From the Depths - From The Depths
Really excited to release 2.4.5. It's been a really busy week since 2.4.4 and we've achieved a lot. The HUD/UI in normal mode and build mode has been updated, there is a great new feature where pressing middle mouse brings up loads of extra HUD visuals and gives you a mouse with which to interact with them (build mode and normal mode).
We've also added a way to save down user interfaces for later use (so you don't need to navigate back through menus to find them, or find blocks deep inside the vehicle). A lot of bugs have been fixed and a lot of other changes have been made which you can read more about below.

As for 2.4.3 and 2.4.4 I've made a video explaining the changes- you can find it here https://youtu.be/dVKxSJfGTp8

The main place to talk about this patch should be on the official forums here:



v2.4.5 [Add] <ACB>: Strafe and hover commands added
v2.4.5 [Add] <Breadboard>: Added %, <, <=, >, >=, == and != operators to the maths evaluator
v2.4.5 [Add] <Breadboard>: Added input to get the last propulsion request to any drive
v2.4.5 [Add] <Breadboard>: Added input with various time related values to breadboard
v2.4.5 [Add] <Breadboard>: Added select manoeuvre component to AI breadboard
v2.4.5 [Add] <Breadboard>: Added target bearing input to primary target info of AI breadboard
v2.4.5 [Add] <Breadboard>: Breadboards maths evaluator can now use the same functions as other maths evaluators. Also added many extra functions to all maths evaluators
v2.4.5 [Add] <Electric engine>: Electric engines can now use complex controls
v2.4.5 [Add] <Tutorials>: You can now create a Build Guide in game by pressing Shift+Insert (re-mappable) when in build mode to capture the current vehicle as a state in the build guide. Holding the key for 3 seconds will wipe what you have captured. In the modding interface you can dump your capture into a build guide definition. Expect to see higher quality build guides in game shortly.
v2.4.5 [Add] <UI>: [REQ-113] A bunch of modal confirmation windows added to avoid exiting to the main menu by error
v2.4.5 [Add] <UI>: You can now 'collapse' a UI instead of closing it, it will be added to the HUD so that you can open it at any point in the future- very useful for keeping track of useful blocks and PIDs!
v2.4.5 [Change] <Blocks>: Ai tutorial and manual updated.
v2.4.5 [Change] <Blocks>: Inventory names reorganized and new descriptions given.
v2.4.5 [Change] <Building>: You can rename blocks in build mode using SHIFT + N. All blocks can now be renamed.
v2.4.5 [Change] <Controls>: Perma-build and Perma-remove are now remappable, but bound to CTRL+H instead of middle mouse (you can rebind it where-ever you like, but I have plans for middile mouse...)
v2.4.5 [Change] <Tutorials>: The basic controls tutorial has been updated and expanded to be a lot more useful.
v2.4.5 [Change] <UI>: A display of what the mouse buttons do is now displayed whenever an avatar item is selected
v2.4.5 [Change] <UI>: ACB UI tidied up a bit, to make it all display on screen at once (no scrolling needed)
v2.4.5 [Change] <UI>: Added block thumbnails to the inventory so you can search visually by appearance
v2.4.5 [Change] <UI>: Controlled weapon status glitches fixed- now displays correctly the number of missiles
v2.4.5 [Change] <UI>: HUD and inventory UI no longer use the one size fits all scaled UI system- now they fit on the screen and use your selected fontsize and button dimensions
v2.4.5 [Change] <UI>: Painted and renamed blocks will display their paint index and custom name in the tooltip now
v2.4.5 [Change] <UI>: Path View is no longer an avatar item, but an option which is toggleable from the HUD after pressing middle mouse button
v2.4.5 [Change] <UI>: Resource bar view remapped from R to CTRL+R but is now toggleable from the extended HUD mode after pressing middle mouse button
v2.4.5 [Change] <UI>: Ships wheel no longer displays the 'turn sail left/right commands', these are simply 'roll left and roll right' buttons (you can hook them up to control sails / roll / whatever you want).
v2.4.5 [Change] <UI>: Tidied up the main HUD and the building HUD
v2.4.5 [Change] <UI>: Using icons for most character weapons / items on the toolbar now
v2.4.5 [Fix] <ACB>: [BUGS-685] Fixed all the command inputs in the ACB
v2.4.5 [Fix] <ACB>: [BUGS-717] Electric engine power not considered by ACB
v2.4.5 [Fix] <ACB>: [BUGS-719] ACB aerial AI related crash
v2.4.5 [Fix] <Steam engines>: [BUGS-704] Possible crash when removing a pipe when using steam engines with really a lot of pistons (or a dozen huge ones)
v2.4.5 [Remove] <Avatar>: Melee attack has been removed
v2.4.5 [Remove] <UI>: The old tactical UI, opened traditionally with 'N', has been removed from the game
From the Depths - From The Depths
2.4.4 deals mainly with multiplayer fixed, but also adds a cool new system called "annotations" (accessible from the vehicle V menu and visible when the game is paused, or in build mode)
It also makes a really nice quality of life change to the UI where holding middle mouse or holding E (both rebindable) allows the "mouse look" in all interfaces. Keyboard moving of the camera is already active in UIs so now you can really explore things whilst you have a UI open.
A number of other bugs have also been fixed, but are small and as such I did not put them into the change log.


v2.4.4 [Add] <Game>: Added 'annotation' options for vehicles (accessible from V menu). These are visible when the game is paused (F11) or you are building on the design. See DWG 'Duster' for first examples.
v2.4.4 [Add] <UI>: Holding middle mouse or pressing E allows you to 'mouse look' from inside an open user interface. Available in almost all UIs. Rebindable in the options menu.
v2.4.4 [Fix] <AI>: [BUGS-763] Bug with 'above' type adjuster for naval behaviour fixed (caused issue with broadside)
v2.4.4 [Fix] <Blocks>: [BUGS-753] Auto-orientation of custom jet engine extension parts fixed
v2.4.4 [Fix] <Blocks>: [BUGS-767] Bug with ACB setting GP-PID type triggering the pre-2.4.0 vehicle migration code for assigning hover thrusters now fixed
v2.4.4 [Fix] <Breadboard>: [BUGS-758] Propulsion and drive breadboard modules no longer act when vehicle is being tractor beamed by friendly docking station
v2.4.4 [Fix] <Fortress>: Fortress manoeuvre and behaviour routines now have a default setup migration for the 'adjuster'- this will keep them at sensible altitudes
v2.4.4 [Fix] <Fortress>: Fortresses can now turn under AI control
v2.4.4 [Fix] <Missiles>: [BUGS-740] large gantries only connect when they are exactly lined up with the launch pad (odd configurations used to be possible)
v2.4.4 [Fix] <Missiles>: [BUGS-759] Missiles fired / reloaded during a warp jump are now the correct size
v2.4.4 [Fix] <Multiplayer>: [BUGS-709] Breadboards will sync changes correctly in multiplayer now
v2.4.4 [Fix] <Multiplayer>: [BUGS-738] Copy Paste now synchronises in multiplayer
v2.4.4 [Fix] <Multiplayer>: [BUGS-738] Reset buttons on the UI (such as those for propulsion blocks) now correctly sync in multiplayer
v2.4.4 [Fix] <Multiplayer>: [BUGS-739] 'Repair Other' repair beams now render on the client as well as the host in multiplayer
v2.4.4 [Fix] <Multiplayer>: Fixed various issues retrofitting a vehicle with stacked subconstructs
v2.4.4 [Fix] <Multiplayer>: Fixed various issues with new vehicles built in multiplayer not syncronising data
v2.4.4 [Fix] <Multiplayer>: Fixed various issues with sub vehicle spawners and syncronisation of the drone/mothership states
v2.4.4 [Fix] <Multiplayer>: Spawning a vehicle with drones no longer creates issues
v2.4.4 [Fix] <PAC>: Fixed issues with PAC melee lens and made it a lot more damaging
v2.4.4 [Fix] <SVS>: Drone and mothership links are maintained until the SVS block is permanently removed from the design (not just killed), or the UI is used to disconnect the drone.
From the Depths - From The Depths
Hello all,


The focus this last week has been to make the new AI more versatile and easier to use. There is now a module called the "adjuster" that sits between the behaviour and the manoeuvre routines and adjusts the waypoint to take acount of various things such as desired altitudes, avoiding other vehicles, pathfinding around sea or land. I'm quite pleased with the result of this. I've also expanded on the functionality of the breadboard (and made an AI version of the breadboard) that can be used to automate the switching of different behaviours. A lot of bugs have been fixed.Various usability improvements and simplifications have been made to the UI, and a few more AI behaviours (including a ramming AI) have been added.






