Patch 1.1.0 - Gun/Laser/Turret Improvements and much more!
Mar 1, 2017 0:48:21 GMT
apophys, SevenOfCarina, and 29 more like this
Post by qswitched on Mar 1, 2017 0:48:21 GMT
Patch 1.1.0 is out now!
Highlights
Patch Notes
- Railguns/Coilguns
--- Capacitor banks can now be used with railguns and coilguns.
--- Equations have been updated to correct energy conservation issues.
--- Acceleration graph now shows exactly how the device propels the armature over time.
--- Barrel armor now correctly braces railguns and coilguns, reducing beam deflection stress and inaccuracy.
--- In-game railguns and coilguns have been heavily reworked, most stock ships are affected. Numerous new designs added.
--- Note: Designs using stock coilguns and railguns may see those stock weapons disappear or they may have poorer performance than before.
- Lasers
--- Laser turrets/mounts can be separated from the laser, allowing hundreds of disposable turrets to use a single laser.
--- Lasers can now suffer optical damage, lenses/mirrors are easily destroyed by enemy laserfire, gunfire, and nuclear flashes.
--- Armored lens caps are addable (and essential to protect the fragile optics when not firing).
--- Graphics updates.
- Turrets
--- Can make extrudable turrets, which extend out with 90+ degree attack arcs. Allows nose-facing weapon support, but mass more and are easier to hit.
--- Graphics updates.
- Radiators
--- Can make tapered radiators, allowing triangular or winglike shapes.
- Tracers
--- Added several more pyrotechnic tracers.
--- Tracers now burn hotter and with greater optical depth, yielding more colors, including blue and white.
- AI
--- Tactical AI "guts" are exposed for viewing in sandbox and for modding in AI.txt.
--- Aggressive AIs now use the ignore range mode in certain scenarios.
--- Weapons now use dodge prediction against accelerating targets. Since this can be spoofed by start-stopping, this can be optionally disabled.
--- Several minor AI combat tweaks.
--- Huge drone formations are staggered so they no longer commit fratricide.
- UI
--- In orbital view, can move burn nodes forward or backwards in time.
--- Can compare module and ship designs against their prior stats while editing.
--- Can select unorbited bodies as a Frame of Reference.
--- Selection lists no longer reset when exiting from a design.
--- User designs appear first in ship and module design.
--- Modded designs are imported as core modules/ships and are uneditable unless duplicating.
--- Ship design. Can optionally view stacked power graph. Can toggle condensed mass pie chart. Dry acceleration visible.
--- In ship and module design, most of the ui can now be flexibly resized, including error messages. Alleviates small screen issues.
--- A number of other minor UI tweaks.
- Design
--- Launcher modules can use fibers for armor.
--- Launcher reload times are now bounded by clearance time, preventing a launcher from crashing multiple items into each other by launching too fast.
--- Increased max armor layers to 10.
--- Nuclear payload 'delay trigger' now editable in module design.
--- Cargo modules are editable.
--- Added article on Missile Guidance, for help designing remote controls.
--- Several sample remote controls added.
--- Ammo bays can have more ammo and stacks. Smaller propellant tanks.
- Modding
--- Mod Loading order now occurs correctly and reads the materials folder hierarchy correctly.
--- Modules now save any modded materials/reactions/etc they use.
--- Allowed modding of Star Chart, Emission Spectra, and Refraction Indicies.
--- Export: New button exports a single design and all dependencies to its own file to .../Mods/Data/Exports.
--- Import: .../Mods/Data/Imports folder will read in all files within it as ship or module designs or as most any other kind of data.
--- Note: Anything in this folder is read in last.
--- Note: Overriding core data with mods data (mod data with the same name as core data) is not supported!
- Other
--- Numerous material/element/ref index corrections.
--- Bugs fixed: level 4 gold record impossible without exploits, ship cross section underestimated by 2x, delta-v miscalculated with vernier thrusters, phantom refueling with drop tanks, cadmium material issues, and many more.
--- Numerous crash fixes.
--- Various optimizations.
Highlights
- Capacitors for railguns and coilguns.
