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Infinity: Battlescape News

New HUD Mockups for Small Ships

Hey all, we’ve been talking for a while about the fact that we’re reworking our HUD and here is the culmination of that discussion for small ships. The HUD rework for capital ships is still in its infancy and will come later. We haven’t actually scheduled the implementation of the new HUD yet, at the earliest it probably won’t be until sometime in January, however we wanted to give you all a chance to provide your feedback. Our high level design goals are the following:
  1. Make the HUD less cluttered
  2. Massive space battles have a lot going on, how do we condense all that information and prioritize it in a way that makes the most relevant bits easily accessible for newer players
  3. We want to make the HUD highly customizable for veteran players who have very particular play styles and preferences
  4. Fix our abysmal missile UX

We took a lot of inspiration from modern fighter jets as the companies that build them have spent millions of dollars on UX R&D and we felt it would be useful to leverage that as much as possible. Unfortunately, fighter pilots are paid to learn all of the HUD symbology for their respective aircraft and we can’t expect our players to do the same. Since accessibility is one of our goals we’re trying to walk a fine line between cramming lots of condensed information on the HUD with making it readily apparent to casual players what’s going on. To that end this will be a walk-through of various HUD states with a description of what we’re thinking. For starters, here’s our prototype new HUD while in the initial unpowered state:

Unpowered HUD

One of the problems we’ve been encountering with new players is that they don’t know their ship is unpowered when they spawn and therefore are quite confused about why they can’t move. The next issue they run into is not knowing how to turn the ship on, since they probably just quickly glossed over the keybinding graphic. To that end the HUD now makes the ships unpowered state in-your-face obvious along with what you need to do to power it on. Granted, press "p" to power up ship doesn’t do much for immersion but in this case we felt accessibility should take priority.

Central HUD without VMFD’s

Next up is your central HUD without virtual multi-function displays (VMFD). We’ll talk about VMFD’s next so keep that in the back of your mind for now. Our goal with the central HUD is to only display information that is absolutely critical to the operation of the spacecraft - stuff that you need to be made immediately aware of most or all of the time. On the left side of the HUD we have your speed information including your current speed, a progress bar for your current speed relative to your maximum speed, your current target speed in white, the minimum speed required to enter warp in purple, and hashmarks along the maximum speed progress bar to give you a reference point relative to maximum speed. You also have your aggregate shield health in blue along with an associated progress bar.

On the right side you have information about your current target. In this image no target is selected so we’ll get into the details of targeting a bit later. Along the bottom of the HUD you have general information about the state of your weapons and shields. This includes your currently selected weapon with ammunition state, your available countermeasures as well as their state, and your available energy.

A new concept we’ll be introducing, which I just mentioned, is that of “countermeasure state”. A problem many new players have is that they don’t know they’re supposed to release countermeasures when a missile is flying at them so they become easy pickings. To help alleviate this problem your flight computer will manage your countermeasures for you by default (AUTO). What this means is that when you have an incoming missile your flight computer will attempt to release countermeasures as it feels necessary to dodge the missile(s). You will of course be able to set countermeasures to manual mode and release them yourself if you so desire.

Virtual Multi-Function Display (VMFD) layout

As mentioned previously, the new HUD will introduce the concept of virtual multi-function displays (VMFD). In Infinity: Battlescape (I:B) your HUD is projected onto the visor of your helmet and the in-cockpit displays are for redundancy in case of system failure. The outer HUD surface area is split up into VMFD slots, each of which may optionally contain a “page” of information such as weapon configuration, various radar screens, additional target information, ship system health, the chat box, etc.

Assigning a VMFD page to a slot

Example of the HUD with a couple of placeholder VMFD pages

By hitting a special hot-key you will go into VMFD configuration mode where you can change which pages are assigned to the various VMFD slots. Some pages, such as the chat box and the bubble radar, are “double wide” pages and will take up 2 slots. These will come with some restrictions in their placement. By default, VMFD pages will be assigned based on whatever we think is the most sensible arrangement for new players however, you will be able to preconfigure your VMFD layout for each ship in the game options so that you don’t have to constantly mess with it every time you spawn into a new ship.

