There’s a Design a Ship Contest going on in the community right now! Make something in the Shipyard and share it in the screenshot section on steam with the ship size classification and “contest” in its description. You win the chance to get your design turned into an official illustration that will appear on a Steam Trading Card! Post as many designs as you want, a winner will be chosen for each ship classification within the game. This contest will end on June 24th. More information can be found in the post made on the Steam Forum here: http://steamcommunity.com/app/227160/discussions/0/864969953726393200/
There’s a Design a Ship Contest going on in the community right now! Make something in the Shipyard and share it in the screenshot section on steam with the ship size classification and “contest” in its description. You win the chance to get your design turned into an official illustration that will appear on a Steam Trading Card! Post as many designs as you want, a winner will be chosen for each ship classification within the game. This contest will end on June 24th. More information can be found in the post made on the Steam Forum here: http://steamcommunity.com/app/227160/discussions/0/864969953726393200/
Added textured for Station_01, Storage_01, the entire docking_01 group, the entire docking_03 group, and docking_02
Fixed mesh for Housing01
Change mesh for T5_bridge_01
Adjusted a bunch of UVs for station modules
The weapon manager is now available in the shipyard. It can be toggled with the G key or by a new button under the left panel. Changes made there will be saved to the ship.
Turrets now default to the manual control and group 1 of the weapon groups.
The manual fire reticle will now be cleared if you return the shipyard while manual control is activated. Opening any of the menus in flight will deactivate manual fire mode.
Added textured for Station_01, Storage_01, the entire docking_01 group, the entire docking_03 group, and docking_02
Fixed mesh for Housing01
Change mesh for T5_bridge_01
Adjusted a bunch of UVs for station modules
The weapon manager is now available in the shipyard. It can be toggled with the G key or by a new button under the left panel. Changes made there will be saved to the ship.
Turrets now default to the manual control and group 1 of the weapon groups.
The manual fire reticle will now be cleared if you return the shipyard while manual control is activated. Opening any of the menus in flight will deactivate manual fire mode.
Textures for BioDome_01, docking_02, GasPodS_01, Housing_01-
Housing_05, Ring_01, Ring_02, and Shipyard_01
Manual turret/Weapon control. After pressing X to toggle manual fire control (an aiming reticle should replace the default mouse), any weapons set to the
Manual fire group in the weapon manager will fire if left mouse is clicked. If the weapon is a turret, it will track with mouse movements. Press X again to disable (freeing you up to just target ships or whatever). If a turret is being manually controlled and the player is aiming outside of the turret’s arc, the turret will revert to its group target if available.
The graphics options should now only show resolutions supported by the user’s monitor.
Added RSS feed display to splash screen, fed from KV community announcements.
Turrets should now be much less likely to shoot the ship they are mounted on.
Optimized weapons fire for performance.
Corrected size of projectiles for each tier of weapon. (visual update coming soon)
Fixed a collision layer issue causing projectiles to collide when they shouldn’t
Textures for BioDome_01, docking_02, GasPodS_01, Housing_01-
Housing_05, Ring_01, Ring_02, and Shipyard_01
Manual turret/Weapon control. After pressing X to toggle manual fire control (an aiming reticle should replace the default mouse), any weapons set to the
Manual fire group in the weapon manager will fire if left mouse is clicked. If the weapon is a turret, it will track with mouse movements. Press X again to disable (freeing you up to just target ships or whatever). If a turret is being manually controlled and the player is aiming outside of the turret’s arc, the turret will revert to its group target if available.
The graphics options should now only show resolutions supported by the user’s monitor.
Added RSS feed display to splash screen, fed from KV community announcements.
Turrets should now be much less likely to shoot the ship they are mounted on.
Optimized weapons fire for performance.
Corrected size of projectiles for each tier of weapon. (visual update coming soon)
Fixed a collision layer issue causing projectiles to collide when they shouldn’t
Fixed a bug where ships using the simplified collision mode would only hit themselves
Added an error message in the shipyard that displays when an engine is in the wrong rotation
Implemented some AI improvements. Players should notice enemy ships are better at evading. Further, groundwork has been laid for some very interesting AI changes in the coming weeks.
All subsystem icons have been updated with new visuals.
The beginnings of Steam Workshop support has been implemented (Not functioning yet)
Fixed a bug that prevented some NPC engine trails from showing up.
Fixed a bug where ships using the simplified collision mode would only hit themselves
Added an error message in the shipyard that displays when an engine is in the wrong rotation
Implemented some AI improvements. Players should notice enemy ships are better at evading. Further, groundwork has been laid for some very interesting AI changes in the coming weeks.
All subsystem icons have been updated with new visuals.
The beginnings of Steam Workshop support has been implemented (Not functioning yet)
Fixed a bug that prevented some NPC engine trails from showing up.