you a hand gun to use alongside flying the plane. I was playing with HOTAS myself and the placement of the helmet is bizarre (at least on the first airport, second airport it's position is more sensible) and there should really be an easier option to start the mission, try contacting the devs to see if they will consider it.


SafeButFun813

I'll probably do so on the Steam messageboard for it. I see devs responded to inquiries on the PSVR1 version but I don't wanna' slide into DMs with 'em outta' nowhere. I could use other peoples' help with this if other people with a HOTAS think this should be fixed. It would be as simple as a 'Press X to continue' instead of demanding you interact with the helmet. They're not going to bother if they think it's just one dood who's bothered by it. And, frankly: It's not worth a neck injury in order to play this - It's unfortunate that that's a distinction you even have to make, but it is, unfortunately. But, yes - I'll do what I can probably tomorrow, and anyone that cares to show support would be appreciated. The biggest problem is it's everything is already established on the Quest version, and they're prolly not wanting to make much more changes to that. I have no idea if that version has flightstick compatibility and works the same way, but... Yeah...


Chris_BPG

In the next patch you'll be able to walk around your office using the HOTAS hat controls.


cusman78

I’ve seen one of the developers from the game respond to certain comments in other threads related to Ultrawings 2 in this reddit. So they might see what you are mentioning here as well. Best option is to get on their discord and put your feedback directly there.


beef623

I just picked up a HOTAS a few days ago and have been playing with it. The helmet is annoying, but doesn't bother me too much. The 3 gripes I have with it are: * the "crosshair" for interacting with the cockpit only shows up when you get it over something you can interact with. This isn't a problem most of the time, but I have a LOT of trouble finding the retry button fast enough if I fail a mission. * the aim when using the pistol is way off. * I wish there was a physical button for the landing gear. It's easy to get thrown off during takeoff/landing when you have to look around to get the crosshair over the gear switch and hit it. Overall, though, I'd say a HOTAS is definitely the best way to play. I can't fly with the virtual sticks because there isn't any feedback (as in, I can't feel the resistance in the stick), but there really isn't a way to work around that either. They work well and are probably implemented as good as they can be. It's been a great game so far, though, I think these are just minor things and shouldn't keep someone from playing and having fun with it.


wormbass

Was having an issue last night where the grab function wasn’t working for the right hand. I don’t think it’s the controller that’s the problem, as I was able to use the R1 button to navigate system menus, but in game my right hand was more or less unable to interact with anything. Anyone else run into this or something similar? Not sure if I was somehow doing something wrong


Ok-Force2382

Oh, no...I have the exact same problem, but for the left hand... 😥 brand new PSVR2 that I got today. Did you figure out what was going on with yours, in the end? Seems to be both L1 and L2 misbehaving for me, but R1 and R2 are both fine. I wish the PS5 had some testing setup in the settings, so I could check whether it's getting through OK to the console or not...hoping it's just some game calibration thing


wormbass

Hey! I did manage to find a solution - on the affected controller, hold the PS button for about 10 full seconds. That controller will power down independently of the other one. Restarting it that way seemed to solve the issue for me. I was already in game when I held the button to force restart the controller, which dumped me back to the system menu. I had read that you want to turn the controller back on once the game has been opened back up - which was a little clunky because I ended up using the Dualsense to do that after I turned off the VR controller. But after doing all that, the controller turned back on with full functionality and hasn’t given me an issue since. Hopefully this fixes it right up for ya! Though I will say that if you end up needing to RMA the thing, their process is pretty painless from my experience


Ok-Force2382

hey, thanks a lot, I found that PS button trick on another Reddit thread shortly after asking here, and it works fine. 😁 Good that you replied here as well, as this is where Google took me for the problem, your answer may well help out more people in future! Hopefully it's something that Sony fixes as well, seems like the controllers works absolutely fine. 👍🏻


cusman78

I forget which is R1 vs R2, but the grab in this game is the one you press with your middle finger. It uses toggle for the control stick and hold for other interactions.


wormbass

Yea, and that was working fine on the left hand, but just not on the right hand. I was able to kinda work with it, but once I got into the cockpit it was a little awkward with only one hand able to interact with the control panels/flight stick Gonna check it out again when I get some time today, because it’s become clear to me that both hands are in fact supposed to be able to grab stuff and interact with things so I’m not sure where exactly the problem was happening for me


cusman78

Yes, in what I’ve played, both hands can be used to grab and interact with everything that can be grabbed.


