Hey everyone. We're a little behind posting this one since we were finishing up the content to show off, but here's our 1.3 development progress through May 2022!
Alto Overseer is the fifth Maceno Island track. Carving through the islands dormant volcano, this is a dark track with lots of twists and turns. You'll also get a great view of the entire island and its locations in the brief moment of sunlight along the mountains edge.
Aster now has an AG go-kart! Built from similar components used to make the LB221 bike, the KA10 is a fast and somewhat nimble vehicle.
Acceleration
8 / 10
Top Speed
3 / 10
Handling
8 / 10
Shielding
1 / 10
Firepower
0 / 10
Extra Stuff
We've also been adding more features to custom races and multiplayer.
Speed Multiplier Both custom races and multiplayer now have a speed multiplier option. It ranges from 0.2x to 2x speed and stacks with the hyper and drag speed options.
This is considered a cheat option and setting it to anything but 1x will disable saving and leaderboard functionality while active.
Custom race now also has a reset cheats option, which lets you disable all of the cheat options in a single button press.
Multiplayer Timers Control Lobby hosts will now also be able to control the timers for finishing the race once somebody has passed the finish line and how long everybody needs to wait before going back to the lobby on the results screen.
The finish timer can be configured anywhere between 5 seconds to 2 minutes. The results time can be configured anywhere between 5 seconds to 30 seconds.
Refresh rate in exclusive fullscreen Based on feedback the game now also has an option to set the refresh rate of the monitor it's being display on if running in exclusive fullscreen. If you're running in a window or in borderless fullscreen this option will be disable and let you know your desktops refresh rate is being used.
Hey everyone! As we had mentioned in our 1.3 Beta 7 release announcement, we're now at a point with the update where the bulk of the work is now content so we're just cracking on with it.
Here's our first progress report. We hope to keep you updated monthly, though it may be more or less frequently dependiing on the progress that we make. Remember you can also keep track of our progress with our public roadmap, which is available here: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap
1.3 is a massive update with a lot of new content and features, and as such we don't have a release date yet. As usual, it'll be done when it's done.
Fun fact: It's been just over a year since 1.3 Beta 1 released!
MAKO, short for Maceno Anti-Gravity Kinetics Optimization, is a research firm founded in 2150 after its trillionaire founder, Manu Kanaloa, had developed an obsession with AG technology after the sports first race in 2144. Manu is extensively involved with the Manmade Landmass Project and numerous undersea mining operations across the pacific. The most notable of these ventures is Therma Fumos, the mineral mining project and geothermal powerplant situated off the shore of Maceno Island.
The company develops technology for the AGL, with its flagship contribution being the magnetic lock system integrated into the AGLs more recent circuits.
The Ship
The MAKO SRK is an agile but sturdy ship inspired by the Mako shark. It isn't impressive in a straight line, but its smooth handling and robust combat systems make it a solid choice for those who want a nimble craft that does well in a firefight.
Acceleration
2 / 10
Top Speed
3 / 10
Handling
7 / 10
Shielding
6 / 10
Firepower
6 / 10
Freyr Falls
Freyr Falls is the fourth Maceno Island track. Situated along one of the Islands major rivers, this track tests pilots pitching abilities with numerous bumpy offroad sections and a steep incline above the upper river.
The fith Maceno Island track currently in development. This dark cave track provides lots of smooth corners to coast through with the occasional break into the open. Sitting half way up Maceno's dormant volcano, this track boasts an expansive overview of the island with its prestine jungle vista.
Updated Campaign Event Details UI
We've updated the UI panel that shows a campaign events details. A common problem we've seen over the years is that the icons we used for certain settings didn't clearly communicate what they were for. People would eventually figure them out, but it's not immediately obvious what they were representing.
The new design takes inspiration from our multiplayer menu, where we show a list of every setting available and its value. The additional information we now display should also make it easier to understand how the event will play out when you start it.
The day has finally came for us to announce the most intense, the fastest, and the most graphically impressive racing game ever made in the history of video games.
Today we're unveiling and releasing a pre-release beta for our next game, BallisticHD. The final release will be available April 10th and will be in it's own engine, but for this pre-release we've made it a preview inside of BallisticNG as to not give hackers any way of reverse engineering our cutting edge developments ahead of time.
This demo is so advanced and next-gen that you'll need to be on the BallisticNG beta branch to play. You can do this by doing the following:
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
You can then access this preview by navigating to the BallisticHD Preview track category and picking the Future of AG Racing track.
BallisticHD
BallisticHD is the next generation of AG racing, powered by the most cutting edge rendering engine ever conceived to achieve the fastest racing gameplay ever created.
This is the greatest, biggest and most visually impressive the BallisticNG franchise has ever been to date in the history of the racing genre.
Rendering
For this new game we've reduced visual clutter so you can focus on the track without distraction. The decision was made to use a low-poly solid color aesthetic, and as it turns out, sometimes to make a minimilistic style you must first start off with something much more complex.
For this task we have developed a rendering engine capable of procedural texturing and texture stripping. We start off with material descriptors which describe the exact properties of a surface in the real world, like the physical makeup of concrete for instance. In most cases we use 3d scanning to sample the data we need for these descriptors. This information is then used to generate the relevant texture maps to feed into a PBR rendering pipeline. All of this takes place in the background as the game is running, and helps drastically reduce artist development time by up to 1000x. The system is completely dynamic and re-generates the textures every frame so we can modify their properties, which has allowed us to implement never before seen environment destruction technologies.