v2.4.2 [Add] <Breadboard>: Added altitude type selection to the altitude input module
v2.4.2 [Add] <PID>: GP PID now has a simple axis responder that controls the fake set point
v2.4.2 [Change] <AI>: The addition of an automatic manoeuvre routines has been disabled, as many mainframes are for weapon control only and don't want one.
v2.4.2 [Fix] <AI>: [BUGS-699] Projectile avoidance additional routine crash fixed
v2.4.2 [Fix] <Avatar>: [BUGS-712] Fire control computer and weapons go unresponsive after avatar death
v2.4.2 [Fix] <Blocks>: [BUGS-711] Tooltip for air rudder and air elevator added, and alerts user when parts placed upside down. Many tooltips updated.
v2.4.2 [Fix] <Blocks>: [BUGS-722] Fixed a crash in the equation editor
v2.4.2 [Fix] <Linux>: [BUGS-721] Ensured the LUA .so files ship with the linux installers
v2.4.2 [Fix] <Missiles>: [BUGS-701] The 2x2 large missile hatch now mirrors correctly
v2.4.2 [Fix] <Story>: [BUGS-713] Most story mission events were pre-triggered and would not trigger again. Fixed now.
v2.4.2 [Fix] <UI>: [BUGS-700] Pressing the preset buttons in the game config tab of the options UI now triggers the reevaluation of the game's config after the options have been changed
v2.4.2 [Fix] <UI>: [BUGS-715] Fixed an issue with the display of fixed width tooltips
v2.4.2 [Fix] <UI>: Interaction with sub objects in build mode easier now
v2.4.3 [Add] <AI>: Added a universal waypoint adjustment module in between the behaviour and the manoeuvre
v2.4.3 [Add] <AI>: Added in some new AI behaviours, including a ramming one
v2.4.3 [Add] <AI>: Ramming AI has a new slider for disabling the adjuster when within a certain distance of the target
v2.4.3 [Add] <AI>: Six axis manoeuvre routine has a new 'look ahead distance' for configuring the way the vehicle points
v2.4.3 [Add] <AI>: The projectile avoidance additional routine can now target all vehicle movement axes (not just A/B/C/D/E)
v2.4.3 [Add] <Breadboards>: Added orientation input to the breadboards- providing roll pitch and yaw of the vehicle
v2.4.3 [Add] <Lua>: Added GetAIMovementMode and GetAIFiringMode functions to replace AIMode field. AIMode now returns only 'off' or 'on'
v2.4.3 [Add] <Lua>: Added GetPowerFraction and GetElectricPowerFraction functions
v2.4.3 [Add] <Lua>: Added PowerFraction and ElectricPowerFraction to FriendlyInfo
v2.4.3 [Add] <Modding>: Construct modules can now save data packets in the same way as the blocks do by overriding the UniqueSetId field and declaring the packets in the class
v2.4.3 [Add] <PIDS>: Added set point adjust (number added to the set point) and a set point multiply terms to the PIDs. This will make it easier to tweak the pitch of your vehicle so that it maintains altitude.
v2.4.3 [Add] <UI>: Added some refinements to the Responding module UI
v2.4.3 [Add] <UI>: Added to UI sliders so they don't change length as you are dragging them
v2.4.3 [Add] <UI>: Added tooltips to help show that it is possible to resize and move the UI windows
v2.4.3 [Add] <UI>: Provided toggles to hide a) misc axes, b) custom axes, c) secondary/tertiary drives d) strafe hover. This helps to declutter the UI
v2.4.3 [Add] <UI>: The AI UI now shows the details of one of the routines, alongside the main window
v2.4.3 [Add] <UI>: The LAMs UI has been updated- option to copy to all LAMS and copy just the color to all LAMs has been added
v2.4.3 [Add] <UI>: You can now right click the preset button to add the preset without removing other settings
v2.4.3 [Fix] <AI>: When you issue patrol orders the rotation is now used (important for six axis manoeuvre routine)
v2.4.3 [Fix] <Blocks>: [BUGS-726] Sub vehicle spawner no longer resets to default when put into play
v2.4.3 [Fix] <Blocks>: [BUGS-80] Pulsed LAM beams now color correctly
v2.4.3 [Fix] <Multiplayer>: [BUGS-731] Issues with the removal of turrets and spinners fixed (removing the block under them caused de-sync issue)
v2.4.3 [Fix] <Multiplayer>: [BUGS-733] Missile component changes now syncronise over the network correctly
v2.4.3 [Fix] <Multiplayer>: [BUGS-734] ACBs now run on the clients right up until the point of making the change- this ensures all the UI data is correct on clients
v2.4.3 [Fix] <Weapons>: [BUGS-736] setting restraints relative to parent construct now shows the correct visualization of the constraint setting arrows
From the Depths - From The Depths
I'm really excited to be releasing the 2.4.0 series of patches to the main branch today. These patches expand on the AI framework of the game, allowing more modular AI. They also expand on the control aspect of the game, allowing more control over your vehicle systems. The way data is saved and synchronised in multiplayer has also been reworked and this should lead to a smoother multiplayer experience. There are a load of other changes as well, so have a look at the full list below.


