This week we have expanded and improved the new radar system with 3 new components - the new radar detectors are a dish style detector with high range designed for land and marine vehicles, huge AWACS style detector with high range and multiple contact reporting, and a phalanx style radar with square scan area and elevation angle control.
The new radar parts create powerful tools for you to scan and detect vehicles and survivors and marry well with the microcontrollers and screens for visualising the information. They are potentially a very powerful tool for missions and we look forward to seeing your creative uses!
We are also hard at work on a new update that will hopefully be ready next week so be sure to be here for next weeks minor update, which we are very excited about :-)
This week we have also been looking at some crash reports we have received and have made some improvements which we expect will improve the stability for many players games.
There are still some players who have been experiencing crashes when playing with Intel Graphics for a while now. We believe this to be an issue with some versions of the Intel Graphics drivers and we are working hard to get this resolved for the affected players.
Much love <3
The Stormworks Developers
Patch Notes
v0.8.20
Fix - Updated radar descriptions
v0.8.21
Feature - 3 New Radar Types
Fix - Radar descriptions updated to be more intuitive Fix - Radars output angles are no longer 0.25 turns offset Fix - Radar freezing game when two objects are at the same distance Fix - Radars now have blue arrows in editor for ease of use
Fix - Center of Mass calculations Fix - CTD caused by audio
Fix - Research values being offset Fix - Large dock doors being allowed to connect at 90 degrees
This week we are very excited to announce some new components to help you track moving objects... radar and sonar!
These parts are much requested, and allow you to track dynamic objects depending on their distance and mass.
The new sensor parts take a direction input and field of view setting, and return information on the greatest object in the view of the radar.
With the radar you can track vehicles, and when close enough, even players. With the sonar, this part will track underwater vehicles and will even act as a fish-finder for sharks and megs.
We look forward to seeing what you build with the new parts :-)
Fix - Dock door magnet hinge when rotated and flipped in the z Fix - Engine volume being negative with throttle Fix - Internal doors no longer sometimes leak
This week's minor update brings a load of fixes and a new type of sensor for your vehicles!
An angular speed sensor has been added that detects the rotational speed around its axis. This will be a useful component for players building their own gyroscopes and stabilisation systems, making it much easier to detect how fast a vehicle might be pitching or rolling around a certain axis.
We are also continuing our efforts to improve the quality of the game, with another slew of bugs from the recent optimisation update being resolved in this patch, along with a number of quality of life improvements.
See below for the full changelog. If you find a bug or want to submit an idea for a future weekly update, don't forget to open a ticket on the Stormworks issue tracker website. This can be accessed using the buttons on the main menu and pause menu in-game.
If you're in the UK, enjoy the bank holiday! And to everyone else, have a great weekend <3
The Stormworks Developers
Patch Notes
v0.8.16
Feature - Added Angular Speed sensor component (detects rotational velocity around the axis that it's facing)
Fix - Arrows on angled pipes Fix - Fixed vehicles wobbling with brakes enabled Fix - Glitching white triangles in vehicle editor selection / logic views Fix - Potential crash when applying EMP lightning strike effect Fix - Rain and snow not displaying correctly when video camera is active Fix - Flickering player flashlight when video camera is active in 1st person view Fix - Flickering buttons, screens, dials, at high velocity Fix - Stuttering animations on winch cable / harness seat at high velocity Fix - Smoke exhaust spawning in front of exhaust ports at high velocity Fix - Added wedge to bottom of inclined railing segments Fix - Added composite node data transfer to dock doors Fix - Reduced weight of railing segments Fix - Corrected seat composite node descriptions Fix - Additive paint brush can eyedrop additive paint color Fix - Fixed currency not displaying when buying fuel Fix - Fixed multibody component selection in vehicle editor Fix - Fixed copy/pasting locked components in vehicle editor not updating component inventory Fix - Fixed wardrobe interaction tooltip not being visible Fix - Fixed docking door magnets in some orientations Fix - Fixed held key states not being reset when entering vehicle and mission editors
v0.8.17
Fix - Fixed multibody components being removed when pasting Fix - Held keys not being reset when Esc menu is called Fix - Fixed angular speed sensor being selectable
v0.8.18
Fix - Lag when deleting components Fix - Docking doors magnet clipping/flipping Fix - Docking doors flipping on spawn Fix - Additive paint picking from an instrument panel Fix - Helm composite node disappearing Fix - Re-enabled emote-wheel Fix - Locked components are now processed during paste rather than after
This week, we have added another very frequently made request: more pipes!
That isn't all. We have also continued to look at optimisation and made some rendering improvements, which should also boost your frames per second.
We have added 4 new pipe pieces, including the 4 way and 6 way pipe. These are new components in very high demand within the advanced vehicle building community and a much needed part, particularly for compact designs.
The new pipes work exactly as you expect, simply use them like the old ones and transmit torque, fluid, or gas.
This update also comes with the usual bug fixes and improvements. Please see the list below!
