Jun 14, 2013
Kinetic Void - LumberingTroll
0.016
  • Cursor set to Force software mode when switching to the aiming reticule.
  • Shipyard revamped with new model, texture and effects.
  • Fixed ship materials - they should look cleaner now.
  • Ship components should remain if a part is destroyed but they still have a connection to the ship.
  • Turret AI has been improved to better detect when it is pointing at its own ship.
  • Fixed guns will now work properly
  • Added texture and updated mesh for SpikeFin01
  • Added textures for t5_bridge_01
  • Added different effects maps for T1-T3 hull pieces, they should no longer have windows.
Jun 14, 2013
Kinetic Void - LumberingTroll
0.016
  • Cursor set to Force software mode when switching to the aiming reticule.
  • Shipyard revamped with new model, texture and effects.
  • Fixed ship materials - they should look cleaner now.
  • Ship components should remain if a part is destroyed but they still have a connection to the ship.
  • Turret AI has been improved to better detect when it is pointing at its own ship.
  • Fixed guns will now work properly
  • Added texture and updated mesh for SpikeFin01
  • Added textures for t5_bridge_01
  • Added different effects maps for T1-T3 hull pieces, they should no longer have windows.
Kinetic Void - LumberingTroll
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/
Kinetic Void - LumberingTroll
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/
Kinetic Void - LumberingTroll
0.015a
[/list]
  • Fixed issue with tool tips
  • Fixed issue with the weapon manager opening while naming a ship
Kinetic Void - LumberingTroll
0.015a
[/list]
  • Fixed issue with tool tips
  • Fixed issue with the weapon manager opening while naming a ship
Jun 6, 2013
Kinetic Void - LumberingTroll
0.015
  • 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.
Jun 6, 2013
Kinetic Void - LumberingTroll
0.015
  • 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.
May 31, 2013
Kinetic Void - LumberingTroll
0.014
  • Applied new textures to some station parts.
  • 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
May 31, 2013
Kinetic Void - LumberingTroll
0.014
  • Applied new textures to some station parts.
  • 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
...