v2.3.2 [Add] <block>: Mimic Lead added, same stats as lead with 4 cost.
v2.3.2 [Add] <Block>: Added wedge front and back to glass, wood, and heavy armor.
v2.3.2 [Add] <Block>: Lead, Stone, and Rubber received full block variation.
v2.3.2 [Add] <Block>: Mimic Alloy added, same stats as alloy with 7 cost.
v2.3.2 [Add] <Block>: Mimic Metal added, same stats as metal with 7 cost.
v2.3.2 [Add] <Block>: New Cargo Material containers. Now you can make the perfect cargo ships! Or just have a nice large container to hold your mats.
v2.3.2 [Change] <Block>: Mimics now cost 2.
v2.3.2 [Change] <Block>: Updated Stone, lead, and rubber material.
v2.4 [Add] <AI>: Added 'Wander distance' to aerial AI so you can chose the size of the holding pattern they fly if they reach their final waypoint
v2.4 [Add] <AI>: AI naval and land AI now has the ability to hover at a specific height and control pitch
v2.4 [Add] <AI>: Some new AI modes added such as a ramming behaviour mode and a six axis stabilisation manoeuvre mode
v2.4 [Add] <AI>: You can now disable the AI PID/other control over roll, pitch, yaw, strafe, hover or propulsion
v2.4 [Add] <APS>: You can now configure how far apart the barrels of a multiple barrel APS gun (i.e. chaingun) are placed
v2.4 [Add] <Blocks>: Complete sets of rubber, stone and lead blocks added
v2.4 [Add] <Control>: Added in the initial prototype of the BreadBoard control unit- more to come
v2.4 [Add] <Control>: Balloon deployer now has much more fine control over the size (and lift) of the balloon.
v2.4 [Add] <Countermeasures>: Added radar/sonar equivalent of sticky flare(same as sonar/radar buoys but no GPP requirement, no detections and twice as powerful).
v2.4 [Add] <Countermeasures>: Heat decoy got a power slider, between 100-5000
v2.4 [Add] <Countermeasures>: New block: chaff emitter. Uses materials/sec, reduces radar signature by a flat value. Reduction scales with the third root of total materials used by all chaff emitters on the vehicle(better on small things).
v2.4 [Add] <Countermeasures>: New block: radar decoy. 100-5000 power, radar missiles have a chance to lock onto it based on power(see tooltip).
v2.4 [Add] <Countermeasures>: New block: sonar decoy. 100-5000 power, sonar torpedos have a chance to lock onto it based on power(see tooltip).
v2.4 [Add] <Countermeasures>: Signal strength scales with size and decoy count on the missile. See tooltips for more info.
v2.4 [Add] <Gameplay>: You can now change the maximum number of projectiles the game supports at any time, for all four types of projectile. Options in the Misc tab of the options menu.
v2.4 [Add] <Holograms>: Text can now be added to holograms
v2.4 [Add] <Lasers>: New block: output regulator. Attaches to the multipurpose laser, if it's present cavity drain is a % of max energy, not current.
v2.4 [Add] <Missile signal processor>: New missile component replacing IR camera: signal processor.
v2.4 [Add] <Missile signal processor>: S/M/L signal processors reduce enemy decoy missile strength to 20/15/10% of the original.
v2.4 [Add] <Missile signal processor>: Takes a full component on all missile sizes.
v2.4 [Add] <Missiles>: New block: 2x2 L hatch.
v2.4 [Add] <Missiles>: New block: single rail S launcher. 1/5 the cost of a quad rail, 1/4 weight, 1/2 health.
v2.4 [Add] <Piston>: You can edit the velocity of piston movement from the piston UI now (you no longer need an ACB to change it)
v2.4 [Change] <AI>: AI cards now provide one 'routine slot' for a 'behaviour' or 'additional' routine that is configured and saved in the AI mainframe. This change is backwards compatible with all old designs.
v2.4 [Change] <AI>: AI control has been separated into three types of routine: 'behaviour', 'manoeuvre' and 'additionals'. This allows more customisation of the AI.
v2.4 [Change] <AI>: AI PIDs reworked a little bit for simplicity
v2.4 [Change] <Controls>: AI now directly controls the drives, rather than sending single frame commands
v2.4 [Change] <Controls>: Each functional block can now 'respond' to inputs (such as pitch up, roll left, A,B,C,etc) in various ways/magnitudes
v2.4 [Change] <Controls>: GP PIDs set to 'propulsion hover' will automatically migrate all upwards facing thrusters so that they can still control them in this new update
v2.4 [Change] <Controls>: It is now possible to request hover up / hover down / strafe left / strafe right as well as five extra commands (A,B,C,D,E) and custom named commands
v2.4 [Change] <Controls>: Spin blocks can now be directly mapped to respond to controls in a much more sensible way
v2.4 [Change] <Controls>: The Adv Controller input keys and three drives remain unchanged
v2.4 [Change] <Controls>: The GP PID controller has it's settings separated into inputs and outputs and multiple outputs are now selectable.
v2.4 [Change] <Controls>: There are now two sets of player editable vehicle key mappings, one for a typical plane and one for a typical boat.
v2.4 [Change] <Controls>: Water drive and air drive have been simplified into 'primary drive' and a 'secondary drive' and 'tertiary' drive have been added.
v2.4 [Change] <Costs>: AI mainframe cost down from 400 to 300
v2.4 [Change] <Costs>: General purpose processing card cost down from 200 to 100
v2.4 [Change] <Costs>: Missile controller cost down from 100 to 50
v2.4 [Change] <Costs>: Missile stagger addon cost down from 100 to 50
v2.4 [Change] <Lasers>: Cavities now spawn full
v2.4 [Change] <Lasers>: New tooltips breaking down relevant info on cavity lines, couplers and multipurpose/combiner/optics/LAMS nodes
v2.4 [Change] <Missile HE>: Flak damage down to 80% (now 120% of the pre-rework value)
v2.4 [Change] <Missile HE>: HE/flak push force halved against missiles
v2.4 [Change] <Missile HE>: Missile HE warheads don't damage missiles, only push them
v2.4 [Change] <Missile interceptor>: Interceptor damage is now 100/200/400 for S, 500/1000/2000 for M
v2.4 [Change] <Missile interceptor>: Interceptor damage is now constant within the radius
v2.4 [Change] <Missile interceptor>: Interceptor radius down to 15m/30m for S/M, from 35/35
v2.4 [Change] <Missile targeting>: Old one treated all visible things as equal if they had 100% detection chance, with angle being the biggest factor to choose one(this meant decoys are exactly the same as any huge thing within 1000m).
New one uses signal strength(=detection range for constructs) as a base for everything (IR/radar/sonar).
Adjusts signal strength based on distance(50% at 1000m, 33.33% at 2000, ...)
Adjusts signal strength based on angle(50% at 15°, 33.33% at 30°, ...)
Checks whether or not the the signal strength is below a minimum threshold innate to IR/radar/sonar guidance components.
Chooses the best score from the signals above the threshold
v2.4 [Change] <Missiles>: Ejection angles can be changed in 1° steps
v2.4 [Change] <Missiles>: Harpoon cable strength increased by 50%
v2.4 [Change] <Missiles>: Missile magnet force down to 50%
v2.4 [Change] <Missiles>: Remote guidance GPP cost changed from 4/4/16 to 2/3/18
v2.4 [Change] <Missiles>: Shortrange/variable thruster start delay can be set in 0.1s steps
v2.4 [Change] <Missiles>: Stagger addons go up to 5s, has a slider with 0.025s increments
v2.4 [Change] <Missiles>: TPG lookahead is now capped at 5 seconds, down from 10
v2.4 [Change] <Modding>: It is now easy to mod in a new AI behaviour, routine or manoeuvre.
v2.4 [Fix] <AI>: [BUGS-647] Only non empty (or growing) resource zones are approached by the resource gathering AI behaviour now
v2.4 [Fix] <AI>: [BUGS-648] Added the 'cease movement below' slider back onto the land behaviour AI routine UI
v2.4 [Fix] <APS>: [BUGS-649] APS customisation UI tidied up a bit to stop ammo cost going offscreen
v2.4 [Fix] <Avatar>: [BUGS-654] bulkheaddoors and hatches now allow the avatar to pass correctly
v2.4 [Fix] <block>: The mirroring of Rubber, Stone, and Lead that resulted in metal has been fixed.
v2.4 [Fix] <Campaign>: [BUGS-569] dead player forces still see through fog of war- now fixed
v2.4 [Fix] <Engines>: [BUGS-595] Some illegal turbo->cyclinder and turbo->exhaust connections were previously accepted, these have been fixed.
v2.4 [Fix] <Graphics>: [BUGS-36] working on the fix of 1m sloped faces rendering black on AMD graphics card-hopefully fixed now.
v2.4 [Fix] <Graphics>: [BUGS-501] Propellers and jets now scale particle count with the Particle Factor slider in the Performance tab of the options menu. Option added to disable particles from jets and propellers etc on a block by block basis.
v2.4 [Fix] <Graphics>: [BUGS-617] Fixed duplicate reflection on the water surface after LOD switch
v2.4 [Fix] <Graphics>: [BUGS-630] on Linux some steam engine part meshes did not load due to case sensitivity issues in the filenames
v2.4 [Fix] <HUD>: [BUGS-655] Crosshair no longer drawn when HUD disabled (F9) when using wireless camera
v2.4 [Fix] <Missiles>: [BUGS-608] Now catching issues trying to load non existant missile parts- defaulting to body sections.
v2.4 [Fix] <Missiles>: [BUGS-659] Missile hatches no longer stop failsafed missiles from firing
v2.4 [Fix] <Missiles>: Missile don't spawn trails from the launch point when a delayed thruster activates
v2.4 [Fix] <Physics>: [BUGS-632] vehicles spawned from blueprint spawner now calculate their drag correctly as they repair themselves
v2.4 [Fix] <Regressions>: [BUGS-644] Water start balloon control fixed
v2.4 [Fix] <Regressions>: [BUGS-646] PAC charge time reset to 1 second after load- this is now fixed.
v2.4 [Fix] <Regressions>: [BUGS-650] Fixed an issue with steam engine propulsion crashing vehicles/warping them into space
v2.4 [Fix] <Regressions>: [BUGS-663] Piston now loads in the correct visual position again
v2.4 [Fix] <Regressions>: [BUGS-665] PID 'type' value not being synced or saved
v2.4 [Fix] <Regressions>: Fixed the migration of roll and roll reverse thrusters from 2.3.1 to 2.4.0
v2.4 [Fix] <Spinners>: In the old version insta spin speeds were incorrectly calculated when power scale was not 1. Spinners configured like this are now faster than they used to be.
v2.4 [Fix] <Steam propellers>: Propeller emission displayed when the propeller is stopped
v2.4 [Fix] <Steam propellers>: Slowdown when removing the boiler controller in a steam-propeller setup
v2.4 [Fix] <Steam propellers>: The propeller rotate when there's no boilers and the command is in reverse
v2.4 [Fix] <UI>: [BUGS-645] Console text input bar in AI UI disabled as not used
v2.4 [Fix] <Wheels>: The 'Mock Wheel' now does what it was supposed to do
v2.4 [Remove] <Wheels>: Due to change in data format wheels will forget their settings - sorry about this.
v2.4.1 [Add] <SS Godly>: Mobula Airbourne Cruiser added to fill out SS Godly aircraft arsenal.
v2.4.1 [Add] <SS Regular>: Albatross joins the airfleet.
v2.4.1 [Change] <SS Planes>: Most SS aircrafts recieved some make over. The new SS fleet is now much sleeker.
v2.4.1 [Fix] <Blocks>: Drag for wedge front and back adjusted.
v2.4.1 [Fix] <Campaign>: Serveral crafts fixed for the new ai transfer.
From the Depths - ⎠⎞BunneHikari⎠⎞
More of a hotfix but the issue of MacOS users not able to start the game has been fixed. Update your FTD and it should be solved. Sorry for the inconvience.

v2.3.1 Revision 15
v2.3.1 [Fix] <Festive Event>: Crafts resaved with proper speeds and altitudes.
v2.3.1 [Fix] <Festive Event>: Sea Kruzer enters the fray!
v2.3.1 [Change] <Files> Renamed Item Duplicate and Modify to ItemDup to reduce path length.
From the Depths - ⎠⎞BunneHikari⎠⎞
The more technical patchnotes of the stuff added since the Halloween Event.
You can also find these in your game in the main menu, you can see for yourself by category and version number. This is more of just a dump for overall viewing.

