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Nautikin Adventures News

Version 0.7.780 Update

[h2]Changes[/h2]
  • Added new BoatCabin part
  • Added max active activities
  • Added Unlock counter display for Islands in campaign
  • Added Light on/off toggle for light parts
  • Added underwater light VFX
  • Added Lights toggle to controls
  • Fixed problems when detecting collisions for characters on map objects
  • Fixed some log spam related to collisions
  • Fixed an audio issue related to treasure
  • Fixed some problems with loading vessel damage
  • Fixed bug where pilot nautikins can spawn at the drydock
  • Fixed bug where buy shack shells can be negative
  • Fixed a bug where grid settings where not loaded initially
  • Fixed camera snapping when walking behind trees
  • Fixed bug where vessels in the abyss are moved when the map moves
  • Fixed flickering issue with many lights on vessels
  • Blind fix for unwanted log message related to shark movement
  • Removed runtime error log for inputing invalid values into material thickness in build mode
  • Reduced the number of triangles on colliders for fuel connectors
  • Death eyes will now be hidden in first person
  • Map collider loading refactoring
  • Reduced max collider distance
  • Improved performance for grid collider loading
  • Improved performance of idle Nautikins
  • Updated vessel UI
  • Updated UVs for racing engine
  • Updated mod tools
  • Lowered abyss height so that sinking vessels can visually disappear into depths
  • Lights will now scale with the size of the light part

[h2]Notes[/h2]
LightFixtures are now network parts

Using many lights will eventually cause performance problems and or light flickering, there are limitations to how many the engine can render, but there are currently no restrictions in build mode regarding lights. It is recommended that they be evenly spaced and not placed unless an area is not already lit.

Lights can be toggled with "L"

Version 0.7.754 Update

[h2]Changes[/h2]
  • Added treasure hunt activities
  • Added auto feather support to aircraft engines
  • Added auto feather indicator to aircraft UI
  • Added landing gear indicator to aircraft UI
  • Added steering to ship UI status
  • Added button to server tab to control whether or not to cleanup controlled objects
  • Added landing gear impact / skid SFX
  • Added airflow VFX
  • Added airflow SFX
  • Added heat blur to jet engines
  • Added desert heat to Desertum
  • Added buoyancy proxy to racing hull
  • Adjusted settings for sea plane engine to reduce extreme g-forces with multiple engines
  • Reduced power of sea plane engines
  • Island camera will re-enable mouse if forced to cleanup controlled player
  • Cleaned up some log statements from airfoil changes
  • Repair mechanics are now progress / time based instead of just time
  • Fixed harmless error in logs when exiting to menu in some cases
  • Fixed some problems with standing on helicopters while moving
  • Fixed issues with getting on ladders at high speeds
  • Fixed multiplayer error where a vessel takes damaged before the client has initialized
  • Fixed a typo in UI
  • JumpTo dropdown will now close when exiting the map
  • Updated dropdown behavior
  • Removed landing gear brakes when wheels are not grounded
  • Landing gear will now stop spinning when underwater
  • Propellers now create physical drag to better emulate diminishing returns when adding multiple propellers
  • Aircraft trim is now clamped to max angles
  • Tooltips in the main menu will now hide when loading starts
  • Build mode camera can now also be rotated with Middle mouse button
  • Updated controls UI
  • Helicopter rotors can no longer control axis while resting in the water
  • Changed the way that anchors initialize to prevent rotation problems with vessels that have multiple anchors
  • G-force damage can no longer be applied to clients during initialization
  • G-force damage can no longer be applied immediately after a physical impact
  • G-force damage can no longer be applied when crashing into the water
  • Anchors no longer create underwater drag when above water
  • Anchors now create aero drag when in the air
  • Increased ocean LOD
  • Activities refactoring
  • Changed how objectives render on the map
  • Head gear is now hidden in first person
  • Eyes are now hidden in first person
  • Saved activities will no longer activate all HUD indicators at once when loading a save


[h2]Notes[/h2]
Previous improvements to buoyancy (accuracy) may require reconfiguring larger vessels that have lots of surface area as they will be more buoyant.

Any vessels saved with old damage may appear undamaged until damaged again.