Now that we have all of this information, we discard it all so we can simply sample the base albedo color of the material, enabling us to achieve beautifully smooth surfaces never before seen in video game rendering history. We call this next generation technology Subtractive Minimalism™.
Remember how we mentioned you sometimes need to start with something much more complex to achieve a minimilistic style? This is also true with our geometry. We understand that gamers continue to demand more and more fidelity out of their experiences, so we have developed a rendering technique that lets us take meshes you'd typically see in movie VFX production and render them in realtime with no more overhead then a current generation mesh. We're pushing 100 trillion triangles per frame, and the results are simply stunning:
Gameplay
BallisticHD is the fastest racing game ever made. Are you up to the challenge to become the fastest racer in the universe?
We aimed to streamline the BallisticNG experience and have spent years improving upon the formula. BallisticHD no longer features weapons or pitlanes. These features add unnecessary complexity to the gameplay which confuse players not acquainted with combat racers and conflict with our new core focus.
BallisticHD is an e-sports ready title. We have stripped all gamemodes but Time Trial from the game, now enforce a single ship and have removed speed pads, as these create a skill gap between players who have and haven't mastered a particular ships handling and its racing lines. The game is built around BalliisticNG's floor hugger physics, enforcing strict racing lines to further close the skill gap for fair, balanced races while also enabling brand new track designs never before seen in the history of racing video games.
We believe that BallisticHD will take the centre stage of e-sports, and with the support of its dedicated fanbase we will continue to provide the most epic moments and wholesome victory finishes captured in competitive video game history.
Racing Seasons BallisticHD will launch with a single track and we're adding even more through exciting racing seasons which contain skill pushing challenges to further you as a pilot! Unlock shiny new ship liveries and complete your track scenery collection by converting your hard earned Race Points into NG Coins and spending them in the Ballistic Store, or by purchasing NG Coin packs directly to fast track your way to the elite ranks.
NG coins can be melted down into scrap gold and then later pressed into chassis credits, enabling the purchases of chassis part crates to obtain never before seen in the history of racing video games ship chassis designs. We've designed an intricate surprise system powered by the next generation of neural network AI technology to know exactly when to award you with rare and legendary chassis, based on your continued participation in the racing season.
We care deeply about ownership of the content you've purchased, and this is why we use NFTs to handle your game items so you truly own your digital purchases, even if the servers go down. This revolutionary approach to seasonal content provides you, the player, with unprecedented never before seen in the history of every video game ever made methods to economically brag about your play time to your friends and the sprawling BallisticHD community.
Racing Seasons will run for 2 months at a time with new free content dropping over the course of each one. Fill your afterburner gauge over the course of each season to unlock additional content and small offerings of Race Points to put behind your Ballistic Store investments. Our long term plan is to run a total of 60 seasons over the course of 10 years, and that's our promise!
Records will be offline only at launch, Online leaderboards and multiplayer lap boards will be available after Season One has begun.
Only the Zen speed class is available at launch to celebrate BallisticHD being the fastest racing game ever made. More speed classes will be coming as the seasons progress.
A constant internet connection is required to play.
Story
The year is 5000. Aliens have descended on earth, taken over world governments and destroyed our infrastructure to severely cripple our ability to progress any further. Enslaved, we must now race to prove ourselves and reclaim our freedom.
Throughout the epic racing seasons we will see humanity rebuild as it continues to prove its worth and replace our infrastructure, with you and your racing squad at the helm to rebuild it. This is all possible thanks to our new innovative approach to lore mechanics which revolutionizes immersive racing experiences, combining co-op and surprise mechanics into a next generation dynamic experience which allows you and up to 3 friends to individually purchase scenery pieces and chassis designs at 5% off as you restore society to its former glory.
We're very excited to have unveiled our new game to you, and we look forward to seeing you on the track. Stay floating, pilots.
1.3 Beta 7 is now available! This is going to be our last beta build for a while. A lot of work now is content related, so we're going to get cracking on that and drop it all with the final 1.3 release. Stay tuned for content teasers!
Joining the beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game.
Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3.
What's New?
Forgotten Coast
Forgotten Coast is a small vehicle track weaving through a mangrove swamp in New Caledonia, made by Brobama. The entire track is off-road, with most of it having you flying over the ocean.
To complete the Aster LB221, BallisticNG now supports animated characters! This feature will be available to custom ships for the final 1.3 release.
This is making use of Unity's state machine system, meaning mods will get a whole lot of control using a node graph to drive their animations.
Model B and C updates
The Model B and Model C has been flattened down into a single ship with liveries. Not only does this allow custom liveries, but we can now add more internal liveries too!
With the drag and drift categories now only having a single ship, we can potentially look at adding more drag and drift ships in the future and really start fleshing out the content for these modes.
We've also reduced how much the Model B bounces, meaning much less micro-pitching will be required to keep it vertically stable.
These changes also mean the leaderboards are no longer populated with different names for each Model B/C livery, and will now show up as just Barracuda Model B and Barracuda Model C
To celebrate the change, we've added the very original Model B livery to the ship! If you've been playing since the early access days, you might remember this as the original survival ship ;)
New Ships
5 new ships have been added! These are fun extras which are unlocked using the new nanomachines and spacerace cheats, which are typed on the menu. You can also now type funallowed for the game to remember any ships you have unlocked via a cheat.