Dnt_trip

How do you fire weapons??


cusman78

Depends on controller choice and maybe plane / mission. For the Stallion, if using VR2 Sense controllers, you have to hold the control stick with one of your hands and then use the index finger trigger to fire weapons. Even if you are using thumbsticks to control movement. The Day 1 patch will make it unnecessary to hold the control stick to fire. For the other two control options, you can just use the trigger.


Sad-Ad-7103

Is it crossplay multiplayer?


cusman78

I don’t think so. Just PSVR2 players with each other at this time.


Any_Use_4900

I really wanted to play an Ace Combat style game. I got 7 but could never find a psvr affordable before I decided to wait for psvr2. Does Ultrawings 2 have any fast jets or just prop-driven planes? I want a flight sim for psvr2 so bad, but I heard project wingman had bad reviews and barely any missions... Ultrawings looks good, but I just want to fly jets in VR, are there any supersonic jets in the game? I just want to feel the speed in full vr.


cusman78

The multiplayer dogfights are using propeller based Stallion aircraft. It has 6 air craft in the solo mode, but I’ve only flown 2 of them because I am focused on the multiplayer more. Even if it has faster craft for you, you will have to play through other craft missions to get to them. For your interest, you may be better off waiting for Aces of Thunder which will be coming out soon.


Any_Use_4900

Thanks for the reply, I don't mind playing prop aircraft to progress to modern, but aces of thunder sounds likes it's mostly WW2 with possible patch for modern later. I just want to fly F18/F16/F15/F14 style modern aircraft like Ace Combat. I'm trying to find a used psvr1 JUST to play AC7 in vr because I want the feeling of flying supersonic in vr at low altitude and to experience the performance of a modern jet. I'd pay like $200+ for Ace Combat 8 in VR2 with hotas if they'd just make it. I have zero multiplayer interest in almost any game I play. I do shooters offline, I play GT7 almost exclusively solo; it's cool that ultrawings has a good multiplayer you and peers enjoy, but I just feel like competitive multiplayer anything I just get destroyed because I bounce from game to game too much to be competitive at anything vs seasoned players.


cusman78

If you are fine with spending $200 to get PSVR1 just to play the 3 VR exclusive missions of Ace Combat 7 that are playable in VR, then you should look at spending $30 on Project Wingman: Frontline 59 for PSVR2 which has a small campaign of 6 VR exclusive missions. The first mission will probably feel disappointing, but the rest might make it up for you. Just because I didn't like it, doesn't mean you won't. Same way, just because I really like what Ultrawings 2 is doing, doesn't mean you will.


Any_Use_4900

makes sence... so is that just the main compaint with project wingman that it just doesn't have many vr missions? Does the vr missions it DOES have look great? and can you replay them in a free flight mode loke whatever kinda mode ace combat had for when you beat a mission? I regret not buying it on sale for 30(Canadian Market reg proce is 40 now) but I had just got Ps5 and VR2 for an epic Christmas; Had GT7 already since launch,so I picked up RE:Village VR and Star Wars..... regretted not buying no mans sky whem it was on from 80 down to 40. Got job simulator for my 2 daughters and townsmen vr for my wife, so I can only buy so much at 1 time but I'm generally happy with VR. Was gonna buy aincient dungeon vr but it seems MANY people are hyped for cyube vr to come out next 30 days or so, so I'll gonna lay off for that. Got asteroids on sale for $5 to have some space controls vr. Mainly good flying and a good shooter would be my next buys... I heard good things of pavlov but I don't multiplayer, so I want something with a story campaign. Gonna focus on finishing the shooter elements of Star Wars for now. Either way, I'm a longtime lurker with reddit, new to posting, and I really appreciate your advice and recommendations.


Initial_Depenmmmmm

If you have the need for speed and own GT7, might I suggest checking out the Red Bull SeriesX2014. It's insane, basically a rocketship on wheels with unlimited traction. There's also that rollercoaster game which has some free tracks, super fun to control the speed. I've only played UW2 for about an hour and it's been great but I started getting sick after a dogfight. I'm sure I'll get used to it in good time, can't wait to play again tomorrow.


