From The Depths v1 Create Your Own Millitary Fleet
450 replies, posted
[QUOTE=Cpt.Funkymonk;50932456]Has anyone played around with submarines? I finally got around to making a small prototype with a turret based torpedo launcher. It's almost overpowered. I got the AI to work well, I have like 3 mini subs around an enemy ship and just watch as it gets pelted by torpedoes. Unless the enemy ship has it's own torpedoes it can't do anything against my subs usually.
Also how have people been feeling about the new detection update?[/QUOTE]
I've been playing around with submarines! I used this prototype below to learn and experiment with making subs work in FtD, however it's very tricky to use compared to my next sub. It's fun to play with, and looks kind of like a manatee or porpoise:
[t]http://imgur.com/mb8ym3C.jpg[/t]
Moving on, this is my first complete project in this game. I've used the knowledge and experience from that sub to build a larger and more lethal sub, known as Project-001 or the [i]Pocatello[/i] class guided missile submarine:
[t]http://imgur.com/mpNXo79.jpg[/t]
I painted the waterline for you guys:
[t]http://imgur.com/juAuo2C.jpg[/t]
Here's some stuff about it:
[t]http://imgur.com/itPXTvg.jpg[/t]
Pocatello uses two general PID controllers, one for airpump depth control and another for hydroplane pitch stability. The sub basically tries to stay level and maintain whatever altitude you set it at (key inputs for fine depth control). This is the first time I've used PIDs and I learned how to tune them on youtube, and I must say the result is an extremely smooth controlling sub that does exactly what you want it to with a little tinkering.
[i]Pocatello[/i] is a very stable and stealthy weapons platform that can effortlessly send surface ships heading for the bottom and hold its own against aircraft. It costs about 55k resources I think
Anyone have these lines appear whenever the ship is in AI mode? It's like pathing lines, but they're super annoying. How do you disable them?
[IMG]http://i40.photobucket.com/albums/e244/teshok/20161106155449_1_zpsh3gk4bt5.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e244/teshok/20161106155455_1_zpsqz0rtj9g.jpg[/IMG]
[IMG]http://i40.photobucket.com/albums/e244/teshok/20161106155459_1_zpsveeehuqv.jpg[/IMG]
[url]http://fromthedepthsgame.com/forum/showthread.php?tid=24983&pid=284442#pid284442[/url]
still playing the shit out of this game
How is this game? Worth the $20? Does it have an active community?
[editline]7th November 2016[/editline]
Wow the aesthetics have changed a lot since this thread was made
[QUOTE=Kylel999;51322800]How is this game? Worth the $20? Does it have an active community?
[editline]7th November 2016[/editline]
Wow the aesthetics have changed a lot since this thread was made[/QUOTE]
If you like building stuff and vehicular combat it's absolutely worth the $20. It's got reasonably deep gameplay as well, lot of little details to pay attention to when building your vehicle, and while it can seem overwhelming it's all actually pretty simple, lots of room for experimentation.
im approaching 700 hours so for $20 its absolutely worth it
game gets constant almost weekly updates. Content wise its doubled since i started playing about a year ago.
Here's my current fleet minus the jet and two subs that you cant see.
[img]http://i40.photobucket.com/albums/e244/teshok/20161105123048_1_zpslrdri6js.jpg[/img]
[QUOTE=teshok;51330589] Content wise its doubled since i started playing about a year ago.
[/QUOTE]
What's changed?
I was under the impression development was actually quite slow.
Not really, also it's like one guy, plus one or two others who just do art assets now and then and organize community blueprint contributions.
It did seem to slow down when he was adding mod support and doing some optimization, but then he put out the detection update that requires everything to have radar, sonar or camera equipment to get a decent firing solution. Steam engines and I think fire are up next.
Mabey if your in the stable branch but the experimental branch gets updates quite often.
currently the devs are working on multithreading. Last month we got steam engines, fuel engines have been reworked you actually need to add exhausts leading out of the ship or suffer overheating penalties.
There are multiple campaigns including a rts, a land campaign with tanks and an adventure mode where you can only have one ship and if you or the ship die its game over.
might aswel post some more content
my latest frigate Rickenbacker
[img]http://i40.photobucket.com/albums/e244/teshok/20161109110604_1_zpspznu7mw9.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161109110632_1_zpsqbqtagaj.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161109110611_1_zpscdypaes3.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161109110617_1_zpsinnntr9o.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161109110638_1_zpsjwxpkeqc.jpg[/img]
download is on the official forms.