Changelog
Tracks
Added Forgotten Coast
Added Maria Tide
Restored the world hologram on Omega Harbour
Engine
Implemented support for animated ship characters which can respond to steering, pitching, speed and engine power. This will be available to mods in a future Unity Tools update.
Multiplayer
Steer and pitch inputs are now sent to apply character animations. With a full 16 player lobby, this adds an additional 960 bytes per second to the required bandwidth.
Commands
Added debug_logcheats to print all typed cheats and a description of what they do into the console.
Cheats
Added nanomachines cheat. This unlocks the Scorplet, Omnicom CD-AG32 and M-Tech RD-1
Added spacerace cheat. THis unlocks the Barracuda MT Mini and Wyvern SCC Ares Mk I
Added funallowed cheat. When activated, the state of ship unlocking cheats will be remrembered across game session. Typing again will disable it.
User Interface
The name of cheats typed on the menu is now briefly displayed for visual feedback
Ships
Added Aster LB221 livery template PSD and XCF
The Model B and C ships have been merged into a single ship with liveries. Custom liveries will now work for these.
The original Survival Model B livery is now available (named Stealth)
Decreased Model B hover rot power from 25 to 20
Aster LB221 now has pilot animations
Moved Aster LB221s camera slightly closer
Increased Aster LB221s hover damping from 4 to 5.5
Decreased Aster LB221s camera sensitivity from 1 to 0.85
Stats
Usage stats for the Aster LB221, Barracuda Model B and Barracuda Model C are now tracked.
1.3 Beta 6 is now available! We took a month off over Christmas to refresh and come back with a strong start to the year. We have lots of new modding features and content for you!
Note: We have made major refactoring changes to the game's code base. What we've done shouldn't affect game stability, but code mods will now be broken. See the Codebase Refactored section below for more details.
Joining the beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game.
Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3.
While subject to change, the gist of what we're working towards is:
Release 1.3 as a major content and modding tools update for PC with some preliminary and fundemental engine changes for the Switch version
Release Maceno Island shortly after 1.3 drops
Begin work on 1.4, a major overhaul to the game's internals to get it ready for the Switch release.
Once 1.4 has dropped, continue supporting the game with new content in 1.5 and beyond.
As you can see from the roadmap we have a lot of free content still to come for 1.3, so buckle up ;)
Game Changes
Alice Mountain
The first track from Brobama is here! Alice Mountain is a small vehicles track set at the base of a ski resort in British Columbia and features lots of bumpy offroad track.
We asked Brobama if there was anything he wanted to add to this betas release announcement, and he had this to say:
"When we were first discussing ideas for the bike tracks, the first thing that came to my mind was motocross racing. Alice Mountain takes inspiration from old Motocross racing games on PS2 and Xbox - which I played a lot of as a kid - most importantly the track Hillsboro from MX: Unleashed, which also had a construction site and gondola line. I tried to incorporate the aesthetic of these old games into BNG’s engine, while also staying close to the guidelines given to me by Vonsnake, which resulted in a hybrid between the “standard” bike track style of Ribble Raceway and a bumpy dirt section. This track also has a few sections where the normal road surface gives way to bare rock, which I just did because it looks cool. It’s taken me a long time to complete, but after Vonsnake personally flew to America to physically assault me for not working fast enough, I’ve finally been able to become the first mod-track creator to have a track added to the game officially. also i was the president"
Omega Harbour Reworked
Omega Harbour has had a much needed facelift to bring up to standard with the game's most recent content. The layout has stayed the same, with the only change being the outer wall on the spiral no longer has a gap in it.
When we updated the Model B tracks last year we forgot to enable Eliminator and Team Race on them, since they now have weapon pads, so here's that change!
We've also enabled Survival on the expert tracks. As a side note, Arrivon Peak has had a few scenery tweaks ;)
Rebalanced Campaign Time Trials
We've adjusted the balancing of the campaign time trials by updating the bronze and silver requirements to be much more sane for new players.
Previously the times were split by fixed amounts off the gold medal on each event. This worked fine for the shorter tracks, but for longer tracks like Omega Harbour it was a major problem as the game suddenly started demanding a lot more because of the endurance required to reach even a bronze.
The new way we've calculated these times is by taking the gold medal time and adding a percentage of a single laps completion time to it. For bronze this is 50%, silver is 25%. This results in times that scale nicely across the board, and overall the silver and bronze medals are more forgiving then before.
Ship Viewer
Working on custom liveries? We've got just the thing for you! The ship viewer is a new in-game tool for loading up and looking at any ship in the game, both vanilla and mods.
Using this you can view ships from any angle with varying intensities of light. You can also toggle the different texture maps on and off to see how everything looks individually or all together.
Custom Ai Rosters
One of our larger requested features over the years has now been implemented! When playing in custom race you now have options to set which ship and livery each AI will use. This supports all ships loaded into the game, both vanilla and custom.
Once you have a roster of AI ships you like, you can save them as a preset to recall at any time. This will save an ini file to User -> Config -> Ini -> Ai Presets so you can share your AI setups with others!
When you have less then 16 ships selected the UI will grey out the ships that won't be used by AI. You can still interact with these buttons however, it's just to signify that the AI isn't using them.
