Hello! We are managed to add an ability to increase time scale!
Suddenly turned out that it is pretty easy, but it is implemented by using the most simple way - just increase time scale of the engine. As result, high values may cause large performance impact.
For example Intel Core i5 is capable to handle acceleration up to x8. Not too much, but with that feature, 10 minute maneuver is no longer a boring waiting.
Also it may cause some little incorrect behaviour of physics, but it should not be a problem.
In multiplayer only a server can increase time scale, but any client can reset it to default value.
New orbital parameters window
Improvements
Orbital parameters window (in the right-bottom corner) is completely redesigned
Added two new lines in orbital parameters window: Position and Trajectory status. Trajectory status will warn you if you are falling on the planet or flying away from it.
Added new module - Structure beam
Added ability to increase time scale
Changed font for on hover tooltips, now it more readable
Fixes
When you build a module, all of its mounting points is connected, not only one (sorry this took so long)
Damage from collisions is improved, so now ships should less bounce off obstacles like a rubber, but the system still need some improvements
Fixed a bug when you deconstruct some module which holds together two parts of the ship, but after deconstruction the parts are still magically bounded together
Hello! We are managed to add an ability to increase time scale!
Suddenly turned out that it is pretty easy, but it is implemented by using the most simple way - just increase time scale of the engine. As result, high values may cause large performance impact.
For example Intel Core i5 is capable to handle acceleration up to x8. Not too much, but with that feature, 10 minute maneuver is no longer a boring waiting.
Also it may cause some little incorrect behaviour of physics, but it should not be a problem.
In multiplayer only a server can increase time scale, but any client can reset it to default value.
New orbital parameters window
Improvements
Orbital parameters window (in the right-bottom corner) is completely redesigned
Added two new lines in orbital parameters window: Position and Trajectory status. Trajectory status will warn you if you are falling on the planet or flying away from it.
Added new module - Structure beam
Added ability to increase time scale
Changed font for on hover tooltips, now it more readable
Fixes
When you build a module, all of its mounting points is connected, not only one (sorry this took so long)
Damage from collisions is improved, so now ships should less bounce off obstacles like a rubber, but the system still need some improvements
Fixed a bug when you deconstruct some module which holds together two parts of the ship, but after deconstruction the parts are still magically bounded together
Before to start implementing of AI and 3d graphics we are want to solve the most important bugs and usability issues. By the way, we are updated the development plan on the Trello page, check it out. https://trello.com/b/dSitVpg9
Fixed important bug when ship sometimes may explode during placement of new module. This is one of several possible causes of the explosion of the ship, but it seems now you will face this problem much less frequently. Another reason probably refer to separation of modules and grabber usage. We will test and fix it later.
Since we are receiving more and more questions about the control, we've added more tips when you hover over the various elements.
Change log
Improvements
Added hover tooltip for drag and drop of resources, resource connector and mount points of modules.
"Create new world" window is redeisnged, "World name" field is not empty by default, added sandbox option.
In sandbox mode crew doesn't consume food and engineering bay builds with faster rate.
Fixes
Fixed important bug when ship sometimes may explode during placement of new module.
Now trading works in multiplayer.
Markers of the radar displays in center of mass (instead of technical center of the object).
Repair function of the engineering bay works again.
Now clients in multiplayer can build and control additional ships.
If hover on button which do not have description, an empty tooltip will not appear.
Before to start implementing of AI and 3d graphics we are want to solve the most important bugs and usability issues. By the way, we are updated the development plan on the Trello page, check it out. https://trello.com/b/dSitVpg9
Fixed important bug when ship sometimes may explode during placement of new module. This is one of several possible causes of the explosion of the ship, but it seems now you will face this problem much less frequently. Another reason probably refer to separation of modules and grabber usage. We will test and fix it later.
Since we are receiving more and more questions about the control, we've added more tips when you hover over the various elements.
Change log
Improvements
Added hover tooltip for drag and drop of resources, resource connector and mount points of modules.
"Create new world" window is redeisnged, "World name" field is not empty by default, added sandbox option.
In sandbox mode crew doesn't consume food and engineering bay builds with faster rate.
Fixes
Fixed important bug when ship sometimes may explode during placement of new module.
Now trading works in multiplayer.
Markers of the radar displays in center of mass (instead of technical center of the object).
Repair function of the engineering bay works again.
Now clients in multiplayer can build and control additional ships.
If hover on button which do not have description, an empty tooltip will not appear.
The normal way to obtain a crew, food and xenon is finally here! Now you can buy it from the NPC stations.
This trade system is simple and temporary. We figured out that the game requires complex changes in storage and cargo system, and it will cause changing of trade system, so we need to change the inventory first.
Also we need to complete an AI in order launch NPC traders which will work in real economic system.
The trade systems doesn't works in multiplayer, but we will quickly fix it. we just decided not to make you wait if you play in singleplayer.
Soon we will give you detailed information about upcoming changes in cargo system.
Change log
Improvements
Added NPC stations, docking sequence, money and simple trade.
Code of database of players is rewritten. Now it flexible and allows to store amount of money for each player even if player is offline.
Hotkeys system for actions of modules rewritten and much improved. Now it have descriptions, correct names and allows to assign complex key combinations (such as Ctrl+Shift+B)
Changed the way to open the build menu. Now you should select an engineering bay and press appropriate button. Also you can assign desired hotkey.
Now starting ships appears with connected engines by default and one engineer already located in engineering bay.
Labels of ships is redesigned.
Help window is rewritten.
Displaying of mounting points for modules is little bit optimized and improved.
Little bit optimization in storages and connectrors.
Bug fixes
You are no longer can control a modules which are does not belongs to you. Including cargo management, connectors, renaming and others.
Fixed the issue when you can lost content of resource container, it have volume but displayed as "Empty". It was caused when you tried to transfer resource from container to the same container in case if it was filled at 50% or less.
The normal way to obtain a crew, food and xenon is finally here! Now you can buy it from the NPC stations.
This trade system is simple and temporary. We figured out that the game requires complex changes in storage and cargo system, and it will cause changing of trade system, so we need to change the inventory first.
Also we need to complete an AI in order launch NPC traders which will work in real economic system.
The trade systems doesn't works in multiplayer, but we will quickly fix it. we just decided not to make you wait if you play in singleplayer.
Soon we will give you detailed information about upcoming changes in cargo system.
Change log
Improvements
Added NPC stations, docking sequence, money and simple trade.
Code of database of players is rewritten. Now it flexible and allows to store amount of money for each player even if player is offline.
Hotkeys system for actions of modules rewritten and much improved. Now it have descriptions, correct names and allows to assign complex key combinations (such as Ctrl+Shift+B)
Changed the way to open the build menu. Now you should select an engineering bay and press appropriate button. Also you can assign desired hotkey.
Now starting ships appears with connected engines by default and one engineer already located in engineering bay.
Labels of ships is redesigned.
Help window is rewritten.
Displaying of mounting points for modules is little bit optimized and improved.
Little bit optimization in storages and connectrors.
Bug fixes
You are no longer can control a modules which are does not belongs to you. Including cargo management, connectors, renaming and others.
Fixed the issue when you can lost content of resource container, it have volume but displayed as "Empty". It was caused when you tried to transfer resource from container to the same container in case if it was filled at 50% or less.