The HUD with an off-sight target

As I mentioned previously the right side of the central HUD will show information about your current target. This includes the pilot name, the ship type, the armor/health level (ARM), its aggregate shields, the distance between you and the target, as well as the relative velocity. One problem we’ve had in major space battles is that it’s hard to follow your target once they leave your field of view (FOV). Currently, a little dot around the central HUD gets highlighted to show you where you need to turn to follow your target. In a large battle the highlighted dot gets lost in a veritable ocean of dots and it’s nearly impossible to figure out how to find your target. With the new HUD we’ve removed the ring of dots and replace it with a simple arrow that points in the direction of your target.

Currently, I:B allows you to fire both blasters and guns at the same time. This is very confusing for new players as we have lead reticles for both weapons on the HUD. It’s also difficult to know when you should use one weapon vs the other or whether or not your target is in range. To resolve this problem we will restrict you to using a single weapon type at a time. In our original design blasters were not supposed to be only effective against shields. They were intended to do less overall damage in favor of no dependency on ammunition. We’re thinking about reverting blasters back to their original purpose, however we still want to have a specialized weapon for use against shields, it may just take a different form.

Basic Missile HUD

Missile Locked HUD

Another major area of focus is missiles. Currently, missiles are very awkward to use. You have to keep your targeting reticle over the enemy until you hear a bing sound and then you can fire. It just doesn’t work well. We’ll be completely revamping missiles with the new HUD update. For starters, since you can only have a single weapon type selected the HUD will display special missile symbology. The most noticeable is the giant circle that shows up in the central HUD. This circle simply means that a missile is selected, we may change other properties of the circle depending on the type of missile/torpedo selected however that’s still TBD. When a missile is selected there will still be a lead reticle in front of your target. For an optimal firing solution you will want to put that lead reticle in the center of the giant circle.

New “missile reloading” HUD symbology

Unlike the current implementation, you will be able to fire missiles the moment you lock a target. You will also be able to fire them as quickly as you can pull the trigger - with one exception. If a missile hardpoint is an internal launcher, as is usually the case, there will be a reload cooldown before the next missile becomes available. If all of your missile hardpoints are in a reloading state the HUD will show the Reloading message along with a timer until at least one missile becomes available. A number of players have expressed concern with missile spam. If missile spam becomes a significant problem after we introduce anti-missile systems and automatic countermeasures we’ll look at reducing the number of missiles that can be carried.

A mockup of the new HUD threat management system

Threat management while a target is locked

Another area where our current HUD is deficient is in threat management. This is an extremely tricky problem for us. Modern aircraft are more or less never in a situation where there are hundreds of friendly and enemy aircraft nearby. To detect threats they use something called a radar warning receiver (RWR) and a missile approach warning system (MAW). These systems classify threats based on whether or not an enemy is actively targeting you or if it’s a missile vs an aircraft. To help manage the chaos of a massive space battle our HUD will only display the 6 highest priority threats in the following order:
  1. A missile is actively targeting you
  2. A ship has you locked and has fired a missile at you
  3. A ship has you locked
  4. A nearby enemy radar contact
  5. A nearby unknown radar contact

We will use sounds, symbology, and possibly color to show what type of contact it is. One or more VMFD pages with a larger, more detailed threat picture may also be implemented at a later date.

A mockup of the HUD during atmospheric flight

Last but not least the HUD will have special symbology while in atmospheric flight. Specifically, it will show a pitch ladder and a heading tape. We’ve spent a lot of time discussing how to do a heading tape for space flight but we have yet to come up with a good solution so, for now at least, a heading tape will only be available during atmospheric flight. Finally, we’ve changed the color of the HUD to a yellowish green color. We still want to make HUD colors configurable so we’re trying to keep the secondary colors to a limited, also configurable palette.

As you can see the new HUD will represent a significant overhaul of not only our existing HUD - but many of the aircraft systems. We hope the end result of this will be a cleaner design that is more accessible and less cluttered for new players while also being more powerful for veteran players. If you made it this far thank you for taking the time to read through all of this and we look forward to hearing your thoughts!

Patch 0.6.5.1 Notes

Patch 0.6.5.1 ( Thursday November 8 2019 )

A small patch with a bunch of HUD and star map fixes.