Multiplayer Lobby Presets
Sever hosts can now save all of the lobby settings as a preset, using the same system as the new custom AI rosters.
Sun Rays
The game now has realtime sun rays! These were added to spice up Maceno Interchange, but we've gone back through a couple of tracks to add them there too. These are applied specifically on a per-track basis where they make sense and are designed to be a subtle addition instead of a glaring extra. You can of course turn them off, and they'll be off by default on the games first startup if you select the retro or low modern presets.
Options for sun rays will be coming to custom tracks in the future for the final 1.3 release. We also have an in-game sun ray editor, which you can access from the debug hub (F9 key)
Tracks that have sun rays are:
Cassandra
Zephyr Climb
Marina Rush
Zephyr Ridge Reverse
Nova Split Reverse
Alantica Reverse
Nova Park
Vega Square Reverse
Route 05 Reverse
Maceno Interchange (Upcoming in Maceno Island)
Alice Mountain Reverse
New Track Chase Camera
The track chase camera has gone through a major rewrite to reimplement all of the behaviours in a much more mathematically pleasing way. You'll find the camera feels a lot smoother, more responsive and most importantly, much closer to our source material ;)
Of course you can also continue using the old track chase camera if you want. We've added an option for that. The camera will also be sat a bit further back in the new camera and there is an option to reposition it approximately to where it would be with the old camera if you want to keep it consistent.
Finally we've also got new behaviours for when you're using the new camera in 2280 mode, floor hugger, on a magnetic tile or no tilt lock section. The cameras pitch will no longer be based on the ships orientation to the worlds up direction and instead offset itself based on the ships pitch delta, making it much more manageable when tracks get a bit more crazy then usual.
Modding Changes
Mod Options API
Code mods can now create their own option menus! Once programmed, players can access your mod options from the new Game -> Mods options menu, where they can select a menu that you've added and configure settings to their liking.
Working on a custom gamemodes that needs to display something other then what the vanilla game does? We've got you covered with a new results screen API!
While still a work in progress, this API gives you access to both the meat of the layout building backend and general purpose macro helpers, such as a table builder, to quickly code out a results screen that displays exactly what you need.
The url shortcut included with the game now also points to this repository. Having everything sat here puts it in a public place where anybody can benefit from our tools, even for non BallisticNG use!
Changelog
Blender NeoModeling plugin
Added Rip Edges to NURBS curve operator
Added Setup Curve Array operator
Added Setup Normal Auto Smooth operator
Tilemap Builder General
Improved the layout of the new project window
Updated UI design so it's no longer using the default ImGUI colors
Fixed windows not being resizable from their edges
UV Rect Mode:
Fixed the export button for texture previews only working on the first texture in the list
Atlas Creation Mode:
Added tooltips to more UI elements
Added button to import multiple diffuse textures. This will also automatically detect illum and reflection maps based on _i and _r prefixes in the file name.
Added per texture button to automatically load illum and reflection maps. Like above, this is based on _i and _r prefixes in the file name.
Added sync sets option. When enabled any changes to a single texture set will reflect across all sets.
Added file repathing options. This lets you select a folder and the tool will scan the root and all sub-directories for the texture file.
Added tooltips that show texture map file paths when hovering over the texture map title in the texture manager
The texture atlas is now only rebuilt when the mouse cursor is moved
Fixed alpha blending of textures
Codebase Refactored
To begin preparing for 1.4, which is where we'll be getting into the meat and potatoes of Switch development, we've refactored the game's codebase so it's easier to start making the changes we need later on.
If you're just playing the game this doesn't mean much, however this change will break code mods. Most of the work we've done for this is just moving, renaming and consolidating some duplicate code, so upgrading code mods to the new code base shouldn't be too difficult.
A lot of the changes made take code mods into consideration, making sure that everything is now organised in a more logical manner that's easier for modders to search through and figure out what's happening and where.
We have a work in progress upgrade document that you can refer to here:
Rebalanced all time trials (DLC included) so the silver and bronze requirements are quarter and half of a single lap lower then the gold
Tracks
Added Alice Mountain
Reworked Omega Harbour
Music
Added Vonsnake - Twilight
Added Xpand - Bay Sound. A vocal mix is also included in the soundtrack DLC
Added Shiftdelete - Shockwave
Modding
Added Ship Viewer to provide an environment for custom livery development
Fixed code mods not loading from the external txt file
Gamemodes
Increased the upsurge shield time from 1.5 seconds to 3 seconds
Eliminator can now be played on the Model B tracks
Team Race is now playable on the Model B tracks
Survival is now playtable on the expert tracks
Engine
Major code refactoring
Unified game initialization into a single set of tasks. This will change where the ingame console opens to show errors with things like code mods.
Updated to Steam Audio 2.0.20, fixing continuously degrading performance when spatial audio is enabled.
JSON data for light flares is now always read and written with an invariant culture rule
Fixed custom livery resources not being purged when refreshing the available custom liveries
Fixed soft locks in specific scenarios when speed pads are being disabled
FIxed virtual scenery track illuminations not displaying in 2280
Removed the final bits of the legacy ship importer (.ship and .shp files are still read)
Commands
Removed the debug_refreshliveries command. This functionality has been moved to the debug hub, under the Content Explorer
Debug Hub
Added log event/ship packet options to logger
Added sun ray editor
Added loaded CSF bundle list into Content Explorer
Resource references for UGC liveries can not be shown in the Content Explorer
Fixed windows that were closed still being written to disk as being opened
User Interface
Added Game -> Mods options menu, allowing code mods to add their own options to the game.
