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

  • Where is Nick? April 29, 2017
    Where is nick smart? He's been afk for over two weeks now without a word saying where he'll be.
  • Detection - What to use, against who. April 29, 2017
    Hello ladies and gentlemen. I'm here to inquire you about your detection practices. I personally play at 0.3 auto-detection as I feel some of the campaign craft aren't ready for full 0.0 detection, but I build for 0.0. I feel any auto detection is usually enough to get your trackers aiming without the need for […]
  • [1.968] Garbage genetared for no reason in 'OverlapCheckManager.Reset()' April 29, 2017
    Here is the code: Code: private void Reset() {     this._checkResult = new int[360, 181];     this.ResetNeeded = false; } There's no need to recreate the array each time. This won't generate garbage and should be faster (don't forget to initialize the array): Code: private int[,] _checkResult = new int[360, 181]; private void Reset() {     Array.Clear(this._checkResult, 0, […]
  • [1.968] Bug in 'CheckSubConstructsOnAMainConsruct()' April 29, 2017
    in the method 'ConstructableDamage.CheckSubConstructsOnAMainConsruct()' there's a loop on 'CMAIN.iMainBlocks.SCList', but this list is modified as one element may be removed by that line of code: Code: CMAIN.MainArrayBasics.PerminentlyRemoveSubConstructable(subConstruct); As it is a standard 'for' loop, the next subconstruct check will be skipped. The loop should be inverted in order to avoid that problem.
  • Be careful of ILSpy! April 29, 2017
    I usually use ILSpy to look into FtD code. I just had a very bad surprise. ILSpy couldn't find all the callers to the 'SubConstruct.DestroyCompletely()' method. I have looked into every parent and interface of the 'SubConstruct' class. Telerik JustDecompile have found more callers, all I hope... Just to show how easy it was to […]
  • Some thoughts about the general design of Lasers April 29, 2017
    EDIT: on second thought, I maybe should have put this into the components/lasers/ subforum instead of the suggestions although I'm not sure about it at all, if one of the admins thinks I should have, please feel free to move it. Try to think for a moment why you're playing From the Depths. Not why […]
  • Slope Aesthetics: Closing Up Bows and Hulls April 29, 2017
    Is there a trick with distance, or golden rule like Block A needs to be followed by Block B then Block C instead of A to C, to build a hull so that it all neatly comes together into a neat curve? Technically a 3-block corner will attach to the side of a 4-block beveled […]
  • Lizardian.... the Journey to the Neter world! (Quest For Neter progress) April 28, 2017
    That title might be weird. Maybe I change it when I got a better name for that. Oh well. Since my subs suggested me to open this thread for "Quest for Neter". Ima Monklizard. Ya may... or may not know that I already released the videos via my channel in Youtube. Monklizard Channel But the […]
  • (MCESA) Matrix composite explosive shock absorber. April 28, 2017
    MCESA is fictional as i made it up, although something similar may exist (idk on that one tbh lol). It is basically a heavy armor version of ERA With almost identical weight to HA. MCESA uses the teamwork of metals placed in layers on top of eachother in order to create a strong shock-absorbing matrix […]
  • Variable Suspension: Strv103 April 28, 2017
    So, i managed to replicate the Variable Suspension to make the Swedish S-tank, the Strv.103-----oh wait, you thought it can only go up and down? lo and behold!* *MBT and user manual is not included.   STRV 103.blueprint (Size: 47.26 KB / Downloads: 10)