1.915! CRAM cannon & map editor improvements. - From The Depths

naval simulation destroyer cruiser
Jan
30

1.915! CRAM cannon & map editor improvements.

Pleased to announce that CRAM cannons are replacing the old Custom Cannons! They pack an enormous punch and can make use of fuses and loads of different damage types. Loads of other improvements made so do check out the full list below. Lots of effort was put into the map editor to help really bring your custom content alive.

Full change list

[Improvement] Profile moved to a new, more robust system that stores more preferences
[Improvement] A favourite design building hot bar has been added
[Improvement] Out of play vehicles can be retrofitted
[Improvement] A ‘Quick Retrofit Wizard’ has been added for upgrading automatically to the latest version of a blueprint during campaign play
[Improvement] Battle setup GUI simplified
[Improvement] Game speed can be controlled from the E GUI now as well as the map
[Improvement] Graviton ram APS shell base added
[Improvement] Text applied to the out of play force markers to add clarity
[Fix] Out of play repairs now provides ammo and fuel and spares when repairing the respective components
[Improvement] you can now target a fleet as the target of a fleet move order
[Improvement] you can hold shift and click on a previous waypoint to create a loop back to that waypoint for fleets
[Improvement] a ‘force feed’ option for dumping all spare resource into the target of the transit fleet
[Improvement] Aerial Pitch PID has an ‘altitude error to elevation request factor’ slider for helping tune the aircraft’s altitude control
[Improvement] Armour class of armour is increased when in multiple layers- for both exp damage and kinetic damage
[Improvement] Explosive damage equations changed so that high armour materials absorb a reasonably large amount of the explosive power
[Improvement] Aerial AI collision avoidance added to standard Aerial AI. Only works with altitude at the moment (one goes high, one goes low)
[Improvement] Drag is applied at the center of drag- you may need to re-balance your vehicles with this change
[Improvement] blocks have their drag reduction potential defined in all 6 directions- not just one value. Slopes are therefore only useful when placed in certain orientations
[Improvement] Slopes and corners all specify two positions that need to be free of blocks for them to work- this is to avoid exploits
[Improvement] APS EMP, HESH THUMP, HEAT frag and HESH frag damage have all been increased by a factor of 2
[Improvement] CRAM cannon replaces Custom Cannon
[Improvement] Event system added to the map editor
[Fix] Fix with in play retrofitting providing unlimited resources
[Improvement] Increase and Decrease game speed now rebindable

 

Map Editor Improvements

[Improvement] Lots of new Map Editing options for facilitating game-play types and fine tuning how designs spawn
[Improvement] Resource zones can be specified to have a finite reserve amount of any or all resources
[Improvement] HQs can be specified to only build certain types of design or designs of certain corporation

[Improvement] New “faction merge” functionality added to map editor to create super factions.

 

Comments

comments

RSS FtD Forum

  • a few suggestions+bonus tactic February 23, 2017
    Suggestions: Animals(for a diverse ecosystem, you could even domesticate them or use the small ones on ships as helpers...or as ships by integrating their movement syst. to the mech/ship/craft or using their hides as decorations. need some inspiration, devs? go take a look at Subnautica for sea creatures and other games like NMS or something […]
  • Modification of the same class by several mods February 22, 2017
    Warning, this is a highly technical developement thread, you've been warned... I have finally had the courage to do something so that modification in a class by a mod (using class replacement) will not mean that no other mod can modify it. I have made a prototype that works well, I just have to test […]
  • How would the square laws affect a scaled up firearm? February 22, 2017
    imagine a 9mm but for something like the titans in titanfall. Most guns use a gas system in order to chamber a round so i would assume gas pressure would have to be readjusted unless the amount of generated gas pressure follows an almost linear curve. Now that gun would likely not be a 9mm […]
  • Shell design February 22, 2017
    Regarding the creation of shells I'm going to make it a bit more realistic than FtD. The shells you design will fit a variety of weapons. There will be certain set calibers rather than a sliding scale. Shell length will be less fluid than in ftd- and more closely linked to the caliber. You will […]
  • How does adventure mode work? February 22, 2017
    So, I managed to make it out of the first plane which was overflowing with enemies, into the second. Deserted. Almost no enemy spawns, no gates, no resource zones, nothing. This goes on, plane after plane. Even after an hour in a plane there's almost nothing happening. Am I going in the wrong direction or […]
  • Improve this pls. February 22, 2017
    Hello all. You might remember a while ago I posted a ship asking you guys to try and update it because I suck at FTD. Well, I need help again xD. This is the replacement for the old cruiser I posted. It's smaller, not as under-armed, and actually has more cannons. It's also unfinished, since […]
  • Modify Vehicle Spawner [Escape Pods, Bomb Dropping] February 22, 2017
    There are several ways: 1.) Add an option to hold a vehicle (like a tractor beam) indefinitely and release it when a key is pressed (complex controllers/control blocks). 2.) Add a new block, that works like a spinblock that connects vehicleA(e.g. escape pod) to vehicleB(mothership). When a key is pressed(cmplx ctrl/ctrl block) the "block" detaches/ejects […]
  • [modding] Impossible to create dynamic assemblies February 22, 2017
    Well, it's not technically impossible, but you have to initialize the LUA box before doing it... The problem is that when the LUA box is initialized, it eventually calls 'SLua.LuaSvr.bindAll()'. That method get all the assemblies and get all their exported types. Unfortunately, the 'GetExportedTypes()' method do not exists for dynamic assemblies. Just adding a […]
  • FTD using wrong graphics card February 22, 2017
    So I got my new desktop recently, and FTD doesn't seem to be working. I get around 1 fps in the main menu with the graphics turned down to minimum. I tried reinstalling the game, and then go into the game to pleasant 80 frames for like 10 seconds, then back to 1 frame. I […]
  • Keyboard not responding February 22, 2017
    I am having an issue in that the game absolutely doesn't recognize my keyboard, regardless of what keys I use. The controls, at the beginning of the game, were changed over to use the mouse after we tried using the tutorial to no avail and now I can't even change them back. I have tried […]