Added custom AI roster options to custom race
Moved the VR controls notice to the top of the introduction interface
The selection highlight color now applies to the titles of selectors and slider
All content is now selectable in the campaign editor, even if it's locked
Fixed the mouse cursor still contributing to highlighting UI elements after it's been hidden
FIxed elements loosing their highlight if the mouse cursor leaves it while it's selected
Mac/Linux
Fixed issues when using Discord Rich presense.
Options
Added shield display mode option (percentage and absolute)
Added track introduction style option (Track Overview, Start Grid Pan or None)
Added option for sun rays post processing effect
Added options to toggle the old track chase camera behaviour and approximate the old track chase camera distance in the new camera.
Multiplayer
Added lobby preset options to the lobby host settings
Added option to set whether IP hosted servers will attempt to use UPNP or not
The available weapons handshake is now split into separate packets when the list of weapons is large enough
Optimized the creation of peer ship tick packets
Fixed the back button in the lobby settings menu not returning when clicked
Fixed the server forcing the Aster LB221 when switching to a small vehicles track
Physics
Forced grounding has been changed so the maximum height is now the minimum threshold for applying the downwards force, instead of the trigger threshold for throwing the ship at the ground.
Camera
Track chase camera rewritten from scratch to improve its feel. The new camera sits a bit further away from the ship due to changes in how the position is calculate.
An approximation of the old distance can still be used with the Use Legacy Distance setting in options. The old camera can also be used using the legacy track chase option.
Joining the beta Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game.
Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3.
C.Y.G.O.N Tempest Livery Template
A livery template for the C.Y.G.O.N tempest is now available. Our friends at Caged Element have given us the all clear, so it's now included!
You'll find the template PSD alongside all of the others in the modding folder. If you're new to custom liveries, you can check out our documentation which covers how they work here.
Here's a livery that community member Vista has already made!
Aster LB221
For those of you who have been with us for a while now, carving is back. The Aster LB221 is a fully realized version of the original cheat, coming back with its own category of tracks!
The bike has a livery for all of the main teams and can be used to set leaderboard times. If you'd like to race other bikes on normal tracks, type carving on the menu to force the AI to also use the Aster with you ;)
To select the bike you'll want to move up to the new Small Vehicles category on the turntable interface.
Ribble Raceway (and future tracks)
Small Vehicle tracks are a new type of track which are designed for smaller vehicles, namely the Aster LB221 at the moment.
Currently we have plans for 8 of these tracks, and to help make them are community members Kabelsalat and Brobama!
Small vehicle tracks have lower top speeds but the tracks themselves are much smaller. We're allowing any ship to be raced on them, but ideally you'll want to use the Aster. They're 30% slower then the normal game, so if you want to race them at normal speeds you can use hyper speed to counter the speed reduction.
In the future, custom tracks will be able to be setup as small vehicle tracks. We'll have template layout creator and blender files alongside the final 1.3 release for this.
Arrivon XI has had a major update. We've made improvements to the pitlane entrances and gave the scenery a fresh coat of paint to bring it up to spec with other tracks. We'll be giving Omega Harbour the same treatment next!
Note: this change adds more events to the campaign. Your campaign rank will drop as a result of this.
The base game campaign has been updated to better space out events, add new events for post-release gamemodes and make tweaks to existing events to make it more fun.
Ascension and Decension have also seen a major update so they introduce and use all of the game's reverse tracks.
The Barracuda events have also been restructured so they're not such a grind, now with only 4 time trial events and the tournament only covering a handful of tracks. The Model B tournaments have also been split out into individual races, with two tournaments at the end to challenge your consistency across the forward and reverse versions of the tracks.
All campaigns have also been updated so you now only need 4 points to unlock the next set of events instead of 6. This means you'll need 2 silvers, a bronze and a gold or a single platinum to progress to the next set of events.
Unlock requirements for DLC liveries have also been reduced to 50% overall completion of the DLCs campaign.
Layout Creator 2.14
Layout Creator 2 has had a major update, bringing it to version 14. Some of these are previews of features you can expect out of Layout Creator 3! Refer to the in-game hotkey reference window for more information.
Added tangent rotation snapping. Defaults to 15 degrees and is enabled alongside grid snapping.
Added option to set the track refresh poll rate. Now defaults to 60fps thanks to some major optimizations
Added orthographic camera modes. Refer to hotkey reference
Added node scaling tool, bound to the S key.
Added node orbit tool, bound to the R key.
Added a ship speed option
Implemented a new junction connection smoothing algorithm that deals with geometry much better. The old one can be turned back on in the route editor and will still be used by default when opening files created in V13 or lower.
Added options to copy shape data when appending a new node and interpolate when inserting. Both are enabled by default.
