Added textures for size 2 cockpits 1, 4, 5, 6. 7 and 8
Updated Module icons for size 2 cockpits 1, 2, 4, 5, 6, 7 and 8
Added color profile saving functionality to the Shipyard.
Hide UI function now disabled if the ship name input has focus
Fixed missing icon for Hull 13v1
Removing the first block you placed in the Shipyard will not longer remove the entire ship along with it. Instead, the neighbor of that block with the most children under it will be set as the new child of the root block.
Added a button/indicator for part placement mode in the Shipyard
Title screen: resolution and basic quality options now implemented. If the resolution option has not been set before, the game defaults to the desktop resolution.
Docking and planet collision UI elements have been fixed in Sector.
Fixed a bug where the AI would always use their kinetic field when the player did, making it nearly impossible to catch them.
Shipyard camera zoom and pan rates will now scale according to ship size.
Added textures for size 1 cockpits 7, 8, 9, and 10
Added textures for size 2 cockpits 1 and 2
First phase of the Shipyard UI update is now complete
All parts are displayed in the module panel with a visual icon of the module.
Removed holographic preview
The subsystem widow has completely changed. When accessing a parts subsystem inventory it will now show all available space on the left, and all subsystems that you can put into it on the right. If a subsystem takes up more than 1 ‘volume’ of space, the empty spaces will get a red outline and be pushed to the end of the list, these spaces are being used and cannot hold any systems.
To place a subsystem, simply click on it, no more drag and drop for this mechanic.
As you add subsystems to a module, it will filter out the ones that can no longer be placed, due to restrictions, or size limitations.
Added main menu to the shipyard, uses escape to access it.
Fixed a problem with the main menu in space where the shipyard button would not take you to the shipyard.
All subsystem icons are temporary and only display text.
A lot of tooltips still need to be added
Several fields in the stats panel on the left are not fully functional
Now that the UI is at it's next stage of development we will be working on getting Linux and Mac versions available to the public.
I wanted to let everyone know that the Shipyard UI is just about complete and we are hoping to have it released this week, shortly after that I will be doing some tests with Mac and Linux versions. If everything goes well, I will be uploading them to steam as well and they will be available.
Its been about a week and a half since our last update, and I knew this part of the UI would take this long, its a very complicated interface.
Gibbed (Rick) has started working on weapon systems and we hope to roll some updates to thoes out in version 0.010.
Continuing with our UI update, the first pass for the new in-flight GUI has been implemented.
The ‘G’ key will bring up the weapon manager. Here you can assigned turrets to weapon groups. In the future, it will also show weapon stats.
The ‘K’ key will bring up the faction menu. It should be similar in functionality to the previous Scaleform version.
The ‘M’ key will bring up the map. You can drag the map with the mouse and zoom with scroll wheel. There are also + and - buttons for zooming. The ‘R’ button will reset the map to the original zoom level and on the center of the galaxy. In the future, this will reset to the sector you are in.
The radar will now let you select a radar contact by clicking the icon, instead of having to click over the object in space.
Previously, only locking a target displayed its range. Now just selecting a radar contact will display the range as well.
Upon locking a target, it will automatically be set as the focused target. This means that as soon as you lock a target, you can hit the weapon group key to immediately assign weapons instead of first having to use the F keys to set the focused target. Increased size of asteroids.
I wanted to take a moment to tell you all what we are working on and what our short term goals are right now.
Right now we are working on a massive user interface overhaul, this is taking some time to wrap up. However once it is done it will resolve many issues people are having with the UI, and will allow for a much more robust framework for future work when dealing with UI related issues.
The main menu screen has already been done and is in the current build. Right now we are working on the flight UI, once that is done it will be patched out to everyone and then the station UI will be worked on, we have saved it for last because it is the most complicated and probably the most time consuming.
With the completion of the UI overhaul we will also be able to release our Mac and Linux builds.
Next on the list will be ingame options menu including visual settings and key bindings, this will be a continued work in progress but we need to get the foundation in. We will also be working on combat, and bringing it's functionality back, including manual fire modes, and better behaving turrets.
After this we have some creative ideas on how to further optimize ships and NPCs. We feel that this will have a large impact on game performance and will see significant increases for all users.
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