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V2.01 [Dev Test]

#1
Here are some of the (not complete) changes posted by Scarlet in discord, posting it here for public service:

Quote:RTG UI numbers are wrong. Its showing power/tick, rather then power/second. (Fixed)

Space – Gravity turns on after a certain altitude (1800-2500) and becomes increasingly intense.

Batteries – Density doubled (1000 for 1x1 to 2000 for 1x1)
Price per single block from 20 > 40

Wings – Force per speed from 0.1 > 0.8

Aileron – Force per speed from 0.2 > 0.4

Flak damage % from 30% to 20% of HE

CRAM – Shells start at 40 density/40% full and immediately 'load'

CRAM – HE box cost reduced to 70 from 100.

CRAM – Flash supressor : Velocity multiplier from 0.9 to 0.95

Accuracy before shooting option – max setting from 0.5 to 0.0/0.1

APS – Super cavitation underwater speed penalty from 0.9 to 1.00 (I wanted to make it 0.95, however, the fact is AI cannot compensate for this, and i think it would be preferable from a gameplay point of view for it to not slow down in water)

PAC – Input port systems now consume 250% the normal power.

Fragmentation – Damage range changed from 0.5 – 4.00 to 0.66 – 3.00


Update 08-08-2017

Khaz posted a more updated list including today's small patch:

Quote:[5:06 PM] khaz: Updated:
-continuous laser AP modifier fixed
-ambient space sound no longer going to warp speed with map x4 or x10 speed button
-Stats fixed up for drill extension an laser pump 3m
-Typo for Wireless Receiver
-Laser sound changed
-Pac sound reverted
-Adv cannon pitch made more linear and less extremes, min time before interupt based on guage
-ocean and wind noise volume reduced
-engine sound min pitch set higher and general pitch slightly higher as well as a bit quieter (stop gap until we can get multiple of the same sound from multiplying volume)
-simple weap muzzle flash null error fix (yet to check if thats completely fixed it)
-Naval ai choosing the wrong side to broadside bug fixed
-Stone blocks UV normals screwed up fixed
-Pink flag pole bug fixed
-Batteries – Density doubled (1000 for 1x1 to 2000 for 1x1), Price per single block from 20 > 40
-Wings – Force per speed from 0.1 > 0.8
-Aileron – Force per speed from 0.2 > 0.4
-Flak damage % from 30% to 25/20% of HE
-CRAM – Shells start loaded (or at least as much as they can at -60 firetime)
-CRAM – HE box cost reduced to 70 from 100.
-CRAM – Flash supressor : Velocity multiplier from 0.9 to 0.95
-Accuracy before shooting option – max setting from 0.5 to 0.0/0.1
-APS – Super cavitation underwater speed penalty from 0.9 to 1.00
-PAC – Input port systems now consume 250% the normal power.
-Fragmentation – Damage range changed from 0.5 – 4.00 to 0.66 – 3.00
-spelling error fix
-muzzle flash and explosion light settings tuned
-Adventure Warp gate visuals updated
-ammo customiser now shows frag cone angle effect on frag damage
-old depreciated fuel processor now uses blocks.cs so it no longer produces fuels
-Huge/Cram muzzle flash scaling set
-Cram firing prefab and scaling
-huge muzzle flash updates
-Cram Variable declaration cleanup
-muzzle flash prefabs to world space
-muzzle flash tweaks
[5:06 PM] khaz: Added:
-Small, Medium, Large, Huge explosions with 3 variant Particle Effects Prefabs
-Small, Medium, Large, Huge Muzzle flash Particle Effects Prefabs, with a light and heat distortion effect per size
-underwater ambient sound (just the .wav ; waiting on muzzle flash stuff to be done before updating the world scene prefab with code)
-Laser firing effects added- particle, light, lensflare
-Particle cannon firing effects
-underwater ambient noise and ocean sound pitching if underwater (simulate muted noise underwater)
-Variable wind strength and direction over time
-Shield reflect sound for projectiles (lasers hits still need to be done)
[5:06 PM] khaz: those are the bits ive done since 2.0. again i have no idea about nick
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#2
gj!
You have to join dev team. cuz you did what no one of dev's were able to do.
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#3
All these changes are great, and very much on point.
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#4
Thank you very much for thinking about the poor souls that do not use Discord.

I think that these changes are good, especially the wings, I removed all the wings of my heavy bomber because they were so useless, I replaced them with fuel and I increased the thrust of the engines...


I think that there's at least one other change:
[Image: Zfa6vx6.jpg]

The laser and APS effects are new aren't they?
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#5
can confirm, they're playing with the visuals. looking good!
-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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#6
THE CRAM CANNON FIRE EFFECT IS A W E S O M E.
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: http://www.fromthedepthsgame.com/forum/s...?tid=28006
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#7
The wind and aileron change was necessary and is very welcome.
Unfortunately, now some planes will probably go up to space... Fortunately it's usually not so hard to fix.

About the setting for the angle before firing, it's also a very good thing, I added it to my mod and planned to release it soon, but now I can remove it.
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#8
(2017-08-06, 01:29 AM)zitron Wrote:
Quote:Flak damage % from 30% to 20% of HE

Gah I have to change all my CIWS shells again... Confused

The other changes look good though. Especially CRAMs loading on spawning.
(2017-07-10, 02:50 AM)Resolas Wrote: Forward broadside is the best broadside
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#9
(2017-08-07, 12:22 PM)Gladyon Wrote: The wind and aileron change was necessary and is very welcome.
Unfortunately, now some planes will probably go up to space... Fortunately it's usually not so hard to fix.

About the setting for the angle before firing, it's also a very good thing, I added it to my mod and planned to release it soon, but now I can remove it.

I think the problem is the lift and drag models are still completely unrealistic. IRL drag and lift are proportional to velocity squared, which puts a limit on top speed without being like flying in soup.
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#10
Changed branch to devtest, did not receive the 2.01 on Linux Sad
*edit Fixed now, thanks devs Smile
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