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

  • Need help with a sub, please. January 22, 2018
    So I have a sub, and frankly, it's not very effective. it sinks to about 60ish meters (supposed to be 70) but it's slow (understandable, it's not the sleekest, and it is underwater) and also... just not very combat capable. Not sure why, just wanted to see what people thought. It's main weapons are 54 […]
  • [2.13] turret on turret shooting issue January 22, 2018
    I'm using an orthogonal rotated vertical only turret as a way to make a very compact mantlet the weapon controller has no issues at aiming the lasers on it, but never shoots the weapons. a weapon placed on top of the turret itself instead shoot just fine video example https://streamable.com/hs316 blueprint in attach EDIT: removing […]
  • Torque from Explosions? Deflagration vs Detonation January 22, 2018
    Reading through the forums I discovered this was a thing. First of all… Why? I’m not sure if the developers believed this was something “realistic” they could add it, but it’s not. Yes a force imparted onto an object can manifest as motion but this is not represented in the game accurately. Not even kind […]
  • Sources January 22, 2018
    Posts GOOD sources here. Military Naval History: Lots of information here, you probably want to be looking here specifically though. Naval Action Models: Naval Action is the closest thing we have to an age of sail world of warships, and they have very accurate models for there ships there. Plans: Should be a given but […]
  • Fleet/Formation Orientation Should Be Same As Flagship's January 22, 2018
    Fleet/Formation heading is currently fixed as per original spawn position or fleetmove waypoint and doesn't change direction if the flagship does, the only way to change the heading of the formation is to set a fleetmove waypoint in the desired direction. For example: If you have a fleet heading north and you steer the flagship […]
  • [v2.13 (devtest)] LWCs prioritized over AMCs for turret control January 22, 2018
    My ships use dual-purpose CIWS turrets with both LWCs and AMCs on the same construct. In previous updates, this worked well, as the turret would target vessels by default then switch to targeting missiles when missiles appeared. Currently, this isn't the case. If both vessels and missiles are present, only vessels are targeted, allowing missiles […]
  • What block is this? January 22, 2018
    I have found in many tutorials that there are cone-ish type things placed on and around ammo boxes... What are they and why are they there??? In the picture its the things on the boxes on the left.   Capture.PNG (Size: 235.32 KB / Downloads: 42)
  • [2.12] Laser Tranceivers don't work across multiple turrets January 21, 2018
    I am trying to make a laser turret with 360 degree aiming. I want to do this by using two turret blocks, the way you can with other weapons now. However, if I connect the first turret to a tranceiver on the main grid, that turret cannot transmit the same laser to any child grids. […]
  • Jacob's Folly Retrofit January 21, 2018
    A refitted version of the DWG easy Jacob's Folly. Changes: I changed 4 of the six low-gauge CRAMs to better, high-gauge CRAMs, and 2 of them to 70 RPM 142.85mm InHEFr APS. I removed the paddles and put 2 high-gauge CRAMs per side in their place. I put a new AI at the bow, and […]
  • Building a Type 22 Batch 3 January 21, 2018
    I thought I'd make this post to document my progress on designing an accurate as possible Type 22 frigate. I have been fairly interested in these ships due to my Dad serving in the RN on HMS Cornwall a Type 22 and because I think they're pretty cool.