HUD
  • Updated font for monospaced numbers ( curtesy of Pendrokar )
  • Redesigned HUD central elements: removed text and icons; made the curved bars thinner and shorter
  • Removed set throttle notifications
  • If the selected target is behind a planet, an "Obstructed" notification will now appear on top of the target's indicator name
Starmap
  • Trade routes now show up on the star map rather than in the 3D viewport
  • Fixed a bug with blinking icons on the star map when they were obstructed on the main HUD
  • Trade routes are now team colored

Patch 0.6.5.0 Notes



Patch 0.6.5.0 ( Monday November 4 2019 )

This patch contains major architectural changes related to input events and key bindings. Control schemes can now be specified per ship, the Virtual Cursor navigation mode and Direct control schemes were unified, and new bindings were introduced for capital ships, allowing full rebinding of strafing keys. As a result, some of the bindings might be empty or no longer work properly. We implemented an automatic configuration upgrader so that players do not have to remake their input profiles, however due to the complexity of the changes it is possible that some events might have to be fixed or updated manually. If you do not use a custom configuration and run into trouble, we simply recommend pressing the "reset to defaults" button.

Note that we got ride of some obsolete profiles that were not working properly anyways: X52, X56 and T-Flight Hotas X. If you have a working, fully functional profile for one of these HOTAS, or some other not-officially-supported-yet HOTAS, do not hesitate to send us your config file so that we can include it in a future build, thank you !

Balance changes
  • Increased torpedo count on bomber from 6 to 8
  • Small reduction of death credits rewards to make it more challenging to keep a capital ship
  • Haulers vertical thrust increase by 50% so that they can fly upwards on planets without engine overcharge

Some minor balance changes. Bombers should now be more threatening to capital ships as they won't have to resupply their torpedoes as often as before. Killing other ships will also be rewarded with a few less credits.

Flight Model
  • Updated manual thrust flight model when overriding flight assist. The new model should be more responsive, especially when using analog inputs or controller arrows
  • Fixed corner directions not having enough thrust when using using an 8-way arrow/hat for strafing
  • Fixed the long-standing bug of overriding throttle manually in warp, which somehow slowed down the throttle

We discovered that the amount of manual thrust in the corner directions wasn't reaching 100% due to a bug, so we reworked the manual thrust physics so that it's more coherent and works as expected
  • Introduced a hard-brake option in controls settings to specify if the brake key also overrides manual thrust/strafe. Default is on
  • Fixed braking continuously starting / stopping at zero throttle / speed

This technically wasn't a bug, but a question of priority. When you're holding the brake key, but are still holding a manual thrust/strafe key, would you expect your ship to brake and ignore the manual thrust inputs ? We saw divided opinions on this subject, so we decided to add a setting for this behavior
  • Revamped warp exit speed: it will now set the throttle to match the warp entry speed (instead of resetting the throttle to zero)

Before the change, the warp exit speed was always set to the minimum warp entry speed (ex.: 240 m/s on the interceptor) no matter what the real entry speed was. After the change, your ship will exit warp at the same speed it had when entering warp. Throttle will also be set to that value instead of zero
  • Added more vertical thrust to haulers so that they can hover / take off more easily on planets without overcharging engines
Input / Controls
  • Fixed a major bug with key + axis combinations that made key combinations sometimes not work as expected

This was a major bug that caused key combinations conflicts. This should now be resolved
  • Added support for tooltips and localization to input events. All events should now have a proper name and tooltip
  • Added support for display order (sorting) for events and event groups. Categories should now make more sense and be more intuitive
  • Improved key conflicts: they're now displayed as a warning underneath the corresponding input event entry in the keybindings menu
  • A value bar appears for each event entry in the keybindings menu
  • A value bar appears for each axis entry in the device calibration menu
  • Cleaned up the key bindings menu (made the keys button larger, with a smaller font, and removed the event type as it is now usually mentionned in the event name)

These changes should make the keybindings menu cleaner and easier to work with. A small bar representing the current detected value should appear below every single keybinding, make it easy at a glance to see if keys/axes are properly detected. Conflicts will now appear below each input binding too, make it easier to see where the issues are located
  • Unified events between Virtual Cursor navigation mode and Direct mode
  • Introduced a Capital Ship mode with separate events / key bindings (it is now possible to use separate strafe keys)
  • Removed many hardcoded keys / combinations in events. The automatic profile upgrader tries to keep the same configuration, but might need some tweaks, especially for capital ships bindings

