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Kinetic Void

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Mar 29, 2013
Community Announcements - LumberingTroll
0.007

  • Upon ship death (hull at 0% or destruction of all cockpits), the player will be returned to the shipyard. NPC ships should also be destroyed if one of these conditions is met.
  • Adjusted planetary rendering FOV so that the player no longer notices any stretching when at the edge of the screen.
  • Adjusted the warp particle effect so that it doesn’t turn with the ship as you exit warp.
  • Adjusted MWD travel speed for better framerate.
  • UI change: For compatibility reasons, we have begun a UI overhaul. The splash screen has been changed to a new framework.
  • UI: the Splash scene’s Load screen now allows for deletion of saved galaxies
  • UI: the Splash scene’s New Game scene will now ask for confirmation before overwriting saved galaxies
Mar 26, 2013
Community Announcements - LumberingTroll
0.006

  • Holding shift in the shipyard will allow repeat placement of a part.
  • The AI ships were feeling a bit sluggish before, they will now go about their business.
  • Asteroids can now be destroyed.
  • Fixed planetary proximity warning distance.
  • Some ship spawns will now be hostile. Reminder: Hit tab to quickly target hostile contacts, or use micro-warp (shift-T) to flee.
  • Ships now have engine effects, these are still a work in progress
  • Micro warp drive improvements: Upon toggling the warp drive (default shift-T), the warp drive will charge for a few seconds before initiating. It will then remain on until you toggle it again. After shutting down, the warp drive must charge for 20 seconds before it is used again. The new warp drive has accompanying sound effects for charge up, travel, and exiting warp.
  • Adjusted transparency for space fog and space dust so it's easier to notice movement.
  • Adjusted planet spawn axis for more variety - Will only affect newly generated galaxies
  • Fixed stock ships not having any subsystems equipped
Community Announcements - LumberingTroll

  • Fixed issue with saving and loading ship files
  • Added new ship to stock selection the "Mule"


You should be able to use previous build ship designs, if they cause any problems please delete them and create new ones.


Edit: Slight delay Steam Partner site is down for Mantenace will push build as soon as its up.
Edit 2: The site is still down, I am checking it every half an hour - 2:00PM CST
Edit 3: Just pushed the patch live - 4:32PM CST
Mar 22, 2013
Community Announcements - LumberingTroll
0.005

  • Optimized all hull colliders
  • Optimized all engine colliders
  • Optimized all C&C colliders
  • Optimized all weapon Colliders
  • Removed light source from projectiles for testing
  • Adjusted speed readout to properly relay speed to scale
  • Major shipyard update: By popular demand, the old node based part placing has been re-enabled as a toggle. The shipyard will start in node based placement, press tab or use the button below the part list to switch between freeform and node placement.
  • Added an Exit to Desktop button to the splash screen
  • Changed the part rotation increment to 15 degrees instead of 45
  • Adjusted camera depth in splash scene to hopefully negate the UI only issue some users are getting.


This change has broken all previously built ships, sorry about that. When we make changes to the shipyard this is bound to happen. I will post a small update tomorrow replacing the stock ships with some new designs.
Community Announcements - LumberingTroll
I just wanted to take a moment to thank everyone who has purchased Kinetic Void over the last couple days.

Because of you, we are hiring on another programmer and he will start in April. This should means that our work will be better, and we can do more at once.

Thanks again everyone.

~Badland Studio Team
Mar 21, 2013
Community Announcements - LumberingTroll
Just a small update but it should improve performance quite a bit, including you will no longer experience severe performance hits when getting near another ship in space.

0.004

  • Added and escape menu to the Shipyard
  • Performance tweak: set the player to use a more forgiving collision detection mode


It may be a while before we roll out 0.005 as we are working on an addition to the shipyard which will allow players to toggle between Free-form module placement and a Node-Based placement system.

Thanks for the support everyone!
Mar 21, 2013
Community Announcements - LumberingTroll
This version should see substantial performance increases for a lot of users. It should also address many items of feedback from lastnight.


0.003

  • Fixed an issue with the shipyard camera while rotating with right-click drag
  • Fixed an issue that prevent players from accessing the weapon manager
  • Fixed an issue: when zooming the map, the ship no camera no longer zooms as well
  • Ambient fog and particle effects now disable during warp
  • Added quit to desktop option to in-flight escape menu
  • Hid the non-functional System and Shipyard buttons
  • Moved the camera further away from the rootblock in the shipyard
  • Made the rootblock larger.
  • Reduced Space Particle density to improve performance
  • Reduced Space Fog density to improve performance
  • Moved target non-hostile from shift- to its own keybinding, default to z
  • Corrected issue with pivot point on turret 01
  • Switched slow zoom and fast zoom (Default to fast, hold shift for slow)
  • Adjusted base zoom rate to be faster
  • Increased max zoom distance in the shipyard
  • Fixed planet collisions to actually damage the ship.
  • The B key, which previously activated a debugging function in sector space, is now disabled.
  • Right clicking on a placed part while placing another will no longer open the radial menu
  • Some parts in the shipyard could exhibit strange behavior while placing them. They have been rebuked and should now behave as expected



as usual please provide as much feedback as you can it is very helpful.
Community Announcements - LumberingTroll
Just pushed this patch, it should automatically start downloading within 15 minutes or you can restart steam to force it.


  • full stop works as intended (shift f)
  • engine sound cuts out during warp
  • roll properly set to q and e for all flight modes
  • strafe properly set to shift-a and shift-d for cursor mode
  • bound the g key to open the weapon manager in flight
  • added new keys for zooming in and out for those without scroll wheels, default to < and >
  • camera will no longer pan via left mouse dragging if the mouse is over a UI element in the shipyard
  • Made projectiles less comically huge..
  • Added more mass to each size projectile so they can do damage
  • Adjusted Height offset for the camera in Cursor and Mouse flight mode. It is now easier to see around your ship
  • The color bar in the shipyard will now retract on mouse roll out
  • The mouse flight camera should now be situated at the same height as the cursor camera
  • Ship components can now be destroyed individually and spawn an explosion effect
    after assigning a target to a weapon group, repeating the assignment will clear the target
  • Ship AI despawn range reduced for performance reasons
  • Space and alt now properly control vertical thrust while in mouse flight mode
  • Adjusted max number of ships on screen for testing
  • Reduced max number of asteroids per asteroid belt for testing
Mar 20, 2013
Community Announcements - LumberingTroll
I am glad that so many of you are liking Kinetic Void in its early state.

In the near future we will be taking user created ship designs and including them in the base game. Feel free to share any images in the community hub by taking screenshots with F11 and uploading them with public view.

I have a list of features / bugs we are working on right now.

Flight controls
Weapon Group windows
General flighte operations

and more to come. All patch notes when released will be posted here as well.
...

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