[url]http://fromthedepthsgame.com/forum/showthread.php?tid=25050[/url]
all the changes in th experimental build are going live on the stable build soon
heres the changelog
[Change] Prefabs and Sub objects are all loaded in a second thread (removes the delay before accessing the inventory screen). Load is done when profile loaded. Permanent inventory prefabs also loaded in second thread.
[Change] Textures are now loaded from resources to speed up game boot time. The textures the vanilla game uses are still available in the modding folders if you want to modify them and override them.
[Improvement] All in all the game should now be back to booting up in about 30 seconds or less and will not pause when you access the prefab or sub object inventory tabs or when you click the multiplayer button.
[Change] The naming convention for mod files has changed. They are no longer numbered (which led to a lot of annoying version control issues).
[New feature] Steam cloud activated for your entire From the Depths folder. Let me know if it creates any issues.
[Change] Tips of the day; spelling/grammar and general wording updated.
[Change] Vehicle select in qualification mode now has test vehicle height heading for altitude buttons
[Change] New campaign options text updated
[Addition] Easy, Medium, Hard, Very Hard difficulty preset buttons added
[Change] Notice that saved games are world specific on load game menu
[Change] Story missions default to 'Player' tab if nothing selected (looks really odd if nothing selected)
[Bug fix] Space designer platform now has required down thrusters
[Change] Adventure mode spawn height 50 instead of 100 (less chance of falling into the ocean, less awkward green from no heatstone)
[Change] Missile menu -left +right swapped to correct sides
[Change] Simple Tutorial now has a seat bit so players dont fall out
[Change] Tutorial vehicles now have seats for players to start on or spawn location lowered
[Bug fix] Tutorials updated for changes in game, some derps like GP cards on card slots instead of connectors etc (heli tutorial doesnt end)
[Bug fix] Heli tutorial never actually ended – fixed now
[Bug fix] 1m omni mantlet texture fix
[Addition] Copy/paste, copy to all Added to Missile winches, Belt Feb autoloaders, laser colorer
[Change] Laser colorer secondary return updated to say if connected
[Change] Laser wavefront secondary return updated
[Change] Missile carry across all settings on assign. Ejection angle etc.
[Change] Ammo processor sub meshes now carry with main block
[Addition] new light and smoke emitter deco blocks
[Change] APS trail set to diameter with a minimum of 150mm (the old default)
[Change] APS ammo component spelling fixed
[Improvement] APS trail shorter, wider and now scale with gauge from a minimum of 150mm (Easier to see, especially the light blue tracers)
[Change] Missile trail slider in options now
[Improvement] Particle effects redone for most emitter (missiles, jets,smoke etc) to not be so wasteful (and hopefully look better)
[Improvement] Pulse lasers now have the full effect set and a nice fade
[Change] Visible tracer color customise actually show colour in description
[Change] Inventory layout for structural blocks moved around a bit slightly so blocks no longer over checklist
[Change] Blueprint Spawner block max range now 100 from 30
[Improvement] Toon ramp and Outline standardised between all game materials (0.009 for components and 0.02 for structural blocks)
[New feature] Steam engines added
[New Feature] Active Radar Missiles are decoyed by Radar Buoys
[New Feature] Active Sonar Torpedo Seekers are decoyed by Sonar Buoys
[New Feature] Multithreading of many complex game calculations to improve frame rate
[New Feature] Fuel engine exhaust is bi-directional and can be fed combined from many engines.
Steam engines? Why?
[editline]10th November 2016[/editline]
How do I lead exhausts to the exterior of the ship? In the tutorial I kept getting warnings that cooling was reduced because the exhaust didn't lead outside. Pipes leading straight up?
[QUOTE=Kylel999;51347602]Steam engines? Why?[/QUOTE]
Likely for bridging the technological gap between old-school sailboats and modern diesel engine powered battleships?
[QUOTE=Kylel999;51347602]Steam engines? Why?
[editline]10th November 2016[/editline]
How do I lead exhausts to the exterior of the ship? In the tutorial I kept getting warnings that cooling was reduced because the exhaust didn't lead outside. Pipes leading straight up?[/QUOTE]
that or hull exhausts.
[QUOTE=NeverGoWest;51347757]Likely for bridging the technological gap between old-school sailboats and modern diesel engine powered battleships?[/QUOTE]
I'm new but I have yet to see a sailboat.. Is there any practical reason for using one?
[QUOTE=Kylel999;51347830]I'm new but I have yet to see a sailboat.. Is there any practical reason for using one?[/QUOTE]
I guess the fact that they don't use fuel is a plus? I honestly don't know, I haven't ever even used sails, I went straight to making submarines that shoot torpedoes and gunboats that look like fishing boats that got cannons strapped unto them.