v2.2.28 [Add] <Missiles>: Added a slider for the one turn to control the flight path
v2.2.28 [Fix] <Blocks>: Code for rotating turrets and spin blocks tided up. Slow moving spinners now actually rotate correctly [BUGS-376]
v2.2.28 [Fix] <Failsafes>: Failsafes can now optionally check for friendly vehicles
v2.2.28 [Fix] <Failsafes>: Failsafes can switch targets when a friendly is in the way instead of holding fire
v2.2.28 [Fix] <Failsafes>: Failsafes won't use chached values that are older that 1 second
v2.2.28 [Fix] <Failsafes>: Fixed failsafes not working correctly for missiles
v2.2.28 [Fix] <Failsafes>: Improved performance of existing failsafe functionality
v2.2.28 [Fix] <Failsafes>: Switched to the new UI
v2.2.28 [Fix] <Multiplayer>: Mimic is synced over network [FTD-251]
v2.2.28 [Fix] <Regressions>: Fix to non PRB rendering of tiled structural components
v2.2.28 [Fix] <Regressions>: Fixed an issue with laser designated missiles (not) using other lasers on the vehicle
v2.2.28 [Fix] <Regressions>: Fixed various bugs in the new lua functions [BUGS-384]
v2.2.28 [Fix] <Regressions>: Missiles resetting to default now fixed
v2.2.28 [Fix] <Regressions>: Readded the 'Allow fire when partially charged' button to the railgun UI [BUGS-383]
v2.3 [Add] <Steam engine [experimental]>: Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine
v2.3 [Add] <Steam engine [experimental]>: Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is
v2.3 [Add] <Steam engine [experimental]>: Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through
v2.3 [Add] <Steam engine [experimental]>: Shaft bearing block: increase the max safe rotation speed of the assembly
v2.3 [Add] <Steam engine [experimental]>: Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft)
v2.3 [Add] <Steam engine [experimental]>: Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Add] <UI>: When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size)
v2.3 [Add] <UI>: You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable
v2.3 [Change] <Steam engine [experimental]>: Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons)
v2.3 [Change] <Steam engine [experimental]>: The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly
v2.3 [Fix] <Missiles>: Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection'
v2.3 [Fix] <Missiles>: Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles
v2.3 [Add] <CRAM>: Added high arc options to CRAM cannons as well
v2.3 [Add] <Missile turning thrusters>: 2 parameters: start delay and fuel budget(in % of total fuel on missile)
v2.3 [Add] <Missile turning thrusters>: New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel.
v2.3 [Add] <Missile turning thrusters>: Only engages when the angle to the target is above 10°, has a 5° inaccuracy
v2.3 [Add] <Missile turning thrusters>: Uses up 1 fuel tank in 5 seconds
v2.3 [Add] <Steam engine [experimental]>: Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Change] <LAMS improvement>: New target type options: missile only, cannon shell only or everything
v2.3 [Change] <Missile adjustments>: Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later)
v2.3 [Change] <Missile adjustments>: M interceptor base damage up from 800 to 1000
v2.3 [Change] <Missile adjustments>: Regulators give 100% of the base lifetime instead of 50%
v2.3 [Change] <Missile adjustments>: S missiles take more damage from interceptors(80-100 from a small one)
v2.3 [Change] <Missile adjustments>: Turnrate now isn't reduced below 100 m/s
v2.3 [Change] <Missile firing modes>: 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo
v2.3 [Change] <Missile firing modes>: Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0.
v2.3 [Change] <Missile firing modes>: Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded.
v2.3 [Change] <Missile firing modes>: Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0.
v2.3 [Change] <Steam-propeller>: Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added)
v2.3 [Change] <Steam-propeller>: The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point)
v2.3 [Change] <Steam-propeller>: The friction coefficient applied to the main assembly is now only based on the number of reduction gears
v2.3 [Change] <Steam-propeller>: The medium propeller of the small gearbox has been removed
v2.3 [Change] <Steam-propeller>: The propeller shaft blocks are now a lot more durable and should resist against most explosions
v2.3 [Change] <Steam-propeller>: The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear
v2.3 [Change] <Steam-propeller>: The propeller shaft texutre is now different from the engine shaft texture to help differentiate them
v2.3 [Change] <Steam-propeller>: The propellers are less heavy
v2.3 [Change] <Steam-propeller>: The propellers now consume some (very few) of the energy generated by the steam engine
v2.3 [Change] <Steam-propeller>: The tooltip indicating the state of the steam engine now display more information and is a lot more readable
v2.3 [Change] <Steam-propeller>: There is now a mirrored version of the large reduction gear
v2.3 [Change] <Steam-propeller>: Transition to the shaft added to the propeller models
v2.3 [Change] <Weapons>: All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] <Weapons>: Fragments are now evenly distributed (on average) instead of concentrated at certain directions
v2.3 [Fix] <Missiles>: Fixed bug in interceptors that causes it to destroy all enemy missiles
v2.3 [Fix] <Missiles>: Fixed turrets with missiles using the wrong information for aiming
v2.3 [Fix] <Missiles>: Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming
v2.3 [Fix] <Missiles>: Torpedoes no longer consider gravity for aiming
v2.3 [Fix] <Missiles>: Torpedoes now use the correct speed when aiming
v2.3 [Fix] <Steam-propeller>: The 1m propeller is now working as intended
v2.3 [Fix] <Steam-propeller>: The small sealed propeller shaft now works as intended
v2.3 [Add] <PID>: Updated the UI to the new format
v2.3 [Add] <Rendering>: Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do
v2.3 [Fix] <Steam-propeller>: The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere
v2.3 [Change] <Weapons>: All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] <DWG Easy>: Casket bolt updated with mimics and updated haproons.
v2.3 [Change] <DWG Easy>: Davy Jones Outpost beaming redone.
v2.3 [Change] <DWG Easy>: Hoplite given a tuneup.
v2.3 [Change] <DWG Easy>: Nessie spotted once again but with some minor changes.
v2.3 [Change] <DWG Easy>: Sea Adder now paddle powered.
v2.3 [Change] <DWG Expert>: Shrike given more booms.
v2.3 [Change] <DWG Regular>: Scuttlegun replaced with fully paddle powered varient.
v2.3 [Change] <DWG Regular>: Shuriken given a shiny new gun.
v2.3 [Change] <DWG Regular>: Water Buffalo now fully paddle operated.
v2.3 [Change] <GT Easy>: Conveictor given some touch up and mimics.
v2.3 [Change] <GT Easy>: Dragonfly touched up.(edited)
v2.3 [Change] <GT Easy>: Latobius given mimics and tune up.
v2.3 [Change] <GT Easy>: Noir had mimic touch up.
v2.3 [Change] <GT Easy>: Osprey touched up.
v2.3 [Change] <GT Easy>: Songbird touched up.
v2.3 [Change] <GT Expert>: Valkyria given functional harpoons again.
v2.3 [Change] <GT Godly>: Cerberus had some missile changes.
v2.3 [Change] <GT Godly>: Lamprey new railings and has been buffed.
v2.3 [Change] <GT Regular>: Hunter given functional harpoons and extra tune up.
v2.3 [Change] <LH Regular>: Razormaul touched up the missiles and has been given a shave.
v2.3 [Change] <Player>: Cutlass updated to new missiles.
v2.3 [Change] <Player>: Gnat updated.
v2.3 [Change] <Player>: Raft updated.
v2.3 [Change] <Player>: Rapier adjusted missiles.
v2.3 [Change] <Player>: Sentinel updated.
v2.3 [Change] <Player>: Starting rib changed missile gantries.
v2.3 [Change] <Player>: Wanderlusts updated.
v2.3 [Change] <SS Easy>: Defiance Updated.
v2.3 [Change] <SS Easy>: Iron Maiden replaced with a more up to date look.
v2.3 [Change] <SS Expert>: Falcon has been completely overhauled.
v2.3 [Change] <SS Expert>: Gannet replaced with a new body.
v2.3 [Change] <SS Regular>: Banshee updated.
v2.3 [Change] <SS Regular>: Lynx has a new shiny replacement.
v2.3 [Change] <SS Regular>: Retribution has been completely overhauled.
v2.3 [Change] <WF Expert>: Dragonclaw missiles swapped out.(edited)
v2.3.1 [Add] <Attack on Rambot>: The night is dark and full of terrors. Darkness encrouches upon FTD.
v2.3.1 [Change] <APS>: Grav. compensators now increase effective time by 100% of base
v2.3.1 [Change] <CRAM>: Increased cram projectile lifetime from 20s to 40s
v2.3.1 [Change] <DWG Easy>: Airship Gantry Atlas given a tuneup.
v2.3.1 [Change] <DWG Easy>: Atlas given a tuneup.
v2.3.1 [Change] <DWG Easy>: Costal Defense given a tuneup.
v2.3.1 [Change] <DWG Easy>: Monkey Barrel given a cleanup.
v2.3.1 [Change] <DWG Easy>: Sea Viper now much more aggressive.
v2.3.1 [Change] <DWG Regular>: Atlas retrofit given a tuneup.
v2.3.1 [Change] <DWG Regular>: Duster now has a secret weapon.
v2.3.1 [Change] <SS Easy>: Iron Maiden drop a new album....I mean new Lore!
v2.3.1 [Change] <SS Regular>: Retribution replacement finally overcome its stage fright.
v2.3.1 [Change] <UI>: Credits updated
v2.3.1 [Fix] <APS>: Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372]
v2.3.1 [Fix] <Blocks>: Autocannon now works (after repair) if killed whilst firing [BUGS-392]
v2.3.1 [Fix] <Blocks>: Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space
v2.3.1 [Fix] <Game>: Mouse 3 and 4 can now be mapped to most things
v2.3.1 [Fix] <Missiles>: Missiles no longer explode underneath the target's armour [BUGS-418]
v2.3.1 [Fix] <steam engine>: Propellers in reverse now consume power instead of creating some [BUGS-417]
v2.3.1 [Add] <Festive Event>: The Forces of Winter in the North begin to show signs of movement! Rambots its time to take up arms and fulfil our Oath and fend off this Invasion!
v2.3.1 [Change] <DWG Faction>: DWG missiles updated for the entire faction to new specification for the new missiles.
v2.3.1 [Remove] <Halloween>: Attack on Rambot sucessfully defended, the forces of night retreat... for now.
v2.3.1 [Add] <Block>: Alloy and Metal armoured hatches added to decoration. Just like the bulkhead doors, they should add style without too much structural sacrifice.
v2.3.1 [Add] <Block>: Alloy and Metal bulkhead doors added to decoration. They should add style and not hinder your craft now.
v2.3.1 [Add] <Block>: Alloy Wedge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration.
v2.3.1 [Add] <Block>: Big and small chains added to decoration. You can now have proper chains for your ship anchors or... other things ( ͡° ͜ʖ ͡°).
v2.3.1 [Add] <Block>: Coal has been added to the game in the form of new styled resource containers. 8 cost for Coal Pile, 24 cost for Coal Pile Large.
v2.3.1 [Add] <Block>: Metal Wdge Slopes added in 1m, 2m, 3m, 4m. In both front and back configuration.
v2.3.1 [Add] <Block>: Reinforced Wood added in 1m, 2m, 3m, 4m variants. You can find them in them in the Blocks tab. Have nice reinforced Ship decks now.
v2.3.1 [Add] <Block>: Two new stairs for the more basic steel look in Regular and Stacked.
v2.3.1 [Change] <Block>: Mimics increased by 0.5 Material Cost. Ask Rhea Tongue
v2.3.1 [Change] <Block>: Portholes fixed of purple issue.

