Patch 1.0.8 - Rocket Staging, AI vs AI, Pausing, and More
Dec 17, 2016 21:58:53 GMT
Durandal, The Astronomer, and 15 more like this
Post by qswitched on Dec 17, 2016 21:58:53 GMT
Patch 1.0.8 is out!
Highlights:
Full Changelist:
1.0.8
- Pause on demand in combat with spacebar.
- Parallel Staging: Propellant tanks can be made external and discardable. Added a few stock designs which use this staging.
- AI vs AI battles can be set up in sandbox.
- Lasers can be fixed point rather than turreted.
- Lasers can now be frequency quadrupled by using two frequency doublers in series.
- Explosive and Nuclear Payloads can now have timers/fuses set on them which do not require remote controls to operate.
- Added targeting sensor inaccuracy to all weapons fire based on sensor diffraction limits. Has little effect, except at extreme ranges (hundreds of km).
- Reworked the shot spread pattern of projectile weapons.
- Added in beam truncation factor to lasers. Could break some existing laser designs due to aperture size.
- RP-1 is now based on dodecane, bringing its performance in line with real world results.
- Added Osmium's thermoelectric sensitivity, fixed water's viscosity.
- Added a quick reference chart in laser design for intensity at selected ranges.
- In sandbox, can see basic info on AI behavior. Can change AI factions in sandbox.
- Fixed MPD thruster info not updating.
- Auto-launched missiles leave the launcher in the correct direction now.
- Exploit of teleporting missiles past point defenses via camera tricks has been removed.
- Numerous crash fixes, other minor bug fixes.
Note: There are a number of other things I did not get to, notably I'm still working on railgun/coilgun energy conservation issues. I hope to finally get those worked out by the next patch. Thanks for the patience!
Highlights:
- External Discardable Propellant Tanks - Allows parallel (but not tandem) staging rockets.
- Combat can be paused at will.
- AI vs AI combats can be set up in the sandbox.
- Fixed point (unturreted) lasers can be made.
- Lasers can be frequency quadrupled now.
- Timers/fuses on nuclear and explosive payloads.
- Basic sensor inaccuracy now affects all weapons.
- Projectile shot pattern reworked to be more realistic.
- A slew of bug and crash fixes.
Full Changelist:
1.0.8
- Pause on demand in combat with spacebar.
- Parallel Staging: Propellant tanks can be made external and discardable. Added a few stock designs which use this staging.
- AI vs AI battles can be set up in sandbox.
- Lasers can be fixed point rather than turreted.
- Lasers can now be frequency quadrupled by using two frequency doublers in series.
- Explosive and Nuclear Payloads can now have timers/fuses set on them which do not require remote controls to operate.
- Added targeting sensor inaccuracy to all weapons fire based on sensor diffraction limits. Has little effect, except at extreme ranges (hundreds of km).
- Reworked the shot spread pattern of projectile weapons.
- Added in beam truncation factor to lasers. Could break some existing laser designs due to aperture size.
- RP-1 is now based on dodecane, bringing its performance in line with real world results.
- Added Osmium's thermoelectric sensitivity, fixed water's viscosity.
- Added a quick reference chart in laser design for intensity at selected ranges.
- In sandbox, can see basic info on AI behavior. Can change AI factions in sandbox.
- Fixed MPD thruster info not updating.
- Auto-launched missiles leave the launcher in the correct direction now.
- Exploit of teleporting missiles past point defenses via camera tricks has been removed.
- Numerous crash fixes, other minor bug fixes.
Note: There are a number of other things I did not get to, notably I'm still working on railgun/coilgun energy conservation issues. I hope to finally get those worked out by the next patch. Thanks for the patience!