All those changes should make it easier for players to figure out how control scheme works and how to rebind keys. In the previous version, the Virtual Cursor control scheme (which was the default) used "CursorX" and "CursorY" events, whereas most players tried to bind "ShipYaw" and "ShipPitch" which only works for Direct mode. This generated a lot of confusion and frustration and lead many people to thinking rebinding keys wasn't working properly. With better event names and events unification, this problem should now be solved
  • Fixed major issues related to event values being polled in the physics step versus the UI thread, which caused mouse samples to get lost/ignored
  • Fixed major issues related to mouse wheel. It is now properly treated as a relative axis with framerate independence
  • Fixed a bug with changing mouse movement or wheel sensitivity in the controls settings which didn't apply the changes until restarting

Mouse wheel wasn't framerate independent, so it behaved differently if you had 30 fps versus if you had 300 fps. In general, mouse inputs weren't polled at the correct frequency so samples could be lost, resulting in erratic behaviors at high (100+ fps) framerates. Mouse sensivity settings changes weren't correctly applied
  • Added new input event bindings: scan mode and mine launch
  • Removed F4 key to cycle through control schemes. Control schemes can now be set per-ship in the controls settings menu
  • Fixed view switching from cockpit to internal when changing control schemes
  • Camera / head look now automatically resets after a delay, which can now be set via a slider in the control settings menu (default: 2 seconds)
  • Introduced a camera absolute mode, in controls settings to specify if camera movement uses incremental values or resets the values for every event input
  • Revamped colors in radial menus, to make the selection more obvious / stronger
  • Fixed some ship movement inputs still being active in radial menus (ex.: you could move forward / backward while a radial menu was open)
  • Removed obsolete profiles: X52, X56 and HotasX - we need replacements !
Other Bug fixes
  • It is no longer possible to spawn at a carrier in warp (if it had a very low warp speed)
  • Fixed a carrier respawn bug which didn't check the proper respawn conditions (it was possible spawn at a carrier in movement)
  • Fixed client crash when loading the game with an input profile that does not exist anymore (now defaults to Qwerty as expected)
  • Fixed crash when finishing to send some text after getting disconnected from a server
  • Fixed incorrect matching of spawn type when calculating team scores statistics
  • Fixed static base credits generated by installations resulting in stale match endings

An annoying bug that resulted in credits being no longer resulted when there was a low amount of bases alive at the end of a match, resulting in a status-quo and no battles being spawned. It was then the responsability of the players to finish the match by destroying the remaining bases, but since there is no challenge it was just a chore. In this patch, battles should now be generated (although at a lower frequency) and result in an automatic match ending
  • Fixed other ships's thruster effects still firing when their ship is powered down
Misc
  • Reduced thickness of armor/speed curved bars on HUD and removed the text/status information
  • Added random reactivity to AI ship powering back up after being powered down

AI ships that got powered down, powered back up almost instantly no matter the NPC's rank. Now it can take a few seconds for the NPC to react

Patch 0.6.4.1 notes

Patch 0.6.4.1 ( Thursday October 24th 2019 )

A transition patch focused on fixing some of the remaining input key detection issues, mostly related to throttles. We're still working on events / control scheme unification but it requires writing a configuration file upgrader to ensure backwards compatiblity, which takes a lot of time. After events unification is done next week we'll re-focus back on content.

Also note that we've been stress testing a server from Nitrado for a few days. This server will be shut down before this week-end. If you want to experience massive AI battles, look for Glimmerfall or Hebellos in mid-match (up to 600 ships in battle, see screenshot !). Note that the goal of this test was testing the server technology; you'll still need a high/top-end client to experience these battles at a decent framerate.



Input / keys detection
  • Revamped axis calibration and deleted the old automatic calibration model, which required the player to have his throttles set to idle before entering the options menu (otherwise behavior was janky)
  • Introduced event types in input device calibration settings: auto, axis, throttle or button. To access these options, click on the "gear" icon next one of the four input devices. By default, calibration type is set to "automatic"
  • Fixed throttle bug which reset to zero when reaching the max value
  • Introduced automatic matching of input device by filtering their name from a default string. New players might no longer have to select / assign input devices manually on some of the preset profiles


Bug fixes
  • Fixed a server crash bug happening with a high amount of incoming connections

Patch 0.6.4.0 notes



Patch 0.6.4.0 ( Thursday October 17th 2019 )


This patch focuses on bug fixing and improvements to the existing functionalities, with a number of significant changes to the chat box. Note that control scheme unification and input improvements could not make it in time, so we'll most likely be including them in next week's patch instead.