Forum Post Link to the patchnotes.
https://forum.fromthedepthsgame.com/showthread.php?tid=38506
From the Depths - ⎠⎞BunneHikari⎠⎞

Merry Christmas and Happy Holidays everyone. We hope you are having a wonderful time at home with the family or alone, enjoying the Holiday break.

The Festive Event is here! With the help of the community for ideas and all the submissions of holiday themed crafts, we're happy to announce a seasonal campaign to play and enjoy the creations. Please feel free to leave any feedback or suggestions as this campaign will be up for a while for everyone to enjoy.

Just download the update to FTD and it should be on the planet selector up top. With the Festive Event going up, the Halloween Event comes down but we've archieved the files so you can add it to your own game if you wish to continue playing it. The file can currently be found on our official discord pinned to the festive event channel.


Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs.
https://discord.gg/pKgnWdf
We're looking for your experience through the event! Take some snapshots and share it to everyone and if you think its a great photo, post it to #media_submissions and we'll post it to our media.

Follow our Twitter or Facebook for the screenshot showcase, perhaps even get your own posted to the official pages.
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

Check our forum where more of the technical details go for updates, and in an easier to keep up format if you're not accustomed to Discord.
https://forum.fromthedepthsgame.com/

Forum Link to the Updates
https://forum.fromthedepthsgame.com/showthread.php?tid=38506

Remember, have fun and stay safe in the Holiday seasons. Think of others too before you start overindulging.
From the Depths - ⎠⎞BunneHikari⎠⎞

Happy Halloween everyone! I hope everyone is have or had a wonderful time dressing up in costume, giving out candy, or receiving candy! Update v2.3.1 comes with the return of From the Shadow campaign! This time with the special event mission: Attack on Rambot! I hope everyone has fun with this little special mission as it contains all community designs. It is a special Tower Defense mission which hopefully is a different From the Depths experience.
Special thanks to everyone that submitted and helped.
Craft in image created by zombieeeeeee.

Huge steam parts have been accidently pushed out early, do not worry. They've been fixed up and it should all be corrected in the next quick patch. Will update the technical changes when that is done.

Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs. Share your screenshots and designs with others in the community as well.
https://discord.gg/pKgnWdf

Follow our Twitter or Facebook for the screenshot showcase, perhaps even get your own posted to the official pages.
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/


Technical change listing:
v2.3.1 [Add] <Attack on Rambot>: The night is dark and full of terrors. Darkness encrouches upon FTD.
v2.3.1 [Change] <APS>: Grav. compensators now increase effective time by 100% of base
v2.3.1 [Change] <CRAM>: Increased cram projectile lifetime from 20s to 40s
v2.3.1 [Change] <UI>: Credits updated
v2.3.1 [Fix] <APS>: Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372]
v2.3.1 [Fix] <Blocks>: Autocannon now works (after repair) if killed whilst firing [BUGS-392]
v2.3.1 [Fix] <Blocks>: Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space
v2.3.1 [Fix] <Game>: Mouse 3 and 4 can now be mapped to most things
v2.3.1 [Fix] <Missiles>: Missiles no longer explode underneath the target's armour [BUGS-418]
v2.3.1 [Fix] <steam engine>: Propellers in reverse now consume power instead of creating some [BUGS-417]

Content Changes
v2.3.1 [Change] <DWG Easy>: Airship Gantry Atlas given a tuneup.
v2.3.1 [Change] <DWG Easy>: Atlas given a tuneup.
v2.3.1 [Change] <DWG Easy>: Costal Defense given a tuneup.
v2.3.1 [Change] <DWG Easy>: Monkey Barrel given a cleanup.
v2.3.1 [Change] <DWG Easy>: Sea Viper now much more aggressive.
v2.3.1 [Change] <DWG Regular>: Atlas retrofit given a tuneup.
v2.3.1 [Change] <DWG Regular>: Duster now has a secret weapon.
v2.3.1 [Change] <SS Easy>: Iron Maiden drop a new album....I mean new Lore!
v2.3.1 [Change] <SS Regular>: Retribution replacement finally overcome its stage fright.
Oct 23, 2018
From the Depths - From The Depths
New steam parts such as a steam drive-shaft propeller. A turning jet for missiles and some bug fixes. Large rudder pieces and some new armour / decorative pieces. APS and CRAM cannons can now aim to lob shells in high artillery arcs.

v2.3 [Add] <CRAM>: Added high arc options to CRAM cannons as well
v2.3 [Add] <Missile turning thrusters>: 2 parameters: start delay and fuel budget(in % of total fuel on missile)
v2.3 [Add] <Missile turning thrusters>: New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel.
v2.3 [Add] <Missile turning thrusters>: Only engages when the angle to the target is above 10°, has a 5° inaccuracy
v2.3 [Add] <Missile turning thrusters>: Uses up 1 fuel tank in 5 seconds
v2.3 [Add] <PID>: Updated the UI to the new format
v2.3 [Add] <Rendering>: Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do
v2.3 [Add] <Steam engine [experimental]>: Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine
v2.3 [Add] <Steam engine [experimental]>: Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is
v2.3 [Add] <Steam engine [experimental]>: Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through
v2.3 [Add] <Steam engine [experimental]>: Shaft bearing block: increase the max safe rotation speed of the assembly
v2.3 [Add] <Steam engine [experimental]>: Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft)
v2.3 [Add] <Steam engine [experimental]>: Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Add] <UI>: When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size)
v2.3 [Add] <UI>: You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable
v2.3 [Change] <LAMS improvement>: New target type options: missile only, cannon shell only or everything
v2.3 [Change] <Missile adjustments>: Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later)
v2.3 [Change] <Missile adjustments>: M interceptor base damage up from 800 to 1000
v2.3 [Change] <Missile adjustments>: Regulators give 100% of the base lifetime instead of 50%
v2.3 [Change] <Missile adjustments>: S missiles take more damage from interceptors(80-100 from a small one)
v2.3 [Change] <Missile adjustments>: Turnrate now isn't reduced below 100 m/s
v2.3 [Change] <Missile firing modes>: 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo
v2.3 [Change] <Missile firing modes>: Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0.
v2.3 [Change] <Missile firing modes>: Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded.
v2.3 [Change] <Missile firing modes>: Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0.
v2.3 [Change] <Steam engine [experimental]>: Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons)
v2.3 [Change] <Steam engine [experimental]>: The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly
v2.3 [Change] <Steam-propeller>: Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added)
v2.3 [Change] <Steam-propeller>: The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point)
v2.3 [Change] <Steam-propeller>: The friction coefficient applied to the main assembly is now only based on the number of reduction gears
v2.3 [Change] <Steam-propeller>: The medium propeller of the small gearbox has been removed
v2.3 [Change] <Steam-propeller>: The propeller shaft blocks are now a lot more durable and should resist against most explosions
v2.3 [Change] <Steam-propeller>: The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear
v2.3 [Change] <Steam-propeller>: The propeller shaft now need less energy from the steam engine in order to reach its maximum rotation speed, it depends on the number of reduction gears
v2.3 [Change] <Steam-propeller>: The propeller shaft texutre is now different from the engine shaft texture to help differentiate them
v2.3 [Change] <Steam-propeller>: The propellers are less heavy
v2.3 [Change] <Steam-propeller>: The propellers now consume some (very few) of the energy generated by the steam engine
v2.3 [Change] <Steam-propeller>: The tooltip indicating the state of the steam engine now display more information and is a lot more readable
v2.3 [Change] <Steam-propeller>: There is now a mirrored version of the large reduction gear
v2.3 [Change] <Steam-propeller>: Transition to the shaft added to the propeller models
v2.3 [Change] <Weapons>: All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] <Weapons>: Fragments are now evenly distributed (on average) instead of concentrated at certain directions
v2.3 [Fix] <Missiles>: Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection'
v2.3 [Fix] <Missiles>: Fixed bug in interceptors that causes it to destroy all enemy missiles
v2.3 [Fix] <Missiles>: Fixed turrets with missiles using the wrong information for aiming
v2.3 [Fix] <Missiles>: Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles
v2.3 [Fix] <Missiles>: Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming
v2.3 [Fix] <Missiles>: Torpedoes no longer consider gravity for aiming
v2.3 [Fix] <Missiles>: Torpedoes now use the correct speed when aiming
v2.3 [Fix] <Steam-propeller>: The 1m propeller is now working as intended
v2.3 [Fix] <Steam-propeller>: The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere
v2.3 [Fix] <Steam-propeller>: The small sealed propeller shaft now works as intended
From the Depths - From The Depths
The full suite of missile changes has now been released for feedback, alongside a bunch of other new features such as the decorative "mimic" block, some new structural blocks and a "laser cutter" laser power based melee weapon, and improvements to wheels. Hope you enjoy it, and post any bugs
here

