Early Access v1.8.0.9 Experimental | Ammo & Framerate
This update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns. Longlasting audio cutoff issues present in large battles have finally been solved.
Early Access v1.8.0.9 Experimental
- Ships with destroyer-sized guns larger will now fire at longer ranges and fire with tighter salvo patterns. Innate gun accuracy is reduced to compensate and make for a more natural spread.
- Loader tasks are now evaluated based on how much ammo exists in a gun rather than how much the gun needs to be fully supplied.
- Removed water deflection from player 5-inch shell.
- Significant optimizations to simulation, audio, and networking.
- Alternate VFX rendering setup to render things like flak puffs efficiently.
- Improved networked crew synchronization rate.
- Including outside of combat, crew now run when there is a gun that needs more than a box of ammo to be filled up in reserve ammo.
- Changes to gun aiming threshold calculation to stop them from firing at targets prematurely.
- Subtle turn rate nerfs to Oerlikon guns.
- Fixes to player being visible upon starting engagements with crafts that can launch planes.
- Fixed audio cutoff issues in heated battles.
- Fixed crew not turning to the source of item pickup.
- Fixed an issue preventing gunners from moving on to other enemy weapons on a target when one is destroyed while the target is still locked.
- Fixed Elco 80' front meatchopper stand shape.
Certain known issues may still persist.
* Client to client on deck crew visual sync is known to fail in this build.

Early Access v1.8.0.9 Experimental
- Ships with destroyer-sized guns larger will now fire at longer ranges and fire with tighter salvo patterns. Innate gun accuracy is reduced to compensate and make for a more natural spread.
- Loader tasks are now evaluated based on how much ammo exists in a gun rather than how much the gun needs to be fully supplied.
- Removed water deflection from player 5-inch shell.
- Significant optimizations to simulation, audio, and networking.
- Alternate VFX rendering setup to render things like flak puffs efficiently.
- Improved networked crew synchronization rate.
- Including outside of combat, crew now run when there is a gun that needs more than a box of ammo to be filled up in reserve ammo.
- Changes to gun aiming threshold calculation to stop them from firing at targets prematurely.
- Subtle turn rate nerfs to Oerlikon guns.
- Fixes to player being visible upon starting engagements with crafts that can launch planes.
- Fixed audio cutoff issues in heated battles.
- Fixed crew not turning to the source of item pickup.
- Fixed an issue preventing gunners from moving on to other enemy weapons on a target when one is destroyed while the target is still locked.
- Fixed Elco 80' front meatchopper stand shape.
Certain known issues may still persist.
* Client to client on deck crew visual sync is known to fail in this build.