Game balance
  • Rebalanced resupply rates / costs, in particular it will now take many seconds for corvettes to resupply missiles / torpdedoes on another ship
  • Reduced shields recharge and resupply rates on spawning points
  • Spawning points will no longer recharge / repair / resupply if they received damage in the last 10 seconds (note: this already applied to corvettes)

Resupplying was imbalanced, and possibly still is. It should now take more time for the corvette to resupply ammo to nearby ships, especially missiles/torpedoes
  • Small reduction of chaff's duration, launch speed and activation distance (chaffs were buffed a bit too much last patch)
  • Adjustments to credits rewards for ships deaths and battle participation bonus

The battle participation bonus was very unbalanced and giving too many credits for kills during battles. The credits rewards have been rebalanced. Overall it'll be more difficult to accumulate a lot of credits now if you aren't careful
  • Increased torpedo damage from 3500 to 5000

After last patch's buff to the capital ship's hitpoints, bombers in particular needed to be more threatening to capital ships

Chat box
  • Chat box welcome messages show up when entering the game instead of when the client initializes
  • Team channel now also displays local zone channel (including voice commands)
  • Auto-close setting for chatbox is now the default
  • Initial implementation for private message chat. Type /msg playername text to open a private channel to another player
  • Added commands /team /global /local commands to chat in a different channel than the one currently being selected
  • Added support for custom chat channels. Use /join channelname to create or join a custom channel. Warning: channels are public, and not password or team restricted
  • Implemented a /mute command to mute a player in all chat channels
  • Fixed chat box being visible despite HUD being hidden


Improvements and features
  • Installation modules can now self-repair too (this also includes turrets on modules). However once the module is destroyed, it no longer repairs / come back up
  • Spawn button can now display "can't afford" or "not available" states if the selected ship is too costly, or if there are no spawns available left at the selected base
  • Selected spawn now defaults to closest upon dying, unless a manual spawn was set
  • Added buttons to filter spawns, players and other entities on the starmap

The "select closest spawn" button has been removed: it is now the default upon dying, unless you had manually set a respawn base before dying. Three new buttons have been introduced, to filter out spawns, players and other entities (that last one includes enemy bases). All three filters are enabled by default. If you want to more easily see which spawn bases are available, you can just disable the "players" and "other" filters to only keep "spawns"
  • Added randomness in probability curve for selecting ship classes in battles generation

This was almost a bug: the algorithm deciding which NPC ship classes to spawn when a battle starts was using the same seed for all battles. Different battles and waves will now use different seeds, bringing more "variety" to the battles in terms of ships composition. It is also possible to see battles with a higher proportion of small ships / interceptors or other battles with a higher proportion of capital ships. Overall, this change should add variety to way the battles "feel".

Bug fixes
  • Revamped spawn system to better take into account selected ship class
  • Fixed stuck situations when it wasn't possible to respawn in an interceptor when the capship spawns had been destroyed

Destroyed capital ships spawns were especially problematic when the matching was ending, sometimes getting players in a stuck loop where they tried to downgrade their ship, but the available spawns list wasn't correctly refreshed. This shouldn't happen anymore.
  • Fixed hauler pathing and death at arrival that happened at some stations

Investigating and fixing this bug took an entire day of work. Haulers were often colliding with station modules upon arriving at their destination, exploding and losing their cargo. This disrupted the flow of resources and team credits income. Haulers should now behave much better. I've still witnessed a rare occurence of haulers coincidentally reaching the destination docking platform at exactly the same time (despite spawning from different factories!) and pushing into each others. But this should be extremely rare and not disturb the resources flow.
  • Fixed incorrect sound location for special effects attached to an actor (ex.: impact sound)

Impact sounds were always played at the actor origin. Usually not a problem on small ships, but on a station, a hit could have happened kilometers away from the origin, so it was a deaf impact..
  • Fixed positionning of chat box and main menu in non-standard / wide screen aspect ratios / resolutions
  • Fixed crash bug at startup due to corrupted quality settings
  • Fixed bouncing projectiles flipped orientation
  • Projectiles can bounce on static actors too now

Weapon projectiles were flipped after bouncing. They were never bouncing on non-ships such as bases..

Misc
  • Improved algorithm for selecting default starting spawn base

Upon joining a game for the first time, the server tried to select the first spawning base available. The new algorithm is smarter and tries to place the player at an allied base where there are other players, and possibly a battle
  • Server browser population now displays player count as a number and not as a percentage
  • Added support for FMOD live update for modding. Disabled by default, but can be manually enabled in ClientConfig.xml