v2.2.26 [Add] <Blocks>: Added a 'mimic' block that is a decorate block that can take the mesh of any of the blocks in the game. It can also orientate it, position it and scale it. [FTD-251]
v2.2.26 [Add] <Blocks>: Rudder, jet(s) and propeller(s) now have smoothly increasing force outputs so they cannot go from +1 to -1 in one frame
v2.2.26 [Change] <Blocks>: Sail attachments, blocks and weather vanes now have reduced drag
v2.2.26 [Change] <DWG Easy>: Marauder given more fuel
v2.2.26 [Change] <DWG Easy>: Sea Adder switched to fill paddle power, and 100% more grenades!
v2.2.26 [Change] <GT Easy>: Hummingbird widgets removed.
v2.2.26 [Change] <GT Easy>: Iron Juggernaut performance increase.
v2.2.26 [Change] <GT Regular>: Aardsterk performance increase.
v2.2.26 [Change] <LH Easy>: Firefly performance increase.
v2.2.26 [Change] <LH Easy>: Volta performance increase.
v2.2.26 [Change] <LH Regular>: Eclipse performance increase
v2.2.26 [Change] <LH Regular>: Flash perforamnce increase.
v2.2.26 [Change] <Modding>: Refactored construct module code and the attributes that put a module into the game[FTD-42]
v2.2.26 [Change] <Physics>: Vehicles now have high friction on terrain [BUGS-335]
v2.2.26 [Change] <SD Regular>: Archangel improved to prepare for new missiles.
v2.2.26 [Change] <TG Expert>: Pixy given more lunch from Mother Eros
v2.2.26 [Fix] <Blocks>: ACB complex key various bugs fixed
v2.2.26 [Fix] <Blocks>: ACB enemy/target altitude bounds fixed [BUGS-195]
v2.2.26 [Fix] <Blocks>: ACB range not shared in MP fixed [BUGS-243]
v2.2.26 [Fix] <Blocks>: ACB steam valve control now works [BUGS-337]
v2.2.26 [Fix] <Blocks>: Mimic block when loaded as part of a sub object now works [BUGS-301]
v2.2.26 [Fix] <LH Regular>: Polarity taught that it is not Superman.
v2.2.26 [Fix] <Multiplayer>: Mouse based shift to replace in build mode now works on clients [BUGS-317]
v2.2.26 [Fix] <Multiplayer>: Rubber-banding of client vehicles when frame shifted in multiplayer fixed [BUGS-338]
v2.2.26 [Fix] <Ocean>: Fixed the flickering of the water pumped effect when the camera moves [BUGS-234]
v2.2.26 [Fix] <Regression>: Jet particle trails no longer get stretched when the reference frame jumps
v2.2.26 [Fix] <Regression>: Mass slider in game config panel now works again [BUGS-267]
v2.2.26 [Fix] <Regression>: Missiles resettting to default missiles fixed [BUGS-290] [BUGS-269]
v2.2.26 [Fix] <Regressions>: Air balloons now function correctly for client in multiplayer [BUGS-258]
v2.2.26 [Fix] <Regressions>: All new wheel settings are correctly applied to the physical wheel model after load now [BUGS-238]
v2.2.26 [Fix] <Regressions>: Explosions now make visuals and sound on the client in multiplayer [BUGS-278]
v2.2.26 [Fix] <Regressions>: Qualification mode no longer crashes when a missile is fired [BUGS-298]
v2.2.27 [Add] <Constructs>: Rendering approach for chunks has changed, and a new construct module for efficiently rendering rotating drive shafts / crank shafts / anything that rotates on an axis has been added [FTD-263]
v2.2.27 [Add] <Land>: Spin blocks in motion now create propulsive forces when they hit the ground- this allows large rubber wheels and some styles of walkers to be made [FTD-265]
v2.2.27 [Add] <Lasers>: Added in a laser cutter component that creates a powerful melee weapon using the laser system [FTD-240]
v2.2.27 [Add] <Lua>: Major additions to Lua: reworked Components and additions to Weapons, Self Awareness, SubConstructs and Misc.
v2.2.27 [Add] <Missile hatches and gantries>: All sizes have 2 launcher/gantry types: normal and rail
v2.2.27 [Add] <Missile hatches and gantries>: Both gantry versions cost the same, rail gantries have half the HP and 1/4 the weight
v2.2.27 [Add] <Missile hatches and gantries>: Gantry durability up, a bit below metal HP and 20 armor
v2.2.27 [Add] <Missile hatches and gantries>: Hatches added: 4x4 large hatch, 2x1 normal M hatch, 1x2 aerodynamic M hatch(less durable than the 2x1), 1x1 S hatch. The S/M hatches also contain a 1m gantry
v2.2.27 [Add] <Missile hatches and gantries>: Hatches have a bit below HA level weight and durability. They are not structural
v2.2.27 [Add] <Missile hatches and gantries>: Launchpads missing a gantry won't reload
v2.2.27 [Add] <Missile hatches and gantries>: Rail gantries can't have hatches/ejectors/lua transceivers but are as aerodynamic as a 4m slope
v2.2.27 [Add] <Missile hatches and gantries>: Rail launchers can connect to gantries on both sides
v2.2.27 [Add] <Missile hatches and gantries>: Rail launchers have an invisible version for aesthetic purposes
v2.2.27 [Add] <Missile remote guidance>: AI mainframe cost up to 400, GPP card cost up to 200
v2.2.27 [Add] <Missile remote guidance>: Each missile in the air needs general purpose processing power to function. If there is not enough GPP available its aimpoint will be off(right now by ~5m for every 10% missing)
v2.2.27 [Add] <Missile remote guidance>: Follows the aimpoint of the attached LWC, or the player aimpoint if the missile's weapon slot is selected
v2.2.27 [Add] <Missile remote guidance>: New missile component: remote guidance. 100% drag, 10% base HP, not limited to nose
v2.2.27 [Add] <Missile secondary propeller>: Can only be placed after a short range/variable thruster
v2.2.27 [Add] <Missile secondary propeller>: New component: secondary torpedo propeller, a wide rotating rim hanging over normal thrusters
v2.2.27 [Add] <Missile secondary propeller>: Same options/output as a normal prop
v2.2.27 [Add] <Missile secondary propeller>: The only component with double mass and has twice the drag of fins(slightly worse agility/acceleration and is ~20% slower than a dedicated missile/torpedo)
v2.2.27 [Add] <Missile signal jammer>: Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer
v2.2.27 [Add] <Missile signal jammer>: Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts)
v2.2.27 [Add] <Missile signal jammer>: New AI block: signal jammer, attaches to mainframes/connectors
v2.2.27 [Add] <Missile signal jammer>: This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out)
v2.2.27 [Add] <Missile signal jammer>: Uses power and interferes with enemy electronics(read: remote guidance missiles)
v2.2.27 [Add] <Modding>: The vehicle event scheduling system has been refactored a bit [FTD-264]
v2.2.27 [Change] <APS>: Advanced cannons can now be set to aim using high arcs instead of only low arcs
v2.2.27 [Change] <Block>: Steam shafts given less cute names.
v2.2.27 [Change] <Blocks>: Naming has gone through some OCD changes, more consistant for mimic searching.
v2.2.27 [Change] <DWG Easy>: Duster now actually a propeller airplane.
v2.2.27 [Change] <DWG Easy>: Falkenheim had some new windows installed.
v2.2.27 [Change] <DWG Easy>: Shrike had mimic treatment.
v2.2.27 [Change] <DWG Godly>: Paddlegunner given paddle power!
v2.2.27 [Change] <DWG Godly>: Pilferer fully paddle powered and tuned up.
v2.2.27 [Change] <GT Easy>: Aardsnel had the shakes removed.
v2.2.27 [Change] <GT Easy>: Cirrus has mimic treatment.
v2.2.27 [Change] <GT Easy>: DreadNought had mimic treatment.
v2.2.27 [Change] <GT Easy>: Morning Star struck with military cutbacks.
v2.2.27 [Change] <GT Easy>: Mosquito now has less malaria.
v2.2.27 [Change] <GT Easy>: Rusted Ram Small House renamed.
v2.2.27 [Change] <GT Easy>: Talon SkyFortress has mimic treatment.
v2.2.27 [Change] <GT Easy>: Warhorse gone through some cutbacks.
v2.2.27 [Change] <GT Expert>: Kite Fighter has a tuneup.
v2.2.27 [Change] <GT Expert>: Machination given new railings.
v2.2.27 [Change] <GT Godly>: Cerberus has been replaced with Maro's.
v2.2.27 [Change] <GT Regular>: Aardvark Refinery has mimic treatment.
v2.2.27 [Change] <GT Regular>: Aeonic given minor tuneup.
v2.2.27 [Change] <GT Regular>: Ascension has been given some makeup.
v2.2.27 [Change] <GT Regular>: Bee given more sober pilots.
v2.2.27 [Change] <GT Regular>: Endeavour given some tuneup.
v2.2.27 [Change] <GT Regular>: Gnasher given some makeup.
v2.2.27 [Change] <GT Regular>: Hermes given some makeup.
v2.2.27 [Change] <GT Regular>: Hunter has mimic treatment.
v2.2.27 [Change] <GT Regular>: Hydroponics Farm has mimic treatment.
v2.2.27 [Change] <GT Regular>: Iron Curtain has new shiny railings that are up to code.
v2.2.27 [Change] <GT Regular>: Nightjar has mimic treatment.
v2.2.27 [Change] <GT Regular>: Peacekeeper given some tuneup.
v2.2.27 [Change] <GT Regular>: Smog given some backup.
v2.2.27 [Change] <GT Regular>: Vulture given some makeup.