Much love <3,
The Stormworks Developers
Patch Notes
v0.8.11 Fix - MacOS no longer crashes when spawning into game Fix - Multiplayer server no longer gradually increases delay of some clients
v0.8.12 Fix - Corrected seat pose for racing seat Fix - Corrected data in seat composite nodes Fix - Corrected old seats not having composite nodes Fix - Updated seat composite node short descriptions to be more informative Fix - Additive components not rendering in the vehicle editor Fix - Crazy spinning door animations Fix - Custom waypoints now update correctly Fix - Parachutes now fall slower and glide better Fix - Editor world view now shows all ocean tiles Fix - Camera orientation on re-spawning Fix - Rain/snow bounds errors when paused Fix - Advanced wheels hovering when mirrored Fix - Multiplayer minor processing improvements
v0.8.13 Fix - Rendering monitors outside the view frustum Fix - Repeated deaths on respawn Fix - Mirrored door default state Fix - Rogue mode end screen not appearing Fix - Vehicle part transforms not resetting in the vehicle editor Fix - Wheels being attached in the wrong orientation Rework - Renamed Racing seat to Driver Seat
Rework - Updated frustum culling algorithm to improve rendering performance Rework - Renamed racing seat to driver seat Balance - Small dock door mass and cost rebalanced to 15 and 400 respectively
Fix - Monitor functionality in photomode Fix - Vehicle components ignoring components on other vehicles Fix - Hotbar now saves correctly in editor and microprocessor editor Fix - Small dock door now also have composite nodes
As promised, this week the minor update is hotly requested... it's new seats!
You now have a pilot seat without the foot wells, drivers seat with steering wheel, and very compact bench seat for fitting seats in new, more compact ways.
Seats also now include a composite output to easily attach seats into microprocessors.
The experimental changes are also being released into the main branch, so all players will now benefit from the new experimental features! If you are struggling to download the new v0.8.10, try restarting Steam.
Thank you to everyone who played the experimental branch and gave us feedback, this was hugely useful and helped us improve the quality of that version of Stormworks enormously.
We look forward to hearing your feedback on the new seats!
Much love <3,
The Stormworks Developers
Patch Notes
v0.8.7 Fix - Active mission toggling Fix - Corrected seat and ladder exit positions Fix - Attempted to fix Mac water rendering Balance - Changed connector active power drain to a flat value (prev. scaling) (Subject to change)
v0.8.8 Fix - Mission "3D" markers re-enabled Fix - Re-added confirm screens for purchasing islands and returning to the test editor Fix - Several active mission bugs Fix - Re-added research notifications Fix - Tank tracks should no longer jump around Fix - Section plane clipping in vehicle editor Fix - Flashlight appearing in vehicle editor
v0.8.9 Fix - Multiplayer timing algorithm updated for multithreading Fix - Light flare rendering Fix - Flashlight behaviour in vehicle seats Fix - Player head rotation in seats Fix - Vehicle editor world view missing visuals Fix - Camera drift when switching camera mode in vehicle free camera Fix - Character push force on ladder exit Fix - Ladder detach location Fix - Unstable rudder forces
v0.8.10 Feature - 3 new seats: Compact, Racing, Padded Feature - Seats now have composite nodes
Rework - Seat base meshes have been updated Rework - Seat voxels have been changed slightly
Fix - Weather particles clipping interior volumes Fix - Reduced camera flicker on ladder detach Fix - Spotlights and Omni-lights have been stabilised at high speed Fix - 3D mission markers no longer fight for rendering Fix - Camera drift in 3rd person vehicle camera Fix - Attaching/Detaching from ladders at high speed Fix - 3rd person camera on ladders Fix - Audio listener location when in the map Fix - Force emitter blades now render rotation correctly Fix - Wildlife not being loaded from persistent data Fix - Time of day override in photo mode Fix - Particles now always face the main scene camera Fix - Label data is now updated when looking at non-NPC objects (HP bars on vehicles) Fix - Centre active mission not working Fix - Gamepad look direction bindings + behaviours Fix - Camera and physics when attaching/detaching from seats
As a reminder, the new performance optimisations are available only on the experimental branch, so don't forget to change branch if you want to take advantage of them!
Thank you for all the feedback and help identifying any issues on the experimental branch, we have dealt with all of the most serious issues and plan to spend next week continuing to refine the quality of the experimental branch.
We also have a minor update planned for next week that has been requested a lot! Can't wait :-)
Much love <3,
The Stormworks Developers
Patch Notes
v0.8.2 Fix - Hull foam particles now render correctly Fix - Water stream particles now render correctly Fix - Removing mission no longer causes crash
v0.8.3 Fix - CTD in MC editor Fix - CTD Returning vehicles to workbench from map Fix - Glass textures going haywire Fix - Exiting photo-mode resetting camera roll
v0.8.4 Fix - Missions and their (mini-map icons) can now be toggled active again Fix - CTD when using Test Mission Fix - Research not appearing on the UI Fix - Jittering when paused Fix - Greatly reduced the distance based power drain of connectors Fix - Video monitors now render correctly in turning vehicle
v0.8.5 Fix - Return to mission editor no longer causes CTD Fix - Saving microprocessor no longer causes CTD
v0.8.6 Fix - Testing missions no longer causes CTD Fix - Currently tested mission despawns correctly on return to mission editor Fix - Outfit swapping now works correctly Fix - Fixed, fixed yaw, free camera settings now work for third person camera
Major Update #7 - The Performance Optimisation Update is now live!
