1.897 - From The Depths



Loads of fixes and improvements- and quite a number of new features to keep you busy.

[Improvement] Missile laser retains aim direction more effectively
[Improvement] Shield projector has complex controller input for excess drive factor
[Improvement] Turrets are now back to being smoothly rotating like they used to be
[Improvement] Firing constraints for turrets have a bug fixed that was affecting azimuth when using elevation only constraints
[Improvement] turret traverse speed is now based on turret mass
[Imrovement] Explosions now limited in their ability to turn corners and get past armour
[Improvement] APS barrel traverse speed is slower for larger barrels
[Fix] Loading a shell directly into the firing piece now works as intended
[Fix] battery power will not be used to run generators to charge batteries- in the absense of any fuel
[Fix] Aerial AI less likely to lose altitude whilst moving to waypoint
[Change] Jet model replaced with a new one- and jet engine drag factor set to 0.25
[Improvement] Inline turbo provides cooling to cylinder if exiting directly from it
[Improvement] Standard turbo can be placed inline if you wish
[Improvement] Exhaust outputs are a source of heat for the attraction of IR missiles
[Improvement] Inline turbos which have a lot of exhaust passing through them are equivalent to a turbo that is run at a higher engine RPM
[Improvement] The turbo efficiency improvement curve now goes up to a value of 5- which results in 50% fuel usage. You can achieve this efficiency by running an engine at 100% with an inline turbo with 5 exhausts flowing through it
[Fix] Jets are now counted as hot objects again
[Fix] Qualification mode now counts advanced projectile system projectile damage correctly
[Fix] Fix with APS explosions managing to pass through a single layer of armour
[Fix] Bribing in localised resource mode fixed
[Fix] A fuel refinery when destroyed and repaired will still work now
[Improvement] hot object list added to the Constructable Info GUI (V)
[Improvement] Required accuracy before fire has a minimum of 0.5 instead of 2 now
[Fix] Out of play resource gathering now uses fuel- and needs fuel to run
[Fix] issues fixed when fuel engines run out of fuel

[Improvement] railguns reworked to use vehicle battery energy storage and be more configurable. New rail gun propellant component added as a shell module
[Improvement] Experience is given to all players in multiplayer
[Improvement] Intel images can be taken for all vehicles. Screenshots now properly encoded as jpeg
[Fix] Fixes to naval AI that broken when the PIDs we introduced and fix to submarine fleet move
[Fix] Fix to out of play oil to fuel conversion and fuel use for resource gathering (numbers were both too pessimistic)



RSS FtD Forum

  • Assault the Bunker! - 100k - Time Trial [Planning] August 19, 2017
    Assault the Bunker! There was a lot of upset in my last tournament about no one being able to win, so in this tournament everybody wins! I hope you're happy participation trophy generation! Every entry faces the winning bunker from the Bunker Assault Tournament. The entry that defeats the bunker the fastest is the winner. […]
  • [2.01] Simple weapons kills performance August 19, 2017
    Simple weapons = bad performance - No issue when looking away - Issue persists even after clicking "remove all vehicles" Quick video demonstration: System info - OS: Linux / Arch / Antergos + gnome - CPU: 8-core AMD-FX 8350 - GPU: nvidia 960 driver version: 384.59 P.S. Even a few cannons will drop performance, 10 […]
  • [2.01] performance drop when camera moves 400mt away from action August 19, 2017
    https://streamable.com/b0eqq so that's funny, I get solid 30+ fps when close to my ship, but if I move out further than 400mt the game stutters and lags like it's dying.
  • calculate how much power a construct needs August 19, 2017
    Hey peeps, Been a while since I loaded this up. I still have not managed to grasp a good idea for steam / fuel engines lol and I was wondering if there was a way after adding shields and setting sizes and strengths, LAMS and other power consumers, if there is a way to determine […]
  • [2.01] inertial fuses broken, again August 19, 2017
    pictured: an inertially fused squash head shell, bouncing https://i.imgur.com/gfpc6t6.png
  • Does someone have a nice 7w/5h/22l engine with more than 28k power? August 19, 2017
    I am currently using one of Guaibee's engines of that size and power which is pretty effective in terms of fuel use but I need more power and dont want to go the injector way
  • Goliath (campaign airship) August 19, 2017
    After discovering the guardian was a bit too...well, weak sauce, for things like the Eyrie, I built the Goliath. The primary goals were to be able to take on an Eyrie and not lose, ideally win. Maybe someone else will get some enjoyment out of it, or redesign it for their own purposes. So here […]
  • [2.01] adv cann effect second flash off timing August 19, 2017
    here: https://streamable.com/74p66 slowed down to 0.25 to make it more visible, but it's quite noticeable in game and weirdly annoying
  • [2.01 Stable] Spin block clips inside itself when upside down. August 19, 2017
    As the title says, the spinblock clips into itself when upside down.
  • I now pronounce you ground and jet! August 19, 2017
    After giving up on making a heli for my first vehicle, I decided a jet wouldn't be that bad to make, start some bombing runs on the DWG and just pester them to death while a destroyer or cruiser is produced. Looked at three on the workshop for ideas, then threw my own design with […]