v2.2.27 [Change] <GT Regular>: Warbird given some makeup.
v2.2.27 [Change] <GT Regular>: Wasp given some makeup.
v2.2.27 [Change] <GT Regular>: Werebat given a tuneup.
v2.2.27 [Change] <LH Expert>: Beluga Elite fanned off a bit.
v2.2.27 [Change] <LH Expert>: Dagger received some honing.
v2.2.27 [Change] <LH Expert>: Mantis now has some new shades.
v2.2.27 [Change] <LH Godly>: CrossBolt had mimic treatment.
v2.2.27 [Change] <LH Godly>: Terawatt received more stabilizations
v2.2.27 [Change] <LH Regular>: Inquisitor received some tune ups.
v2.2.27 [Change] <Lua>: Functions added to get the propulsion inputs issued by AI and the player
v2.2.27 [Change] <Missile agility>: Faster missiles are clumsier, turnrate decreases linearly with speed down to 30% at 600 m/s.
v2.2.27 [Change] <Missile agility>: Fin force is proportional to the distance from the the center of the missile. Putting fins in the front come with a speed reduction/warhead offset but increases agility more than the 2nd fin in the back.
v2.2.27 [Change] <Missile agility>: Fins are weaker higher up, turnrate decreases linearly from 100% to 50% at 500m. Combined with speed bonus higher up this means turning is still practically disabled at 500m+.
v2.2.27 [Change] <Missile agility>: Turnrate is reduced at very low speeds, for now linear increase from 0% at 0 m/s to 100% at 100 m/s (high speed scaling )
v2.2.27 [Change] <Missile agility>: Turnrate is reduced by SQRT(LENGTH_IN_METER), so a 3m S missile turns twice as fast as a 12m L with the exact same components.
v2.2.27 [Change] <Missile agility>: Turnrates decreased across the board
v2.2.27 [Change] <Missile aiming>: APN changed, now it is affected by gravity
v2.2.27 [Change] <Missile aiming>: Missile controller now aims bombs using 70% the ejection speed of the first attached launcher
v2.2.27 [Change] <Missile aiming>: Missile controller now aims dumbfires using the max speed of the first attached missile at the current altitude
v2.2.27 [Change] <Missile cost>: Ammo cost is 100(?)/cubic meter of gantry (3m S missiles 4x75, 6m M missiles 600, 12m L missile 4800)
v2.2.27 [Change] <Missile cost>: Each gantry costs 200, 800 for large
v2.2.27 [Change] <Missile cost>: Each launchpad costs 600 materials, 2400 for large
v2.2.27 [Change] <Missile cost>: Launchpads that contain missile components cost 400/3200
v2.2.27 [Change] <Missile cost>: Lua transceiver cost up to 2000
v2.2.27 [Change] <Missile damage>: All missiles do some speed-based thump damage, adding bodies/thumpers increase this (1 body adds as much damage as 20 normal components, thumper is worth 1.5 bodies).
v2.2.27 [Change] <Missile damage>: All warhead scaling is linear.
v2.2.27 [Change] <Missile damage>: EMP damage is 200/2000/20000
v2.2.27 [Change] <Missile damage>: Frag damage is 15x400, 30x2000, 60x10000 with all sizes having 6 AP
v2.2.27 [Change] <Missile damage>: HE damage is 400/4000/40000 per warhead, radius is TOTAL_DAMAGE^0.33 (~33-50m for L missiles)
v2.2.27 [Change] <Missile damage>: Replacing 1 normal warhead with a body means losing ~50% damage but gaining lots of HP. Missile impacts have 20 AP.
v2.2.27 [Change] <Missile damage>: Underwater HE damage bonus down to 50%
v2.2.27 [Change] <Missile detection>: All missiles/bombs in the air can be detected at a distance based on their size, even at 0 thrust
v2.2.27 [Change] <Missile detection>: Passive sonar only picks up torpedos at a range that depends on their thrust
v2.2.27 [Change] <Missile detection>: Thrust-based detection range scales with the ~square root of thrust
v2.2.27 [Change] <Missile ejectors>: Each S/M/L ejector adds 75/50/25 speed (L heavy launchpad can take 8 ejectors)
v2.2.27 [Change] <Missile ejectors>: Ejector addon cost up to 50
v2.2.27 [Change] <Missile ejectors>: If launchpad has 0°/0° ejection elevation/azimuth thrusters and propellers give a base launch speed: SR thrusters 100 m/s, torpedos(only primary) 50 m/s, S/M/L variable thrusters 40/20/10
v2.2.27 [Change] <Missile ejectors>: Launchpads with hatches can't set ejection elevation/azimuth
v2.2.27 [Change] <Missile ejectors>: Setting ejection azi/ele further from straight forward/backwards gradually reduces speed, down to 75% when either is 90°, 50% when both
v2.2.27 [Change] <Missile ejectors>: Variable thruster got a start delay parameter, 0-10s
v2.2.27 [Change] <Missile fuses>: Proximity fuse only available on M/L missiles
v2.2.27 [Change] <Missile fuses>: Proxy should be a bit more reliable now, not terribly useful but those so inclined can go squirrel hunting with L missiles
v2.2.27 [Change] <Missile fuses>: Proxy takes up volume equal to 20% of an M missile component
v2.2.27 [Change] <Missile fuses>: Safety fuse only takes half the volume of an S module, rest can be filled up with useful things
v2.2.27 [Change] <Missile gauges>: L launchpads and gantries are 2x2 and 1m high, each gantry contains 1 missile component
v2.2.27 [Change] <Missile gauges>: M is the current size
v2.2.27 [Change] <Missile gauges>: Missile lifetimes are 10/20/40 seconds, 20/40/80 for bombs and torpedos
v2.2.27 [Change] <Missile gauges>: Reload time of a launchpad is 10 * SQRT(LENGTH_IN_METER)
v2.2.27 [Change] <Missile gauges>: S has 4 missiles/launchpad and each gantry holds 4x4 missile components
v2.2.27 [Change] <Missile gauges>: Small/medium/large missiles (S/M/L from now on)
v2.2.27 [Change] <Missile hardkill>: Flak damage up from 20% of HE to 30% of HE
v2.2.27 [Change] <Missile hardkill>: Flak radius multiplier down to 2.5 from 4 (~76% the previous final value with the damage change)
v2.2.27 [Change] <Missile hardkill>: LAMS attenuation ~75% at 500m, ~49% at 1000m
v2.2.27 [Change] <Missile hardkill>: LAMS damage down to 20% of the previous value (uses the same amount of laser energy)
v2.2.27 [Change] <Missile hardkill>: LAMS inaccuracy down to 0.05°
v2.2.27 [Change] <Missile hardkill>: LAMS node material cost up to 200
v2.2.27 [Change] <Missile harpoons>: Both harpoons and cable drums are max health components
v2.2.27 [Change] <Missile harpoons>: Cable length is 300/600/1200 for S/M/L cable drums, half that for the harpoon itself
v2.2.27 [Change] <Missile harpoons>: Cable strength is 500/2000/8000 for S/M/L
v2.2.27 [Change] <Missile harpoons>: Cables break at max range
v2.2.27 [Change] <Missile harpoons>: Each winch power provides 3 force(an M harpoon cable with maxed winch is 133% the force of a huge jet).
v2.2.27 [Change] <Missile harpoons>: Half the harpoon force is applied at the mainconstruct's CoM, half at the contact point(part CoM to reduce flipping)
v2.2.27 [Change] <Missile harpoons>: Winches are now attached to launchpads
v2.2.27 [Change] <Missile harpoons>: Winches can only have 1 harpoon cable attached(won't let you fire a harpoon without a free winch)
v2.2.27 [Change] <Missile harpoons>: Winches need power to work and they can be configured to use up to as much power as the cable strength of the attached launchpad(like a fishing pole, it will ease up if the cable would break)
v2.2.27 [Change] <Missile health>: EMP/HE/frag warheads, thrusters and IR/radar/laser guidances 20%
v2.2.27 [Change] <Missile health>: Fuel/fins/everything else 40%
v2.2.27 [Change] <Missile health>: Lua transceiver/remote guidance 10%
v2.2.27 [Change] <Missile health>: Missile component base HP is 20/200/3000, each type has its own modifier on that
v2.2.27 [Change] <Missile health>: Missile HP is the sum of component HPs
v2.2.27 [Change] <Missile health>: Single pixel IR seeker, torpedo sonar, torpedo propeller modifier is 50%
v2.2.27 [Change] <Missile health>: Thumper head, body, harpoon/cable 100%
v2.2.27 [Change] <Missile interceptor>: All countermeasures are even more WIP than the rest, numbers are just illustrations
v2.2.27 [Change] <Missile interceptor>: Charge damage is 6 * BASE_HP_OF_M_MODULE, 1200 right now
v2.2.27 [Change] <Missile interceptor>: Charge range is 35m
v2.2.27 [Change] <Missile interceptor>: Interceptor heads are only available on M missiles
v2.2.27 [Change] <Missile interceptor>: Interceptors coordinate, they will assign enough damage to comfortably kill the target and prioritize finishing missiles others already got a lock on
v2.2.27 [Change] <Missile interceptor>: Interceptors have 3 charges, they use them all at once: main target + 2 additional missiles if there are any in range, otherwise the charges are wasted
v2.2.27 [Change] <Missile interceptor>: Interceptors only trigger if they are very close or have started to move away from the target but are still in range(goal is to get in the middle of swarms)