Insert Segment hotkey moved to I key
Move reference image hotkey moved to W key
Grid snapping now defaults to 2 units
Grid and rotation snapping can now be set using a text input field at the top of the editor
Track mesh generation now takes place over three separate passes, fixing numerous issues caused by the original single pass
Improved handling of section transforms near the end of a closed route
The editor no longer responds to play mode toggle inputs until the ship has been spawned
Using the move to cursor tool now supports multiple nodes
The default camera speed is now faster
Fixed an issue where routes with a single note would create connections to sections near the world origin
Fixed input fields not being deslected when ending an edit
Fixed a slow memory leak caused by materials not being purged from memory after exiting play mode
Custom Virtual Palettes
We've added custom color palette support for virtual scenery! For more information, check out our reference sheet below. Once you have a palette, you can enable it in the Game -> General menu.
We've included the game's built in palettes with this release. You can find them in the Modding -> Palette Templates folder where the game's installed.
Upsurge Improved
There's been some minor tweaks to Upsurge to make it more enjoyable, and a major backend change has enabled something new.
Added obtainable target message and notice sound
Ships no longer lose zones after being eliminated
The shield fill bar now correctly correlates to the shield refill percentage
And the big one: Upsurge now uses the same dynamic environment colors that Survival does, including when playing in splitscreen!
Collisions have seen some major improvements for the first time since pre-1.0 builds of the game. Scraping the backend of the ship against walls is now smooth and in tracks making use of scenery walls, ships will no longer clip through them.
The math that keeps the ship from sliding up sloped walls has also been reworked, fixing issues where ships would stick at the height they were at when entering the collision and even slam into the floor on hills because of it.
The invisible track boundary collisions now also correctly catch airbrake velocity and stop the ship from flying away from the track when above the wall with improved stability.
Some other cool stuff
The complete changelog between Beta 4 and 5 is a chonker so we'll be saving all of the nitty griitty details until the final 1.3 release. But here's some more cool stuff:
Accessibility
Added an option to disable the Ai player stat sharing. Disable this option and Ai ships will always use the actual top speed of their selected ship. This does not affect campaign progression.
This option will now always be off for AI in multiplayer lobbies.
Campaign
Implemented support for the event description field. The ingame campaign editor has been updated to support this too.
Custom Race
Barrel rolls and sideshifts can now be turned on in 2159 and floor hugger physics. Barrel rolls have also had some major improvements that apply to all three physics modes.
Multiplayer
The lobby settings menu has been redesigned and is now generated on the fly, making it easier for us to add more stuff to it ;)
Implemented bot count option
Implemented barrel roll and sideshift options
Clients are now restricted to the hosts installed weapons. (for custom weapons)
User Interface
Fixed formatting issues with campaign editor UI elements
Improved the formatting of text on the stats menu
Engine
Implemented error handling for Survival music visualization. If there's a problem the game will now continue going without music effects instead of softlocking.
Fixed total races with X ship stats not tracking properly
Fixed ships not rendering for player 2 in splitscreen
Assets
The 3d track pads have updated textures with bloom baked into them for a better look
3d weapon pads now pulsate their color between pink/yellow like their tile brethren, instead of being a fixed red
1.3 will be updating a few tracks to bring them up to spec with the rest of the roster. The first of these is Metro, which is the focus of this update. We also have some news regarding the game's switch port, which you can find below the beta release information.
About
Joining the beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
What's changed for beta 4?
Metro ended up being a frustrating track to play primarily due to the long, thin tunnels that demanded an almost impossible racing line on higher speed classes. This updates overhauls the tracks scenery to fix that issue and give it a much needed makeover, opening it up more and better integrating into into Vega City.
Thanks to Kabelsalat and Brobama for the super cool Scorpio construction vehicles!
It's been a little bit since we initially revealed that we were developing a Switch version of BallisticNG. We've had time to get the game up and running and figure out what we need to do, and we're ready to give some more details on the port.
We're targeting 60fps in singleplayer and online with support to up to 8 AI. Online will support 16 players with up to 8 lobby slots being available to AI.
We're currently targeting 30fps in splitscreen, however we are looking for opportunities to further optimise to potentially get it going at 60fps.
The game will run at 1080p when docked. The framerate targets above are for when the console is both undocked and docked.
The game will have a battery saving mode which will cap the FPS to 30 across the board.
Excluding the CRT filter, all retro effects will be available as options.
The upcoming Layout Creator 3 and in-game campaign editor will be part of the port and cross compatible with PC. We'll be looking at services in the future to enable this, probably Mod.IO.
Custom ships and tracks made for PC may potentially be playable on the Switch using the same service for hosting mods made in the internal game tools. There will be numerous llimitations and workflow requirements for this to work though, but we can talk about those at a later date if we get PC mods up and running.
Online will not be cross platform with PC, however if sales provide the budget to get platform agnostic matchmaking servers setup and maintained we will implement it. Remember to tell your friends about the game ;)
We have a few tracks, such as Basin, which we need to optimise to hit 60fps on the system. These optimisations will also be on PC and part of the ongoing 1.3 Beta.
Please note that we still do not have a release window. We have a lot to get through with new features, content updates and new content with the Maceno Island expansion, so all we can say at this stage is it'll be a while.
What we're currently working on is getting the fundamental engine changes out of the way first. As this work is being done alongside new content and new tool development it's taking time, however once it's out of the way further progress on the port should be much faster.
The last month of development has been busy as we start to standardise the game across the PC and Switch builds. This beta isn't focused on a single feature, but is instead more general in getting an engine upgrade to Unity 2020.3.5 available to everyone.
