Added a lot of customisation for the blueprint autosave feature (in the misc tab of the options menu)
Build Mode
Option to show build marker coordinates on HUD
Performance
It is now possible to automatically regulate the number of particles
Multi-threaded the missile guidance, seeking and water level checking code
Multi-threaded the munition warning code
Removed many sources of excess ‘garbage’ creation (FTD should perform garbage collection less often (pause less often during play))
Steam
L pistons got a second output port on the opposite side of the input, arrows not show port directions. L pistons renamed to Large serial pistons.
L turbines added: generators 5x5x1, bodies 5x5x2, maximum throughput 30K steam/s. Efficiency stats match M turbines with the same blade count
New L piston variant: parallel piston. Has an input-output pair on both sides, parallel pistons placed next to each other share their in- and outputs
S and M pistons now have arrows marking their in- and outputs
Changes
APS
APS shell splash size reduced
Muzzle flash size reduced to ~80%
The time it takes for barrels to reach full length after firing is capped at 0.5s
CIWS
Fixed a low prio LWC and a high prio AMCC controlling the same weapon interfering with each other
Fixed LWC causing AMCC controlling the same weapon to ignore maximum range restriction
Laser
Laser cutter armor up from 10 to 40
Laser cutters now damage CRAM shells
Missile
Ballast tank now has the same free volume 1-turn does (so torpedos have a lower ‘mandatory’ part count)
Interceptor damage slightly up (~7.6% for S, ~11% for M)
Torpedo sonar and torpedo propeller health up to 50% of a reinforced body. A slight boost for torpedos since they can’t use bodies well and are easy to fish for with CIWS
Steam
Boilers can connect directly to pistons
Boilers can connect directly to turbines
Crank motor braking force doubled
L crankshaft, wheel, transmission and axis shift armour up from 20 to 40
L gearbox armour up from 20 to 40, health from 1200 to 2000
L piston and crank generator armour up from 20 to 30
Transmissions and propellers can connect directly to cranks and axis shift gears
Turbine body costs up from 10 to 20 mat/volume. Means long turbines are ~10% more expensive for 10 minutes (not counting battle damage)
Fixes
APS
Fixed an issue with cooling not being fully utilized at very high rates of fire
Pathfinding
Sea/land surface pathfinding and collision avoidance bug fixes and optimisations
Steam
The crank generator adds and displays the correct flat kinetic loss
Turbines do not keep the last minor fractions of the kinetic energy almost indefinitely
Removed
UI
Removed the ‘more’/’less’ complexity toggle from the inventory as the feedback has always suggested it’s doing more harm than good