Fixed a bug where multiples of the same subsystem in the same part was not being accounted for on the ship stat display.
Station icons are now on by default.
Reduced mass of kinetic projectiles - ongoing balance tweaks
New radar icons have been integrated into the live build.
Darkened UI a little to compensate for a UI shader issue we are working on.
Added collider to Moons - for real this time.
Made several changes to all quality settings below Good to further improve performance for a larger range of machines.
Enabled forced VSync on all Quality settings, FPS should now be capped at your monitors refresh rate - This will resolve issues users are having with overheating.
All Kinetic weapons now have firing audio. (some audio distortion is happening some times, this is something we will be working on)
Radar icons now adjust scale and transparency to make it more obvious which icons are on the radial wheel versus representing a contact within the field of view.
Fixed node alignment and facing issues on the following parts
Fixed a bug where multiples of the same subsystem in the same part was not being accounted for on the ship stat display.
Station icons are now on by default.
Reduced mass of kinetic projectiles - ongoing balance tweaks
New radar icons have been integrated into the live build.
Darkened UI a little to compensate for a UI shader issue we are working on.
Added collider to Moons - for real this time.
Made several changes to all quality settings below Good to further improve performance for a larger range of machines.
Enabled forced VSync on all Quality settings, FPS should now be capped at your monitors refresh rate - This will resolve issues users are having with overheating.
All Kinetic weapons now have firing audio. (some audio distortion is happening some times, this is something we will be working on)
Radar icons now adjust scale and transparency to make it more obvious which icons are on the radial wheel versus representing a contact within the field of view.
Fixed node alignment and facing issues on the following parts
Reset ship orientation has been removed as unnecessary.
Fixed a bug with names of faction ship folders.
Fixed some bugs with ship destruction, flying through a planet should reliably result in your death.
This patch introduces a simplified collision detection system. All ships have a single collider and damage is spread randomly to modules on the target. This implementation is not final. In the future, ships will behave this way when their shields are up (with incoming damage greatly mitigated), and per-module collision will be active if the shields fail. In the meantime, this change should result in noticeably improved performance for many players.
The stats display in the shipyard will now update every time a subsystem is placed in, or taken out of, a module.
The att_durability subsystem attribute (present on armor subsystems) will now properly increase the health of the module it is placed in. It displays the sum of the health of all modules in the ship.
The Durability display on the shipyard stats display is now functional.
All Stock ships have been updated to reflect the changes to durability, they have also been configured with the proper subsystems as will be intended once all of the features are online. These can be used as examples of how to design your own ships.
Fixed a bug with the floating origin that would cause AI ships to travel to empty space instead of a meaningful destination.
Fixed a bug preventing players from adding subsystems to a ship that has been loaded in the Shipyard
Previously, holding shift in the shipyard would allow for the slower zoom speed, with the fast speed being the default. According to user feedback, this has been switched. Slow speed is default, hold shift to zoom more quickly.
Asteroid generation and rendering have been changed. Newly generated galaxies should have much more visible asteroids.
Reset ship orientation has been removed as unnecessary.
Fixed a bug with names of faction ship folders.
Fixed some bugs with ship destruction, flying through a planet should reliably result in your death.
This patch introduces a simplified collision detection system. All ships have a single collider and damage is spread randomly to modules on the target. This implementation is not final. In the future, ships will behave this way when their shields are up (with incoming damage greatly mitigated), and per-module collision will be active if the shields fail. In the meantime, this change should result in noticeably improved performance for many players.
The stats display in the shipyard will now update every time a subsystem is placed in, or taken out of, a module.
The att_durability subsystem attribute (present on armor subsystems) will now properly increase the health of the module it is placed in. It displays the sum of the health of all modules in the ship.
The Durability display on the shipyard stats display is now functional.
All Stock ships have been updated to reflect the changes to durability, they have also been configured with the proper subsystems as will be intended once all of the features are online. These can be used as examples of how to design your own ships.
Fixed a bug with the floating origin that would cause AI ships to travel to empty space instead of a meaningful destination.
Fixed a bug preventing players from adding subsystems to a ship that has been loaded in the Shipyard
Previously, holding shift in the shipyard would allow for the slower zoom speed, with the fast speed being the default. According to user feedback, this has been switched. Slow speed is default, hold shift to zoom more quickly.
Asteroid generation and rendering have been changed. Newly generated galaxies should have much more visible asteroids.
Performance should be a bit better at the shipyard for low-performance machines. We’ll be working on improving it and giving you different video settings soon.
Fixed issues with ship colors not being applied properly.
Improved the camera lens effect.
Small tweaks on the shipyard lighting settings.
AI ships will now fight each other if they encounter a ship from a hostile faction.
AI ships can now spawn in squadrons.
Fixed a typo in the Shipyard that caused ships classified as Light Fighters to be shown as Fighters.
Performance should be a bit better at the shipyard for low-performance machines. We’ll be working on improving it and giving you different video settings soon.
Fixed issues with ship colors not being applied properly.
Improved the camera lens effect.
Small tweaks on the shipyard lighting settings.
AI ships will now fight each other if they encounter a ship from a hostile faction.
AI ships can now spawn in squadrons.
Fixed a typo in the Shipyard that caused ships classified as Light Fighters to be shown as Fighters.