If you are making mods do not update Unity on your end. We have not updated the Unity Tools package yet and you will irreversibly break your projects if you upgrade at this time. Stay with Unity 2018.3.8 for the time being.
About
Joining the beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
What's changed?
Engine Upgrade
After 3 long years we have finally updated to the latest and greatest version of Unity! We were originally going to only be using the latest versions of Unity for the Switch, but there's plenty of new useful features that we can take advantage of so we decided to upgrade the PC version to it too.
The game is backwards compatible with all content mods developed on the Unity 2018.3.8 based tools so you do not need to upgrade Unity to make mods for this beta. In fact, the Unity Tools for the new version of Unity are not available yet, so don't upgrade until the final 1.3 release or you will break your projects!
Note that certain parts of the Unity API have been removed in this new version of the engine, which could impact code mods that make use of it.
Moving to asset bundles
We've made pretty extensive use of Unity's resource folders for a lot of our on-demand asset loading. On PC this has been fine since the size of it is fairly small and a modern desktop computer can power through its initialisation pretty much instantly.
On the Switch we don't have this luxury however, so across both platforms we're extracting our assets out into Unity Asset Bundles so we can load our asset when we need them.
So far we have moved out ship prefabs, and while they're not part of the resources folder we have also moved out all of the internal tracks too. This gives us faster build times and allows us to better compress the assets to use even less disk space then they did before.
Fix for a long standing hover issue
If you've played BallisticNG long enough you've probably noticed that ships get really shaky at the top of their hover height when they're moving slowly, and when landing at higher speeds while pitching up it can feel like the ship is hitting a solid surface.
This is now fixed! Ship hovering is now in general much smoother and works better across a wider range of track geometry.
External Mods
Mods can now be loaded from any folder on your computer! This is done by creating an external.txt folder in the internal mod folder and pasting a directory path per line. Each directory is treated like the internal directory, so for instance if you point the game to an external tracks folder then the game is going to expect that folder to have sub-folders which will become categories on the menu.
Valid external.txt files are:
User -> Mods -> Tracks -> external.txt User -> Mods -> Ships -> external.txt User -> Mods -> Liveries -> external.txt User -> Mods -> Sounds -> external.txt User -> Mods -> Ingame Music -> external.txt User -> Mods -> Menu Music -> external.txt User -> Mods -> Campaigns -> external.txt
Changelog
Asset Bundles
Ship prefabs moved to an asset bundle
Internal tracks moved to an asset bundle
User Interface
Ships for the UI for internal and custom ships using the CSF format now load asynchronously. The interface will no longer lock up when loading resource heavy ships.
Fixed previously viewed custom ship resources not beeing freed in the lobby ship selection turntable when moving to another ship
Music
Rewritten music playlist backend, fixing numerous bugs and simplifying code for future additions
Fixed the pause menu not showing the name of in-scene song overrides
The All Music custom playlist now includes every song loaded from external.txt
Added Vonsnake - In The Depths
Added Atlanticore - Slipstream
Physics
2159/2280 ship hover damping computation updated to fix numerous movement issues related to ship being at the top of its hover height.
Audio
Fixed voices being much quieter when spatial audio is enabled
Ships
Barracuda S liveries can now be selected in survival
Fixed custom liveries not being applied to duplicate ship entries
Model C stats update
Reduced steer steer falloff from 1 to 0.7
Increased steer gain from 1 to 1.22
Increased steer slide from 1 to 1.2
Protonic Stats Update
Increased top speed and acceleration to be slightly slower then Scorpio
Slightly decreased grip from 3.4 to 3.3
Reduced tilt angle from 35 to 30
Engine
Upgraded from Unity 2018.3.8 to Unity 2020.3.5 to standardise development with the Switch version
The intro FMV is now smooth (fixed from Unity upgrade)
Updated to the latest version of Rewired. The Dualsense controller is now fully supported with feature parity to the Dualshock 4.
The game now uses incremental garbage collection as part of the Unity engine upgrade. We don't generate much garbage data, but any amount that is collected should now have less of an impact on slower hardware.
Implemented render zones, a new rendering feature that can be used for rendering optimisation and other creative purposes. These are not available for modding yet, but will be in a future update.
Added support for loading all custom content from external locations using external.txt. See the dedicated section above for details.
UI inputs are no longer processed when the game window isn't in focus
Controls
Multiple controllers can now be assigned to players. The UI has been split into separate Add/Remove buttons to manually control the assignments.
Tracks
All internal tracks rebaked with the newer 32-bit lightmapper (unity upgrade broke lighting)
Removed an unused tonemapper component from all scenes and custom track camera prefabs
Removed a light from the final tunnel on Atlantica that bloomed out the exit with the new lighting
Removed light from Nova Park that bloomed out track sections under the 2nd park bridge
Added missing lights to ceiling lamps on Nova Park Reverse
Added light for missing flood light source on Thunderhead
Surge now has a different track illum color. Surge reverse has also been given a lighting makeover.
Fixed no tonemapping options showing on a select few tracks
Options
Added weapons quality option. Setting this to low uses alternative particles with much less overdraw for weapon impacts.
Renamed the tonemapping option to vibrancy boost to better reflect what the option does.
Layout Creator 2.0
Height labels have been updated from Unity's now removed GUIText components to Text Mesh Pro components
VR
SteamVR updated to the latest version
Debug Hub The Debug Hub is a new WIP debug interface to provide tools for modding with expandabiility through code mods. It currently has a logger and will be expanded with more built in tools in the future.