Okay so I started building a ship. I managed to get an engine and propellers and hydrofoils with automated controllers, but the front of my ship always starts bouncing when I move forward
Line up the center of mass with the propellers and rudder to make sure you ship bounces around less when it moves.
Is some bouncing inevitable? My center of mess is lined up with the rudder / propellers
I'm tempted to get back into this but I don't think I can handle being up at 3 in morning making boats when I have woek in the morning
[QUOTE=Kylel999;51356448]Is some bouncing inevitable? My center of mess is lined up with the rudder / propellers[/QUOTE]
I think the density of the water makes it inevitable with anything other than big ships, you can reduce it by putting props further forward and experimental with their position along the hull and the amount of thrust
One thing I consistently had trouble with (and what always turned me away from the game) was the fact that no matter where I placed my fucking props on a ship, they'd always inevitably shoot out of the water.
If I placed them just at the waterline, the rocking of the boat would mean I'd jump around in speed from 2m/s to 14m/s over and over. If I placed them lower, I'd have constant speed of 14m/s but it'd harpoon itself out of the water and backflip.
I tried everything from putting really heavy lead on the bottom as a keel, to making really wide, flat boats. Nothing worked.
[QUOTE=Kylel999;51347602]Steam engines? Why?[/QUOTE]
Probs preparing for nuclear engines as well, since basically everything outside the reactor itself would be actually steam turbines / cooling / etc.
[editline]12th November 2016[/editline]
[QUOTE=loopoo;51356658]One thing I consistently had trouble with (and what always turned me away from the game) was the fact that no matter where I placed my fucking props on a ship, they'd always inevitably shoot out of the water.
If I placed them just at the waterline, the rocking of the boat would mean I'd jump around in speed from 2m/s to 14m/s over and over. If I placed them lower, I'd have constant speed of 14m/s but it'd harpoon itself out of the water and backflip.
I tried everything from putting really heavy lead on the bottom as a keel, to making really wide, flat boats. Nothing worked.[/QUOTE]
Use a PID controller with hydrofoils to adjust pitch of your ship to keep it in -3~3 degree angle
Maybe I'll have to fine tune my hydrofoils. Atm if the ship's pitch exceeds 10/-10 degrees, the hydrofoils will go to 10/-10 degrees respectively.
Pitch is front to back rotation, right?
[QUOTE=Kylel999;51359028]Maybe I'll have to fine tune my hydrofoils. Atm if the ship's pitch exceeds 10/-10 degrees, the hydrofoils will go to 10/-10 degrees respectively.
Pitch is front to back rotation, right?[/QUOTE]
yeah, pitch is nose up/down, you might want to have the hydrofoils be a little less aggressive (unless you've got few foils in a big-ass ship)
[img]http://machinedesign.com/site-files/machinedesign.com/files/uploads/2014/06/PRY.gif[/img]
patch went live to the stable branch.
[New feature] Steam engines added
[New Feature] Active Radar Missiles are decoyed by Radar Buoys
[New Feature] Active Sonar Torpedo Seekers are decoyed by Sonar Buoys
[New Feature] Multithreading of many complex game calculations to improve frame rate
[New Feature] Fuel engine exhaust is bi-directional and can be fed combined from many engines.
[New feature] Steam cloud activated for your entire From the Depths folder. Let me know if it creates any issues.
[Addition] new light and smoke emitter deco blocks
[Addition] Copy/paste, copy to all Added to Missile winches, Belt Feb autoloaders, laser colorer
[Addition] Easy, Medium, Hard, Very Hard difficulty preset buttons added
[Change] Prefabs and Sub objects are all loaded in a second thread (removes the delay before accessing the inventory screen). Load is done when profile loaded. Permanent inventory prefabs also loaded in second thread.
[Change] Textures are now loaded from resources to speed up game boot time. The textures the vanilla game uses are still available in the modding folders if you want to modify them and override them.
[Change] The naming convention for mod files has changed. They are no longer numbered (which led to a lot of annoying version control issues).
[Change] Tips of the day; spelling/grammar and general wording updated.
[Change] Vehicle select in qualification mode now has test vehicle height heading for altitude buttons
[Change] New campaign options text updated
[Change] Adventure mode spawn height 50 instead of 100 (less chance of falling into the ocean, less awkward green from no heatstone)
[Change] Missile menu -left +right swapped to correct sides
[Change] Simple Tutorial now has a seat bit so players dont fall out
[Change] Tutorial vehicles now have seats for players to start on or spawn location lowered
[Change] Notice that saved games are world specific on load game menu
[Change] Story missions default to 'Player' tab if nothing selected (looks really odd if nothing selected)
[Change] Laser colorer secondary return updated to say if connected
[Change] Laser wavefront secondary return updated
[Change] Missile carry across all settings on assign. Ejection angle etc.
