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.
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.
We dig deep down into the very building blocks of life, seeking to twist them to our will. We destroy mass itself to turn its energy to our ends. The speed and intelligence of our machines grows without bound. But even the power of gods isn't enough. Ever hungry, we turn our eyes to the stars...
I sure hope there's someone else more advanced out there. If we're the first, the universe is screwed.
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.
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?