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Post by Durandal on Mar 1, 2017 6:07:04 GMT
Oh my god yessss. I'm still stuck at work for my internship BUT I WANT TL SEE THE NEW GADGETS ALREADY. Can someone post some images of the new stuff so I can squee at them PLEASE PLEASE PLEASE!!! This. Let's see some pics for the folks who have to wait!
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Post by harpyeagle on Mar 1, 2017 6:20:37 GMT
Not sure what was changed with the dodging AI, but it's vastly improved. Gun battles are way more dynamic now, and it's enjoyable to watch the ships try to weave their way around instead of just sort of thrusting perpendicular to their opponents. AI controlled ships certainly roll and change orientation a lot more now. I love the new turret shapes, definitely beats everything being a textured sphere. I'm glad the rail/coilgun equations have been fixed. Bonus screenshot: A rail/coil gunship of mine updated for 1.1.0 after surviving an encounter with two other gunships (of a different design), in an AI vs AI sandbox match. Notice how the turrets are all pointing in various directions - In my experience that was rarer in 1.0.8 since ship maneuvering while broadsiding used to be much more subdued. While it's not new I must say the surface damage visualization in this game is superb.
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Post by dragonkid11 on Mar 1, 2017 7:49:08 GMT
But anyway, a really big thank you to Qswitch for giving this game yet another great update.
I AM SO PUMPED!!!
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Post by subunit on Mar 1, 2017 8:22:45 GMT
qswitched, thanks for spacing out these updates enough to keep my marriage intact
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Post by deltav on Mar 1, 2017 8:48:47 GMT
Is it just me or do the textures look better/nicer after the update?
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Post by nerd1000 on Mar 1, 2017 10:16:16 GMT
Where the hell are the shield lids i have been looking for them but i cannot seem to find them the game seems to include them automatically: if you look closely at laser turrets when they start or stop firing you can see the lid appear or disappear. presumably they're defined as being the same material and thickness as main turret armor.
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Post by thorneel on Mar 1, 2017 13:36:12 GMT
Great to see that the UI is getting love! Now, time to update the UI thread.
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Post by gedzilla on Mar 1, 2017 14:31:23 GMT
Great to see that the UI is getting love! Now, time to update the UI thread. What changes happened to the ui ? (Cant get on the game to the weekend)
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Post by David367th on Mar 1, 2017 16:49:52 GMT
Great to see that the UI is getting love! Now, time to update the UI thread. What changes happened to the ui ? (Cant get on the game to the weekend) You can slide the Windows back and forth for minimizing the menus, plus there's some cool new buttons for comparing changes in design iterations and import/exporting designs. They're a little finicky as the scroll bar is a fm away from the slider, but it's nothing horrible.
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Post by dwwolf on Mar 1, 2017 17:31:07 GMT
Do fuses on explosive payloads fired from cannons( or rail or coil guns ) work now ?
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Post by David367th on Mar 1, 2017 20:05:42 GMT
Do fuses on explosive payloads fired from cannons( or rail or coil guns ) work now ? I believe you still need a remote control.
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Post by jonen on Mar 1, 2017 20:13:40 GMT
--- Bugs fixed: level 4 gold record impossible without exploits I'm not sure, seeing as the first thing I did was beat my old record (delta V only, third time's the charm)... Or at least got close to it - can reliably make the mission on a budget of 5.3 m/s. I know I'll do that eventually. Hah, I already have. A lot. Send help. Nobody has the deltaV to intercept, I fear. I've already been making picodrones. Gotta get on the femptodrone game, yo(cto). Bring me a space flamethrower, a sunlamp, or just a couple of nukes.
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Post by David367th on Mar 1, 2017 20:20:55 GMT
--- Bugs fixed: level 4 gold record impossible without exploits I'm not sure, seeing as the first thing I did was beat my old record (delta V only, third time's the charm)... Or at least got close to it - can reliably make the mission on a budget of 5.3 m/s. Yeah that's weird, I made it with 7.43 m/s with no exploits.
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Post by concretedonkey on Mar 1, 2017 20:38:58 GMT
Is it just me or the distance of the standalone laser mounts is not taken in to account ? I had a couple of ambushes with drones and missiles untill I placed a dummy 1000 normal laser.
Edit: strike that , I think all of the laser ranges do not work anymore. It wasn't the dummy 1000km laser it was a railgun that was forcing the range.
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Post by Rocket Witch on Mar 1, 2017 20:52:55 GMT
Engine gimbals and gun turret mantlets are flat-topped now? How am I gonna protect my injectors? (っ╥╯﹏╰╥c) For the guns on extruded turrets, being able to set a resting position inline with the ship's hull would be great. I want to use big slow-turning guns on these, and their turn rates being terrible wouldn't really be a concern if they were facing the nose already. As things stand now, when they enter combat they have to spend a minute aligning, and since combat begins just outside the longest weapon range they don't have that time. On ships with extruded turrets that can collectively fire forward, but without a nose-mounted frontal weapon with longer range, broadside orders will still make the ships turn their side to the enemy since the turrets are side-mounted, even though the optimal fire density is to the front & rear. Beyond fixing that, could we also simply get an extra order for maintaining a nose-on attitude that works like homing but without the constant thrust toward the target? The angles at which tracers are visible in the editor is a bit weird. Is the Ranger meant to be some sort of balloon now? EDIT2: I don't think these turrets are what Rocket Witch was asking for... Are more complex turret arrangements impossible/implausibly difficult to set up in this game's current iteration? Though I was hoping for 2-axis turrets, even if they were only Maginot Line domed cylinders for the time being, what Q has produced (YAL-1 turrets) isn't unexpected and I figure it would take more than two months (or two months dedicated exclusively to this matter) for 'real' turrets to start appearing with all the options for shape and so on. On the subject, another improvement that could be made without moving away from the ball turrets would be multi-gun capability. Hah, I already have. A lot. Send help. Sending you a care package via mass driver in these new cargo modules we can design. (this thing takes 200MW to shoot at 126m/s, I need to relearn everything) qswitched Can we get an option to select the container material for cargo bays? If I could coat the whole thing in iron it might be a bit more shooty. Yep. So I have now idea what's wrong, unless Rocket Witch left something out when they created their Modded Materials Compendium. First, I noticed you said "Chemical Reactions.txt" in your first post about the issue. If there's actually a space in the filename (or any other errors), remove it. Failing that, well, I redid the tabulation on many of the entries so the columns lined up, and I may well have messed something up. I copied the mods I'm using from the compendium entries and do get reactions. Still, I will try to troublehsoot it - can you tell me everything you're using so I can narrow it down a bit? Is it just me or do the textures look better/nicer after the update? I think so too. Lighting makes everything a bit more shiny, I think.
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