[Change] Ammo processor sub meshes now carry with main block
[Change] APS trail set to diameter with a minimum of 150mm (the old default)
[Change] APS ammo component spelling fixed
[Change] Missile trail slider in options now
[Change] Visible tracer color customise actually show colour in description
[Change] Inventory layout for structural blocks moved around a bit slightly so blocks no longer over checklist
[Change] Blueprint Spawner block max range now 100 from 30
[Improvement] All in all the game should now be back to booting up in about 30 seconds or less and will not pause when you access the prefab or sub object inventory tabs or when you click the multiplayer button.
[Improvement] APS trail shorter, wider and now scale with gauge from a minimum of 150mm (Easier to see, especially the light blue tracers)
[Improvement] All trails optimised for better performance
[Improvement] Particle effects redone for most emitter (missiles, jets,smoke etc) to not be so wasteful (and hopefully look better)
[Improvement] Pulse lasers now have the full effect set and a nice fade
[Improvement] Toon ramp and Outline standardised between all game materials (0.009 for components and 0.02 for structural blocks)
[Improvement] Block information popup standardised between all blocks.
[Bug fix] Space designer platform now has required down thrusters
[Bug fix] Tutorials updated for changes in game, some derps like GP cards on card slots instead of connectors etc (heli tutorial doesnt end)
[Bug fix] Heli tutorial never actually ended – fixed now
[Bug fix] 1m omni mantlet texture fix
Content Update
Dangerous Waters:
-All ships have been updated to give a more enjoyable, faster, and controlled battle experience.
-All ships converted to Metal with Alloy only used for balance and flotation boost
-All Cannons standardized and made more powerful. Now, ships can actually hurt each other.
-Strength of the cannons are properly reflected by their gauges. No more will a 100mm cannon beat a 200mm cannon.
-Ammo stashes that were spread around the ships sabotaging the ships have been removed. Now the ships dont kill themselves, your cannons do.
-Ships will no long run from each other. All ships have the same engagement range and will turn to broadside instead of one always running away to maintain a further distance.
-Weapon controllers set so big guns shoot further
-Torpedoes made awesome. Now having a torpedo ship is worthwhile
-AA made better. Planes are no longer safe. Its not great, but better.
-Ally descriptions "one liners" changed to reflect the exact weapons the ships have so the player can make a more educated choice about what they build
-Planes updated a bit, Axis planes now blow up when they fly into space.
Ashes of the Empire
-Tanks updated some to improve sensor detection. Some designs have been update to survive better or be offensively stronger.
-New DWG Tank "Taipan" Designed to be a Tank destroyer.
-The DWG copperhead has been reworked so it never gets stuck under ground. It now has missiles instead of APSs. It is no longer a sub-spawn on all DWG designs (on a few) and it can now freely spawn independently.
- New SE Tank added "Scarab"
-DWG design "Sand Viper" has been replaced
-New WF Tank "Slayer"
-All Faction designs have been limited to only spawn 2-3 copies per fleet. This should encourage more diversity and higher chances of Elite tanks spawning in large fleets.
-DWG will now ALWAYS declare war on the player at the 1 hour mark. Other Factions still have a random chance to also declare war.
-Elite tanks spawn chance has been increased
-All tanks have had their FPs reduced, including Elites. Expect to see more tanks per fight now.
-Player starting base has been updated to have its old tents, campfires and random junk laying around.
-Fixed various other annoying issues and stuff ive forgotten about.
Neter:
-Typical design updates and OW beaming.
-Easy OW designs have been Nerfed
-GT Tribe of the Iron Storm overhauled thanks to the GT crew
-DWG Generic Fleets severely changed and im not sure how they will behave. Now fleets will be grouped by "Pirate Lords" following that lords style
-4 new DWG Airships added to the game for the new pirate lord "Sven Kno"
- DWG "Pendragon" deleted from game
-4 hour Grace period is dead
I have removed the entire concept. There are no more super noob designs. They have been rolled into Easy difficulty or removed.
There is no more pre-made attack fleets.
Now, DWG will declare war on you after 2 hours. If you dont want to wait, declare war on them right away.
Intent of this change is too allow those who want to play their difficulty to do so right away and those who want to build in peace to be able to do so.