The next modding feature has been implemented so it's time for another beta build. 1.3 Beta 2 is now available with custom livery support!
About
Joining the beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
Custom Liveries
You can now add your own liveries to any ship in the game by simply placing PNG files in a folder. You're going to want templates to get started, so for the built in ships we've provided PSDs with everything you need included to get going. You can find these in the new Modding -> Livery Templates folder.
This system also works for custom ships created using the Unity Tools, however like the built in ships mod authors will need to provide a template image with a UV layout for people to work off of.
In the previous beta there were a few minor issues that have been fixed for this build. Most of these are issues with not limiting character types in text fields which are numbers only but the on-screen keyboard has also been updated to improve navigation and fix an issue where the caret position in text fields wouldn't immediately update.
Changelog
Modding Assets
Added custom livery templates. These can be found in Modding -> Livery Templates
Custom Liveries
Added support for custom liveries. See the documentation for more information.
Campaign Editor
Entering numbers before letters in a custom value name will now remove them when submitting the change
Fixed the data input fields not being assigned a text validation type and allowing invalid data to be entered
Ships
AI now start at the default livery if the players current livery is of an index higher then the AIs ship livery count
User Interface
The on-screen keyboard now has a grid design for better navigation. Vertical navigation wrapping has also been added
The on-screen keyboard now has a minus key
Fixed the caret position not immediately updating if using the on-screen keyboard to navigate text
Commands
Added debug_refreshliveries command to rebuild file path references to custom liveries (see the documentation for more information)
Multiplayer
Livery selections are now handled by name instead of index to accommodate that players may now have different livery setups
1.3 is going to be a major update focusing on new modding tools and features for both the PC and upcoming Switch version of the game. Most additions for the Switch will also be on PC, so we're developing them on PC first to give the community access to try stuff out as it's developed!
This update focuses on the addition of a campaign editor, which can be accessed in the campaigns menu. Campaigns that you build in this new tool are also compatible with past versions of the game.
Joining the Beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
Campaign Editor
The campaign editor is an in-game tool that lets you build your own campaign lists without needing to know XML. Everything that you can do in XML is available here. Give it a go and let us know what you think!
The campaign editor can be accessed via the campaign menu at the top. Saving a campaign reloads it so you can get straight to playtesting once you've backed out of it!
1.3 Beta 1 Changelog
Internally this build is versioned as 1.3-d5.
Engine
Most file operations are now handled in platform agnostic code
FIxed the autopilot disengage spinning the ship at insane speeds if disengaging immediately after engaging it
The audio manager and mixer is now always initialised on the first frame of track loading if they're not already. This fixes many sounds in fast play ignoring the audio settings and playing at max volume.
Music
Custom music can now be loaded from any folder on your computer by creating external.txt in the User/Mods/Ingame Music folder and entering a folder path per line. Like the User music folder the game will also scan sub-directories.
User Interface
Ships now have updated descriptions (thanks Kekka & Brobama!)
Fixed big arrow buttons not resetting their internal selection color status when disabled
Gave the campaign menu some visual tweaks.
Precision runs menu updated with the same visual tweaks as the campaign menu
The campaign gamemode description scroll view is no longer scrollable and now auto scrolls over time
Fixed the capital M on the onscreen keyboard being an N
Campaign
Fixed custom values being ignored when loading campaigns
Campaign content is now validated. Any event that has missing content will now show what's missing instead of the event name and will no longer let you try to start it.
Added exception handling to campaign loading. When an exception is thrown the game will now skip the campaign and open the console to show the issue.
Updated the difficulty icons
Campaign Editor
Added a campaign editor. You can find it at the top of the campaigns menu.
Works off the same XML format that custom campaigns already do. No new features have been added to campaigns, this is simply a UI wrapper around the XML format.
The UI is designed to be controller friendly. Every option uses the same UI element and all interactions are handled through the submit button.
When using a keyboard in the input field dialogues you can press return to confirm instead of navigating to the confirm button.
You can load exiting XML campaigns into the editor. Just note that saving an edited campaign rewrites the file, so any additional data like comments will be lost.
The editor only uses the current iteration of attributes. Resaving an XML with legacy attributes will use the newer versions instead.
Leaving the campaign editor reloads all custom campaigns. If you're manually writing XMLs you can go into the editor and back out to reload your work on the fly without having to restart the game.
DLC
All DLCs rebuilt with smaller abbreviated logos for the menu
Ships
Omnicom Steering Speed increased from 1.63 to 1.7 and Grip increased from 5.5 to 5.65
Mtechs Top Speed increased to match G-Teks and Steer Slide increased from 1.23 to 1.5
Large protonic stats tweaks. The new stats make the ship less twitchy so you can let the ship carry its momentum.
Tilt angle reduced from 50 to 30
Steer Speed increased from 2.3 to 2.5
Steer Gain decreased from 1.52 to 1.2
Steer Falloff decreased from 1.26 to 0.8
Steer Slide increased from 1 to 3
Airbrake Drift Falloff decreased from 14 to 3
Grip increased from 2 to 2.4
Weight increased from 0.7 to 1.2
Top speeds now match Gteks
VR
Fixed various generated UIs having their elements placed far away from the viewpoint
Advanced content selectors are now correctly curved on the main menu