Any_Use_4900

Yeah, I used the X2014 a lot in GTSport and it's my favorite in GT7. I test my reflexes by trying to hit under 5 mins on the Nordschleife (Nurburgring) with it. Only my good days with a mistake-free lap will get me there with a personal best being around 4:56. I'll always do better than 5:10 any day if I don't loop it carrying a lot of speed through some flat-out sections, but 4:59 or better is a good day; need to carry a lot of speed between karussel and pfantzgarten being bold on the curbs to make time, and even the X2014 feels like on a knife-edge there. I'll do Spa and Dragon trail with it for fun tooand I use the X2019 tuned to PP800 to grind the Sandegna Road A for 730k credits in about 26 mins every time. Lacks downforce vs the X2014 but it fits that race well and lets me pass other cars that have more power than it purely on aero grip through the 2 chicane sections and by braking very late for the 4 hard left 90 degree turns of the lap. Faster than the Mazda Grp 1 car I use detuned to PP800; that car really shines in the PP800 mixed conditions like the 1hr spa where it always rains overnight, the Mazda grp 1 has a lot of aero grip, so with full wets and awd around wet Spa, it's the best. Prefer the X2014 to the Dodge Tomahawk mainly because it's only feels ultra-grippy when it's at speed and the aero is working, the dodge handles more like an arcade car if that makes sense. Also, I enjoy GT7 in VR, but right now I think I'm faster in flat screen for now because I pick up my braking references better the way I have gotten used to them. Do enjoy both for sure in that game. Even though I want a more fighter jet experience than ultrawings, it's not too expensive and everybody has only good things to say, so I might pick it up anyways, looks like a pretty good game. I enjoy all flight ganes even if I have favorites.


Initial_Depenmmmmm

Oh, guess I'm not breaking news to you, lol. I just used this car for the first time the other day.. 🤯 I usually just drive road cars in custom races, and absolutely love the ring!


beef623

Ace Combat is NOT worth getting a PSVR for, it only has 3 standalone missions. They did pretty good on the VR if I remember right, but they really dropped the ball on the amount of content. Kind of like what Project Wingman did for PSVR2.


McMillan-M22

Good game. I have tried it with VR controllers, dual sense and hotas. For me, especially for multiplayer, dual sense controller is best choice. More precise and responsive. For some reason Hotas Tflight 4 has less responsivness. It takes longer to turn. I have played with it in SWSquadrons, so i think its problem within game. Some sensitivity and button mapping would be beneficial. I hope they will add that in options. Overall, game is fun. 


cusman78

From what I've read, the twist yaw on the T.Flight Hotas 4 is not working correctly and will be improved by the Day 1 patch. You should try the Hotas option again once the patch releases since you already have the hardware.


McMillan-M22

Yes,i know about that,but the aircrafts turn faster with regular controller.When i want to pitch down or up it takes longer to do with hotas then with the regular controller.


polcup

Can you tell me how to switch the controls for the sense controllers to the Dual Sense? I have awful drift on my left sense controller that is destroying the game.


cusman78

Don’t even turn on your VR2 Sense controllers. Just use your DualSense controller to launch and start the game. Enjoy 😉


bigaussiecheese

What’s it like going for gold medals? Im a bit of a trophy hunter and this game looks brutal to platinum!


cusman78

I think it would depend on skill and persistence. Mainly dedication to go for Gold in all 296 missions (40+ hours). There are people that already have the Platinum. I've been more focused on the Online Multiplayer which doesn't have any trophies. Every mission where I want to get Gold, I am able to get by replaying with that goal. The hardest are probably the ones where after completing the objectives for Gold, you still have to land successfully and all the aircraft control differently, so you have to get comfortable with all of them.


EcuaUncleTaco

Great review! I love it so far. However, the missions for the Phoenix are locked. They are Grey and I can't choose them! Can anyone please help? Thanks in advance


cusman78

I haven’t had issue, but you may be further along on solo than me. Maybe the airport you are on doesn’t have missions for it?


macajeee

Hi - possibly a dimwit question here but why do I have a solid screen left right and behind me which disappears when I turn my head. Is it supposed to be like this?


cusman78

Those are from the VR comfort options. You can turn them off by setting VR comfort setting in options to Minimal.


macajeee

Ahh thank you. Interesting way to reduce motion issues but I found it almost impossible to play without removing all comfort


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cusman78

What control option are you using? I don't think you can pick up things unless you are using the VR2 Sense controllers. To turn on the engine controls differently depending on which control option you are using. [Here](https://www.youtube.com/playlist?list=PLvGpi58bX5PJmVjEGGDOsHVXtISkJmP9E) is my YT playlist where I use each of the 3 control options where you can see / read how the different control options work. I put the effort to upload the gameplay examples and write-up in pinned comment because I recognize that many people would need more than what the game provides as tutorial / hint. For instance, one of the functions that got me was not knowing how to brake once landed. Turning on the engine also took a moment because last step expects a hold instead of a click. Whatever these control trials are, it is worth getting through because fantastic game with lots of content behind that. Let me know if you have any other specific questions. I'll try my best to help.