-Now when you defeat a faction there will be a chance of all other factions having a change of relationship status with you. For example, killing WF has a 70% of making LH immediately hate you and SS 30% chance of gain +10 in relations. This is untested and i have only a vague idea of what will happen. Also, when a Faction is defeated a pop up message will appear about their deaths (7 out of 8 factions so far)
-DWG garrisons around the player have been increased in strength slightly
Glao
-HQs moved off land so they will produce water units in addition to their air units
-Hauler Design replaced
-Broken SD event fixed and changed
Why do my save games keep getting corrupted?
Working on a new ship. Built the guns first out of boredom then decided i should probably build a ship to house them.
[img]http://i40.photobucket.com/albums/e244/teshok/20161120121347_1_zpsbzzo7y9r.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161120101747_1_zpsiku5s6cp.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161120101728_1_zpshzkl2egs.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161120120542_1_zpsjj0nakjq.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161120101738_1_zpsnht9bwlc.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/20161120120535_1_zpshm1qrj5t.jpg[/img]
on the to do list:
shields
missiles and torpedoes
think about making the ship wider to add another layer of armor
download in official forum
[url]http://fromthedepthsgame.com/forum/showthread.php?tid=25367[/url]
we should talk about this game again.
theres a big patch around the corner its currently availabel on the dev version of the game.
v2.0 [dev test and development for now]
Hi all,
Trying to put a stable release together.. would appreciate if you could use the poll buttons above let us know whether there are significant bugs in the v2.0 build... or whether you would be happy for it to go to stable at this point.
I've changed the graphical settings in this minipatch so that it is clear what they mean:
1) Half texture resolution
2) Simple
3) Full
4) Full Plus Shadows
Shadows are a large source of lag so you might be much happier with Full rather than Full Plus Shadows.
I also fixed an issue with cram barrels getting heavier and heavier
I also made it so that an inertial fused hesh going off on a shield cannot create spalling on the vehicle.. which was an artefact of the last minipatch...
*khaz edit with change log*
Game Engine updated from Unity 4.6 to Unity 5.7
Added - 1m wood block variants that were previously only available by toggling F10 now avaiable from build menu under wood block
Added - Mock wheel items
Added - Laser 3m laser pump
Added - APS 6m and 8m recoil absorbers
Added - APS EMP,HE,Frag APS shell heads
Added - Circular weather vane variant
Added - Circular propeller variant
Added - Jet and ion Circular variants added
Added - Aero rudder and Aero elevator components added to use with (or replace) the tail plane component
Added - 3mx3m and 5mx5m turret prototype sub-constructs added
Removed - Old engine items removed
Mechanic - Armor layering bonus changed from 0.8, 0.6, 0.4, 0.2,0.1,0.1 to 1.0,0.85,0.7,0.55, 0.4,0.25,0.1,0.1
Mechanic - Maximum volume option (For battles) in campaign increased from 50k to 200k
Mechanic - Oil refineries now slightly more tolerant of altitude
Mechanic - Fragmentation (All variants) now results in the expected angle of fragmentation, not a distorted cone
Mechanic - Armour calculation for projectiles and hitscan weaponry changed from ((AP / AC) 0.45) + 0.05 = Effective damage multiplier To ((AP / AC) 0.50) = Effective damage multiplier
Mechanic - Armour for Partial blocks (Slopes, Triangles) Apply partial reinforcement bonus (Equal to block type, triangles are 1/4, slopes are 1/2)
General - Many blocks visually re-modelled
General - Textures mid/part way reworked for better visuals
General - Fastest video quality setting will now display half texture resolutions and highest will turn on soft shadows
General - Some optimisation on simple projectile models
General - APS shells bugging out with no gunpowder and one of the player skills (railgun only shells) bug fixed
General - Wireless reciever ACB options fixed
General - Spinblock controller and fortress controller model updated
General - Simple weapons trails
General - Huge ion thruster realigned