This major update is on the new Experimental branch of Stormworks. See the above gif to see how to activate it! If you can't see the branch, restart Steam.
This update redesigns the Stormworks game engine, so that rendering, logic and physics are all calculated separately and at the same time, rather than one after another. This means that the game may run faster and render smoother.
We hope to improve the performance for many players with this update. Performance improvement will vary depending on the specifications of your PC and the number and size of vehicles you have loaded in game. It can range from minor improvement, to 250% improvement. Rendering and simulation will now run at independent speeds, rather than being locked to the same speed.
We expect players with either Intel graphics, older computers, or AMD graphics to see the greatest increase in performance. Please note that it isn't magic, and if you have a particularly slow and below min spec machine, or have spawned large and complex vehicles, the physics will still slow down the simulation.
This is a huge re-write of much of the game engine, so we are expecting issues. Let us know about any issues using the Report buttons in game and we will fix as soon as possible.
Please see the full change log below!
Much love <3
The Stormworks Developers
Patch Notes
v0.8.1
Feature - Engine redesign to share simulation and rendering workload between multiple threads
For the last couple of months, we have been hard at work improving the frames per second of Stormworks. This has involved re-engineering many parts of the engine, and re-writing parts of the game.
The time is almost here to share these performance improvements! This Wednesday at 16:30 UTC, we will be launching this major update.
What level of performance improvement should I expect?
This depends. In some situations on some hardware, the performance can be the same, in other situations the game can run 250% faster.
Most players will notice a significant improvement.
The best improvements will occur for situations with heavy physics such as large ships, for computers with slower CPU, and for computers with AMD graphics.
What has changed to make the game run faster?
We have split up the core work load of the game into 3 chunks, and placed each chunk on it's own thread. Physics, logic, and rendering now run in parallel rather than in sequence.
Ocean simulation, some vehicle calculations, loading vehicles, and loading islands already ran in parallel.
These changes are part of our mission to improve the quality in Stormworks and tighten up several areas we have marked for improvement.
We really look forward to sharing these with you! See you on Discord this Wednesday for the usual update hype, voice chat shenanigans, Sheepdog's singing and more!
This week's minor update includes 3 new control fins!
Small, medium and large control fins have been added to expand the available set of rudders and control surfaces. The design of these fins makes them well-suited for fitting to the sides of a variety of vehicle types, including rockets, planes and submarines!
As always, see below for the full changelog, and let us know of any bugs or feature requests on the Stormworks issue tracker website which can be accessed in-game from the main menu and pause menu.
We're excited about the progress of the performance and optimisation update and are getting some promising results. We look forward to sharing this update with you, and the full extent of the changes that have been made, in the coming weeks.
Much Love <3
The Stormworks Developers
Patch Notes
v0.7.20
Feature - Added 3 control fins (small, medium, large) Feature - Added equipment swapping by interacting with an outfit inventory while already wearing an outfit
Fix - Rebalanced mass of passenger and pilot seats Fix - Fixed infinite generators with starter motors and connectors Fix - Connectors consume more electricity when applying a larger attraction impulse Fix - Flashlight state is saved/loaded correctly Fix - Fixed custom day/night cycles not saving/loading correctly Fix - Fixed fans not applying force in correct direction when mirrored Fix - Fixed being able to toggle buttons using logic input when broken Fix - Added short period of invincibility after respawning to prevent death loops Fix - Solid rockets now work underwater Fix - Improved rudder shaking issues at high speeds Fix - Fixed placement issues with some multibody components Fix - Corrected multiple spelling and formatting mistakes
This week we have expanded on last week's solid rocket booster update...
Three larger sizes of booster have been added for creating large missiles and rockets. We have also split the boosters into separate nozzle and fuel parts. This should remove some of the logic clutter that last week's booster component was causing for longer rockets. If you've used last week's component in your vehicle, you will need to update it to have a nozzle on the end.
This is a small patch as most of our effort is currently focused on the next major update, however there are still some small fixes and improvements. See below for the full changelog.
Much love <3
The Stormworks Developers
Patch Notes
v0.7.19
Feature - Added medium, large and huge solid rocket boosters Feature - Solid rocket boosters now have separate component for extending fuel to reduce logic nodes Feature - Added separate difficulty option for disabling megalodon attacks when creating a world
Fix - Player health/oxygen/debuffs are visible when sleeping Fix - Fixed vehicles disappearing and not returning to workbench on some islands Fix - Fixed crash when despawning track connector with grippers attached that are part of a different vehicle Fix - Fixed pilot seat controls remaining visible after despawning a mission vehicle Fix - Fixed solid rocket booster producing thrust in wrong direction when mirrored