v2.2.27 [Change] <Missile interceptor>: Interceptors prioritize targets larger than themselves(+also take range and angle into account)
v2.2.27 [Change] <Missile interceptor>: They retarget if the have missed their contact or the target is destroyed
v2.2.27 [Change] <Missile internal space>: APN, TPG and 1-turn are now small components: only take 1/2 the volume of an S component, 1/16 of M, 1/128 of L
v2.2.27 [Change] <Missile internal space>: Final component health will be the volume-weighted average of APN/TPG/1T (40%) and the filler's health modifier (body 100%, fuel 40%, HE/EMP 20%)
v2.2.27 [Change] <Missile internal space>: The rest can be filled with fuel, HE, EMP or be reinforced for health/thump damage(body). Launchpads got a slider with these options
v2.2.27 [Change] <Missile LAMS>: Less possible downtime against destroyed projectiles
v2.2.27 [Change] <Missile LAMS>: Option to stop firing when under smoke
v2.2.27 [Change] <Missile LAMS>: Option to target only out of water/under water projectiles
v2.2.27 [Change] <Missile LAMS>: Options to target only projectiles with a diameter above X mm and/or below Y mm (missiles are 250/500/1000mm)
v2.2.27 [Change] <Missile LAMS>: Stricter angle/distance checks
v2.2.27 [Change] <Missile LAMS>: Will look for another target when the previous one is starting to get further away
v2.2.27 [Change] <Missile launch/triggering>: After they left the vehicle all non-terrain contact will trigger the full impact damage
v2.2.27 [Change] <Missile launch/triggering>: EMP/harpoons/flares now still work if impact damage destroys the block hit (EMP can jump 6m, harpoons/flares 3m to the nearest block)
v2.2.27 [Change] <Missile launch/triggering>: Explosion triggered by missile impacts/destroying missiles only happens if warhead arming delay is over(and impact is not on the launcher if there is a safety fuse on the missile)
v2.2.27 [Change] <Missile launch/triggering>: harpoons/flares now still work if EMP damage destroys the block hit
v2.2.27 [Change] <Missile launch/triggering>: Impact damage uses the relative velocity of the missile and the target hit (head on collision more damage, hitting a plane from behind less)
v2.2.27 [Change] <Missile launch/triggering>: Missile use new gridcast hit detection, can't teleport through armor
v2.2.27 [Change] <Missile launch/triggering>: Missiles that didn't leave the launching vehicle can only damage it if the go faster than 75 m/s (below that they only bounce around on collisions)
v2.2.27 [Change] <Missile launch/triggering>: Missiles with 0°/0° ejection angle and downwards facing bombs are moving on rails, won't deviate from the launchpad until they completely leave it
v2.2.27 [Change] <Missile launch/triggering>: Overall launching is much more lenient, no more scattering
v2.2.27 [Change] <Missile movement>: Anything with fins can glide, redirect their velocity(from gravity/turns) to a forward pointing one
v2.2.27 [Change] <Missile movement>: Conversion rate depends on angle of missile and velocity, 100% at 0°, 50% at 90°, 0% at 180°, with 20% loss
v2.2.27 [Change] <Missile movement>: Conversion rate is further reduced at very low speeds, 0% at 0 m/s, 100% at 30 m/s
v2.2.27 [Change] <Missile movement>: Fin bonus speed and cheat method reworked into 'gliding'
v2.2.27 [Change] <Missile speed>: Drag reduction is linear from 100% at 0 altitude to 50% at 500m (missiles are still faster higher up, but aren't off-the-charts)
v2.2.27 [Change] <Missile speed>: Fins 200% drag, secondary torpedo propeller 400%, sonar/radar buoys 500%
v2.2.27 [Change] <Missile speed>: Fuel tank capacity doubled (1000/10000/100000)
v2.2.27 [Change] <Missile speed>: Highest practical missile speed is ~400m/s (2m long S with SR thruster)
v2.2.27 [Change] <Missile speed>: Maxed out variable thruster speeds are ~240/220/200 m/s for 3/6/12m S/M/L missiles
v2.2.27 [Change] <Missile speed>: Radar/IR/laser guidance 60% drag, single pixel/thumper/torpedo sonar 40%
v2.2.27 [Change] <Missile speed>: Short range thruster is fixed 450/4500/45000 output and 600/6000/60000 fuel/sec, 5 sec max
v2.2.27 [Change] <Missile speed>: Torpedo limit 200/2000/20000, 80/800/8000 fuel/s at max
v2.2.27 [Change] <Missile speed>: Torpedos are ~90/80/70 m/s
v2.2.27 [Change] <Missile speed>: Variable thruster limit 300/3000/30000
v2.2.27 [Change] <Missile speed>: Variable thrusters/torpedo propellers can also set a start delay
v2.2.27 [Change] <OW Easy>: Bailey has less booze on board.
v2.2.27 [Change] <OW Easy>: Churl has less booze on board.
v2.2.27 [Change] <OW Easy>: Constellation has mimic treatment.
v2.2.27 [Change] <OW Easy>: Defiant given more sober Captain.
v2.2.27 [Change] <OW Easy>: Partisan given new railings.
v2.2.27 [Change] <OW Expert>: Constitution has mimic treatment.
v2.2.27 [Change] <OW Expert>: Fairday has a new captain.
v2.2.27 [Change] <OW Godly>: Angler has mimic treatment.
v2.2.27 [Change] <OW Godly>: Chancellor has mimic treatment.
v2.2.27 [Change] <OW Godly>: Huskarl given some tuneup.
v2.2.27 [Change] <OW Regular>: Essen has less boose on board.
v2.2.27 [Change] <OW Regular>: Iron Cross has minor tuneups.
v2.2.27 [Change] <OW Regular>: Nightingale has mimic treatment.
v2.2.27 [Change] <OW Regular>: Seagull has new railings.
v2.2.27 [Change] <OW Regular>: Straussland given some tuneup.
v2.2.27 [Change] <SD Godly>: Event Horizon has a tuneup.
v2.2.27 [Change] <SS Easy>: Allegiance installed new railings up to code.
v2.2.27 [Change] <SS Easy>: Chrysaetos had mimic treatment.
v2.2.27 [Change] <SS Easy>: Coal Factor has a mimic treatment.
v2.2.27 [Change] <SS Easy>: Dromaeo had their pilots retrained.
v2.2.27 [Change] <SS Easy>: Gannus given a slight new paintjob.
v2.2.27 [Change] <SS Easy>: Hammer now has some new shades.
v2.2.27 [Change] <SS Easy>: Iron Maiden installed new railings up to code.
v2.2.27 [Change] <SS Easy>: Reefshark appointed a new Captain.
v2.2.27 [Change] <SS Easy>: Thunderchild has a big tuneup.
v2.2.27 [Change] <SS Expert>: Annularis given new shades and tuneup.
v2.2.27 [Change] <SS Expert>: Catshark has mimic treatment.
v2.2.27 [Change] <SS Expert>: Excalibur given some tuneup.
v2.2.27 [Change] <SS Expert>: Greatwhite has a new captain with some tuneups.
v2.2.27 [Change] <SS Expert>: Icarus has mimic treatment.
v2.2.27 [Change] <SS Expert>: Maelstrom given some tuneup.
v2.2.27 [Change] <SS Expert>: Novara received a new Captain.
v2.2.27 [Change] <SS Expert>: Remora has mimic treatment.
v2.2.27 [Change] <SS Expert>: Trident given some tuneup.
v2.2.27 [Change] <SS Expert>: Trondheim has mimic treatment.
v2.2.27 [Change] <SS Expert>: Victoria given some tuneup.
v2.2.27 [Change] <SS Godly>: Asphodel given some tuneup.
v2.2.27 [Change] <SS Godly>: Bayonet has mimic treatment.
v2.2.27 [Change] <SS Godly>: Bullshark has a new Captain and given some tuneups.
v2.2.27 [Change] <SS Godly>: Kitakami has mimic treatment.
v2.2.27 [Change] <SS Godly>: Spectre has a tuneup.
v2.2.27 [Change] <SS Godly>: Thyr has mimic treatment.
v2.2.27 [Change] <SS Godly>: Valient given some tuneup.
v2.2.27 [Change] <SS Regular>: Cinder has new been given new crew training.
v2.2.27 [Change] <SS Regular>: Exter has some minor tuneups
v2.2.27 [Change] <SS Regular>: Guernsey given a tuneup.
v2.2.27 [Change] <SS Regular>: Hydra has mimic treatment.
v2.2.27 [Change] <SS Regular>: Manatee has mimic treatment.
v2.2.27 [Change] <SS Regular>: Norge has new riggings up to code.
v2.2.27 [Change] <SS Regular>: Reaper has mimic treatment.
v2.2.27 [Change] <SS Regular>: Rhea given large tuneup.
v2.2.27 [Change] <SS Regular>: S.M.S. Daring installed new railings up to code.
v2.2.27 [Change] <SS Regular>: Sabre given crew retraining and tuneups.
v2.2.27 [Change] <SS Regular>: Sacrilego had some corners cut off.
v2.2.27 [Change] <SS Regular>: Shadowcat has mimic treatment.
v2.2.27 [Change] <UI>: Weapon UIs moved to the new UI format
v2.2.27 [Fix] <LH Expert>: Ohm had its LAMs reconnected.
v2.2.27 [Fix] <Missiles>: Remote guidance when under manual control can aim at the specific player aim point now.
v2.2.27 [Fix] <Regressions>: Missile control blocks that have been killed and repaired stopped working [BUGS-350]
v2.2.27 [Fix] <Regressions>: Mouse based building shift to replace stopped working in mirror mode [BUGS-357]
v2.2.27 [Fix] <Wheels>: Tank mode wheels are now controlled well by AI and work when forward speed request is high
...

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