General - Grenade launcher normal map
General - Pistol duplicate material removed and redirected to the original
General - Nuclear engine textures removed from resources and reference pointed to mod directory
General - Steam engine mesh normals fixed (improved quality)
General - Last of the texture import settings set (improved quality)
General - Light block now using distortion shader (same as aps fire distortion or warp effect distortion)
General - Wedge volume factor fixed
General - Various particle effect improvements
General - Shield visuals updated
General - CRAM models re-exported with smoothing groups for proper lighting with the shader
General - Minor mesh export fixes
General - Re-exported missile blocks to fix smoothing map issues (also large reduction in verts)
General - Missile parts excess vertices removed (some were 10x the required verts)
General - Ricochet chance curve evened out so armour vs penetration is taken more into account
General - Local weapon controller made more lenient for range of speed to engage
General - sailing blocks updated
General - spin block model/texture updated
General - 'Lasers' build menu tab renamed to 'Energy Weapons'
General - Min view distance from block decreased so you no longer look through walls walking around
Stats - Wood HP buffed to 180 (From 120)
Stats - Stone buffed to AC 7 (From 5). HP buffed to 300 (From 220)
Stats - Metal buffed to AC 15 (From 10). Health buffed to 350 (From 280)
Stats - Alloy buffed to AC 13 (From 7). Health buffed to 260. (From 140) Cost increased to 5 (From 4)
Stats - Heavy armour cost reduced to 25 (From 40)
Stats - Light block cost reduced to 20. (From 100) Health reduced to 50 (From 75)
Stats - Surge Protector cost reduced to 20. (From 25) Health increased to 250 (From 150) AC buffed to 5 (From 1)
Stats - Rubber cost reduced to 3. (From 5) Health buffed to 100 (From 75)
Stats - Glass cost reduced to 1. (From 2)
Stats - Lead cost reduced to 3 (From 5) Health buffed to 300 (From 200)
Stats - ERA Armour is now a structural component. (Full block only, not the slope)
Stats - Ram cost increased to 25. (From 15) AC buffed to 20 (from 10) Health increased to 1000. (From 400)
Stats - Standard Door AC buffed to 15. Health increased to 250. Now a structural block
Stats - Fuel Engine Hull Pipe AC buffed to 15. (Was 3) Health increased to 300 (From 160) Weight increased to 40. (Was 30) Cost increased to 10. (Was 1) Now a structural block
Stats - Steam Engine Hull Pipe AC buffed to 15. (Was 10) Health Increased to 300. (From 280) Cost increased to 10 (Was 6.5) Now a structural block
Stats - Deck Port Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal
Stats - Smoke Generator Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal
Stats - APS Firing Piece AC buffed to 20. (Was 15) Health buffed to 350 (Was 300) Weight reduced to 40. (Was 70)
Stats - APS Ammo Ejector Cost Reduced to 20 (Was 50)
Stats - APS Belt Fed Autoloader Cost reduced to 35 (Was 40)
Stats - Firing Piece – CRAM AC buffed to 20. (Was 5) Health buffed to 350 (Was 150)
Stats - EMP Pellet (CRAM) Cost reduced to 30
Stats - CRAM Gauge Increaser (All Variants) AC Increased to 15 (Was 10) Health Increased to 350 (Was 200) Cost reduced to 25 (From 35)
Stats - CRAM Autoloader (Both Versions) Cost reduced to 25 (From 35)
Stats - CRAM Hardener Pellets Cost reduced to 20 (From 25)
Stats - Fragmentation Pellet (CRAM) Cost reduced to 30
Stats - Range Finder 5m AC Buffed to 10 (Was 7) Health Increased to 750 (Was 375)
Stats - Range Finder 7m AC buffed to 10 (Was 7) Health Increased to 1125 (Was 562.5)
Stats - Range Finder 9m AC buffed to 10 (Was 7) Health Increased to 1500 (Was 750)
Stats - Armoured Range Finder 5m AC Buffed to 20. (Was 12) Health Increased to 1500 (Was 600) Cost increased to 70 (was 50)
Stats - Armoured Range Finder 7m AC Buffed to 20. (Was 12) Health Increased to 2100 (Was 840) Cost increased to 100 (Was 70)
Stats - Armoured Range Finder 9m AC Buffed to 20. (Was 12) Health Increased to 2700 (Was 1080) Cost increased to 125 (Was 90)
Stats - All standard Detection Equipment (Everything in the Detection tab except ; Wireless Snooper, Missile Radar Buoy Holder, Missile Sonar Buoy Holder) AC buffed to 15 (Was 10) Health increased to 300 (Was 200)
Stats - Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150)
