1.915! CRAM cannon & map editor improvements.

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

  • Destroyer - "Frost" December 16, 2018
    This destroyer is the culmination of all that I have learned over the past few months. Which may not actually be much, but still... The Frost costs about 50k and goes around 20m/s. It has active stabilization and floats via downwards-facing propellers.  It has 2 turrets of double-barreled APS 174mm ~30 rounds/minute timed fuse frag shells. […]
  • Need help with LAMS December 15, 2018
    I need help with my ship. It has LAMS, but it won't fire them. Please help!   Frost.blueprint (Size: 149.79 KB / Downloads: 6)
  • Support Helicopter : Ultair December 15, 2018
    Hello people ! Today I present you my second craft ! The Ultair !  The Ultair is a support helicopter that can be used early game and against factions that uses very few missiles (more on that later) , it is very cheap so very disposable (23k ressources) but VERY fragile (again , more on […]
  • Trying to do an airship December 14, 2018
    Heyya, I'm trying to make a cheap airship for my campaign, but for some reason it keeps trying to fly upside down the whole time and I don't know what the problem is. At first it just wanted to pitch down all the time so I put some rotorblades to try and counteract that but.. […]
  • Good Base Location December 14, 2018
    I'm starting a new campaign, where I'm going to be RPing a Steel Striders captain who defected and struck out on his own. I need a good location for a main base, which has a good harbor that can fit a couple of battleships, an aircraft carrier and a few smaller ships. I'd also like […]
  • Ship Build December 11, 2018
    Calling all skilled shipbuilders! I am looking for somebody to build me a WW2-era battleship. CAS Sea Wolf, as she'll be called, is essentially a modernized version of the L 20e α class battleship. She is to be 240m long, 35m wide, and have a draught of 11m. She is to have a top speed of […]
  • Heavy Airship : Dracae December 11, 2018
    Hello people ! Today , has I said in my last Thread (well , first one actually) I am posting my first vehicle in here (it is , of course , not my first vehicle built , just the first I post here) . Has I am very original , I called it the Dracae […]
  • Campaign - Obtaining Materials December 11, 2018
    One of my biggest goals in the campaigns is to obtain as much material as possible. The more material I have, the more options I have to build and I always love building my elite constructs.  As of right now, there are 3 ways of obtaining materials: * Resource Zones * Destroying Enemies  * Capturing […]
  • Frag Module December 11, 2018
    Is it just me, or is the Frag module more powerful than everything else, by a factor of 5. I normally use 120-100mm shells in 400-800rpm guns. The frag module seems to be the only module that can plow through metal armour. Heat shells don't do any damage to armoured targets since the January update […]
  • The P7A5 December 10, 2018
    After relearning how planes worked I made a big and sorta fast prop plane It can go over 30m/s, has 2 dual barreled fixed guns and two spinning guns on the wing tips. It carries 1400 of ammo, has 6000 of energy, a fuel engine generating 100 hp at .4 fuel per second.   P7A5.blueprint (Size: 111.79 KB […]