- Railguns and coilguns conserve energy now.
- Lasers can be separated from their mounts.
- Laser optics can be sniped in combat.
- Turrets with 90+ degree attack arcs.
- Tapered radiators
- More tracers
- Combat AI is much better. In particular, they smartly use 'ignore range' now.
- Can shift burn nodes in orbital view.
- Mod import/export.
- And tons more!
Patch Notes
- Railguns/Coilguns
--- Capacitor banks can now be used with railguns and coilguns.
--- Equations have been updated to correct energy conservation issues.
--- Acceleration graph now shows exactly how the device propels the armature over time.
--- Barrel armor now correctly braces railguns and coilguns, reducing beam deflection stress and inaccuracy.
--- In-game railguns and coilguns have been heavily reworked, most stock ships are affected. Numerous new designs added.
--- Note: Designs using stock coilguns and railguns may see those stock weapons disappear or they may have poorer performance than before.
- Lasers
--- Laser turrets/mounts can be separated from the laser, allowing hundreds of disposable turrets to use a single laser.
--- Lasers can now suffer optical damage, lenses/mirrors are easily destroyed by enemy laserfire, gunfire, and nuclear flashes.
--- Armored lens caps are addable (and essential to protect the fragile optics when not firing).
--- Graphics updates.
- Turrets
--- Can make extrudable turrets, which extend out with 90+ degree attack arcs. Allows nose-facing weapon support, but mass more and are easier to hit.
--- Graphics updates.
- Radiators
--- Can make tapered radiators, allowing triangular or winglike shapes.
- Tracers
--- Added several more pyrotechnic tracers.
--- Tracers now burn hotter and with greater optical depth, yielding more colors, including blue and white.
- AI
--- Tactical AI "guts" are exposed for viewing in sandbox and for modding in AI.txt.
--- Aggressive AIs now use the ignore range mode in certain scenarios.
--- Weapons now use dodge prediction against accelerating targets. Since this can be spoofed by start-stopping, this can be optionally disabled.
--- Several minor AI combat tweaks.
--- Huge drone formations are staggered so they no longer commit fratricide.
- UI
--- In orbital view, can move burn nodes forward or backwards in time.
--- Can compare module and ship designs against their prior stats while editing.
--- Can select unorbited bodies as a Frame of Reference.
--- Selection lists no longer reset when exiting from a design.
--- User designs appear first in ship and module design.
--- Modded designs are imported as core modules/ships and are uneditable unless duplicating.
--- Ship design. Can optionally view stacked power graph. Can toggle condensed mass pie chart. Dry acceleration visible.
--- In ship and module design, most of the ui can now be flexibly resized, including error messages. Alleviates small screen issues.
--- A number of other minor UI tweaks.
- Design
--- Launcher modules can use fibers for armor.
--- Launcher reload times are now bounded by clearance time, preventing a launcher from crashing multiple items into each other by launching too fast.
--- Increased max armor layers to 10.
--- Nuclear payload 'delay trigger' now editable in module design.
--- Cargo modules are editable.
--- Added article on Missile Guidance, for help designing remote controls.
--- Several sample remote controls added.
--- Ammo bays can have more ammo and stacks. Smaller propellant tanks.
- Modding
--- Mod Loading order now occurs correctly and reads the materials folder hierarchy correctly.
--- Modules now save any modded materials/reactions/etc they use.
--- Allowed modding of Star Chart, Emission Spectra, and Refraction Indicies.
--- Export: New button exports a single design and all dependencies to its own file to .../Mods/Data/Exports.
--- Import: .../Mods/Data/Imports folder will read in all files within it as ship or module designs or as most any other kind of data.
--- Note: Anything in this folder is read in last.
--- Note: Overriding core data with mods data (mod data with the same name as core data) is not supported!
- Other
--- Numerous material/element/ref index corrections.
--- Bugs fixed: level 4 gold record impossible without exploits, ship cross section underestimated by 2x, delta-v miscalculated with vernier thrusters, phantom refueling with drop tanks, cadmium material issues, and many more.
--- Numerous crash fixes.
--- Various optimizations.