Stats - Sky Fortress Turbine AC Increased to 15 (Was 10) Health Increased to 1000 (Was 500)
Stats - Missile Controller AC buffed to 12 (Was 10) Health increased to 300 (Was 100)
Stats - Missile Gantry AC buffed to 8 (Was 3) Health increased to 150 (Was 100)
Stats - Strategic Antenna + Dish Piece AC buffed to 15 (Was 10) Health increased to 250 (Was 150)
Stats - Docking Station AC buffed to 12 (Was 1) Health increased to 600 (Was 100)
Stats - Sub-vehicle spawner AC buffed to 12 (Was 1) Health increased to 250 (Was 100)
Stats - Vehicle blueprint spawner AC buffed to 12 (Was 10) Health increased to 250 (Was 150)
Stats - Small Propeller AC buffed to 15 (Was 10) Health increased to 300 (Was 150)
Stats - Huge Propeller AC buffed to 15 (Was 10) Health increased to 2700 (Was 600)
Stats - Small Jet AC buffed to 10 (Was 5) Health increased to 200 (Was 100)
Stats - Huge Jet AC buffed to 10 (Was 5) Health increased to 1800 (Was 600)
Stats - Small Ion Thruster AC buffed to 10 (Was 3) Health increased to 200 (Was 75)
Stats - Huge Ion Thruster AC buffed to 10 (Was 3) Health increased to 1800 (Was 450)
Stats - Wing + Aileron + Tailplane Health increased to 100 (Was 50)
Stats - Jet Stabilizer AC buffed to 12 (Was 5) Health increased to 250 (Was 150)
Stats - Heat Decoy AC buffed to 10 (Was 3) Health increased to 200 (Was 85)
Stats - AI mainframe Cost reduced to 50 (From 100)
Stats - Radiator AC buffed to 10 (Was 3) Health buffed to 200 (Was 100)
Stats - Large Radiator AC buffed to 10 (Was 3) Health buffed to 1800 (Was 900)
Stats - Ammo Storage + Ammo Parts box Weight reduced to 40 (From 45), volume factor reduced for same overall buoyancy
Stats - Laser Munition Defence – AC buffed to 10 (Was 4) Health increased to 300 (Was 100) Cost reduced to 30 (Was 100)
Stats - Laser Optics & Steering Optics – AC buffed to 8 (Was 4) Health increased to 250 (Was 100) Cost reduced to 20 (Was 50)
Stats - Tactical Nuke – Cost reduced to 50 (Was 100) Weight increased to 40 (Was 4)
Stats - RTG (All types) Cost reduced by 50%
Stats - Small turbine AC reduced to 6 (From 46)
Stats - APS Barrels (All types); AC buffed to 15 (From 12) HP increased to 350 (From 200/225/250) Weight reduced to 40 (Was 50)
Stats - CRAM Barrels (All Except bomb chute.); AC buffed to 15 (From 10) Hp increased to 350 (From 150)
Stats - Bomb chute; AC buffed to 15 (From 5) HP buffed to 350 (From 150) Weight unchanged (5)
Stats - CRAM - Recoil Suppression Barrel; Muzzle velocity factor increased to 0.95 (From 0.9)
Stats - Railgun Magnet Attaching Fixture Health increased to 300 (Was 200)
Stats - Railgun Barrel magnet AC Health increased to 350 (Was 200)
Stats - APS 3x3 Omni mantlet AC buffed to 28 (Was 20) Health Increased to 5000 (Was 3150)
Stats - APS 1x1 Omni mantlet AC buffed to 20 (Was 15) Health increased to 500 (Was 350)
Stats - APS 1x1 Elevation Mantlet AC buffed to 20 (Was 12) Health Increased to 500 (Was 300)
Stats - APS 1x3 Elevation Mantlet AC buffed to to 20 (Was 15) Health increased to 1500 (Was 900)
Stats - APS 1x2 AA Mantlet AC buffed to 20 (Was 12) Health increased to 750 (Was 450)
Stats - Drill (Controller) AC buffed to 15 (Was 5) Health increased to 500 (Was 300)
Stats - Extension AC buffed to 15 (Was 8) Health increased to 300 (Was 150)
Stats - Verical/Horizontal Splitter AC buffed to 15 (Was 8) Health increased to 300 (Was 150)
Stats - Small Drill Bit AC buffed to 25 (Was 15) Health Increased to 700 (Was 200)
Stats - Large Drill Bit AC buffed to 25 (Was 15) Health increased to 6300 (was 1800) Cost increased to 100 (Was 60)
Stats - Power Input AC buffed to 10 (Was 4) Health increased to 300 (Was 150)
Stats - Torque Amplifier AC buffed to 10 (Was 4) Health increased to 300 (Was 150)
Stats - Wing force per speed increased from 0.05 to 0.1. Cost increased to 5
Stats - Aileron force per speed increased from 0.1 to 0.2. Cost increased to 5
Stats - Aero Rudder, Aero Plane, Tailplane force per speed increased from 0.2 to 0.4. Cost increased to 5
Stats - Simple Laser cost from 40 to 100, Ammo usage from 10 to 40
Stats - Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150) (For 1x1x1)
Stats - 3x3 One Axis Turret; 7200 Health
Stats - 5x5 One Axis Turret; 20,000 health
Missile - Interceptor kill strike range increased and damage increased
Missile - HE warheads no longer detonate other missiles and instead push them away
Missile - Thumper head Effective AP 6 > 10
Missile - duration reduced to 30 seconds (From 1 minute)
Missile - Torpedo HE bonus damage reduced from 4x to 3x
PAC - Impact effective AP 10 > 15
PAC - Pierce effective AP reduced 20 > 15
PAC – Explosive Shock damage percentage changed from 10% to 100%
PAC - EMP, Damage reduced by 50%
Ram - (Simple Weapon) Frontal drag reduced to 0.3
CRAM – Duration before projectile deletion increased from 20 seconds to 30 seconds
APS & CRAM – “Heavy” Basic barrels added: AC 25, HP 900, Weight 200, Cost; 70
APS & CRAM – beamed(4m) barrels added, Heavy and normal variants
APS – Flak Radius increased to 6x HE Radius (Was 2x), Damage reduced to 30% of HE (Was 50%) (APS)
APS – Accuracy penalty removed from Disruptor shell caps
APS - HEAT and HESH now explode on impact, and cannot ricochet
APS - HEAT Air gap pen metric drain increased to 60. AP 6 from 10 (molten metal isnt known for its AP)
APS - HESH cone angle 60 from 30
APS - HESH will also create spalling at 5 other airgaps randomly selected from the forwards hemisphere
APS - Squash head thump effective AP is now 10
APS - Hollow Point Effective AP 6 > 10
APS - Hesh frag number divided by the square rooted AC of the armour it passes through instead of the raw AC. (HA=6.3, Metal = 3.6)
APS – All fuse module kinetic stats increased to; (Excluding Inertial Fuse)
APS – Shell health factor – 1.0 (Was 1.0), Kinetic damage factor – 2.5 (Was 0.5) , Armour Piercing factor – 1.5 (Was 0.2), Speed factor – 1.1 (Was 1.0)
APS – Stabilizer Fin Kinetic stats increased to; Shell health factor – 1.1 (Was 0.95), Kinetic damage factor – 3.0 (Was 0.7), Armour piercing factor – 1.5 (Was 0.5), Speed factor – 1.0 (Was 0.95)
APS – Super Cavitator Base Kinetic stats increased to; Kinetic damage factor – 1.5 (Was 0.6), Armour piercing factor – 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm
APS – Grav. Compensator stats increased to; Shell health factor – 1.1 (Was 1.0), Kinetic damage factor – 1.5 (Was 0.6), Armour piercing factor - 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm
APS – Reduce propellant burn barrel length requirement from 12*(Shell length)^0.75 to 6*(Shell length)^0.75
APS - Autoloaders start loaded; inputs start at max count down so they immediately load
APS - Clips HEAT Vulnerability, 3m is now 33% (Was 0%), 6m is now 16% (Was 0%), 8m is now 13% (Was 0%)
APS - 8m Autoloader, removed health loss from HEAT penetration (To match the rest of them)
APS - New APS recoil absorber system; now has total recoil capacity which refreshes over time. Smaller absorbers refresh faster but have lower capacity
RTGS - Produce energy 5 times a second rather than once a second (same total per second)
Batteries - start full rather then empty
Lasers - less engine power usage while game is slowed down bug fix
Lasers - Wavefront no longer pierces multiple layers of smoke with its full potential, its now iterative per smoke as per the laser shields
Lasers - frequency doublers AP bonus now scalar with pumps: 0.5AP per pump at 10 pumps scaling to 0.005AP per pump at 100
Lasers - Storage Laser Cavity health loss from HEAT penetration reduced to 40% (Was 100%)
Lasers - Q Switch EMP Susceptibility Reduced to 40% (Was 60%), This now matches other laser components
Laser - Steering optics & regular optics, removed health loss from HEAT penetration
AI - General Purpose Processing Card, added EMP Susceptibility of 60% With protective drainage of 10
AI - Laser Warner EMP Susceptibility reduced to 40% (Was 60%) Health increased to 200 (Was 100)
AI - Smoke Dispenser – Removed health loss from HEAT penetration
Propulsion - Jet Engine (Small) & Jet Engine (Large) Removed health loss from HEAT penetration
Propulsion - Ion Engine (Small) & Ion Engine (Large) Health loss from HEAT Penetration reduced to 50%
Propulsion - Propellers speed cap increased to 100 (Was 50)
The barrel beams and length requirement reduction alone is worth it, no more ships with jousting lances unless you're trying to make a gun with a truly exceptional muzzle velocity.
Bumping since update. There's a new graphics system now. With new ocean simulation, physically based rendering shaders, improved UI, and other graphics tweaks.
https://www.youtube.com/watch?v=Swd0b-LwTzM
https://www.youtube.com/watch?v=duakbckasDw
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