Auto feathering will trigger in any scenario where the engine detects it is no longer contributing to thrust and creating drag. This is most likely to happen in a couple of ways:

1) A jet engine is attached to a plane with propellers that are overpowered and now creating drag.
2) There are multiple propellers attached to a plane that is moving beyond the effective maximum power of the engine type
3) In a nose dive with multiple propeller engines

Normal configurations of single propeller aircrafts are unlikely to trigger auto feathering.

Nominal airflow will not trigger FX. G-force's + high speeds will.

Planning on updating the guides soon.

Version 0.7.679 Update

[h2]Changes[/h2]
  • Added server tab to operate cleanup actions
  • Added flooding UI element that displays the current amount of hull flooding
  • Added support for hydrofoils using plane parts
  • Added new internal buoyancy proxy mechanic to allow for parts to delegate water simulation
  • Added buoyancy proxy to SeaPlaneLandingGear
  • Added buoyancy proxy to SeaPlaneBody
  • Added buoyancy proxy to StandardPlaneBody
  • Added buoyancy proxy to JetBody
  • Added buoyancy proxy to StandardHelicopterBody
  • Added buoyancy proxy support to mod loader
  • Added a control mode switch for vessels that allows switching between Ship and Aircraft functionality such as Jets vs Rudders
  • Added throttle display for ship UI
  • Updated splash screen logo
  • Updated aircraft status panel UI slightly
  • Updated compass gimbal textures
  • Parts are no longer restricted to aircraft vs ship and can be used for either
  • Ship steering wheels will now animate as aircraft steering when in aircraft mode
  • Aircraft steering wheels will now animate as boat steering when in ship mode
  • Fixed typo in keybinding label for "Right Stick Button", RSB
  • Fixed layout / alignment issue with controls view scrollbar
  • Fixed some bugs with buoyancy resulting in abnormally large forces when underwater
  • Fixed a config for standard plane wing that was causing inverted adjustments in some cases
  • Fixed aggressive deformation when impacting vessel in some cases
  • Fixed an erroneous warning message in the log related to mirroring plane propellers
  • Fixed bug where you could interact with seats with inventory open
  • Fixed bug where tooltip can get stuck on screen when disembarking if the new mouse position happens to be on a new interaction
  • Fixed minor UI display issue with return to drydock button when launching an empty vessel
  • Fixed bug with airfoil generation related to part scale
  • Fixed multiplayer sync issue with hull integrity display and observers
  • Saving now schedules task for the end of frame to avoid potential screenshot rendering issues.
  • JetIntake part can now be scaled
  • Doubled the lifespan of flares in the air
  • Improved character collisions when bumping into solid objects
  • Improved character collisions when swimming underwater
  • Improved ease of getting on ladders underwater by increasing interaction distance
  • Improved aiming collisions when against solid objects
  • Improved camera occlusion when looking straight up in 3rd person
  • Removed automatic camera distance adjustment
  • Decreased min zoom
  • Nautikins that were seated when saved will now default to the exit position of the seat instead of the seat itself
  • Nautikin cameras will no longer be occluded by vessel geometry or other players (ultimately less camera snapping)
  • Lowered clipping threshold when in first person mode
  • Mirrored engines will no longer mirror propellers
  • Vessel load dialog will now search for multiple word matches
  • Part search now supports multiple word matches
  • Load game search now supports multiple word matches
  • Selecting or adjusting a part will now deactivate the tooltip in build mode
  • The rotation of piston engines such as rotors or propellers for aircraft will now save / load
  • Vessel mode states are now saved
  • Vessel mode engine states are now saved separately
  • Water buoyancy physics will no longer start until vessel has completely initialized
  • Vessel placement on launch will attempt to make the vessel kiss the water before dropping instead of initial partial submerging
  • FuelTanks will now register fuel mass in design mode
  • Helicopter rotors now calculate angular drag independently to allow yaw control in the water
  • Helicopter rotors no longer create angular drag when the engines are not running
  • Vessels with hull damage / general damage can no longer operate engines
  • Updated vessel water crash / impact behavior
  • Warehouse containers will now play impact sounds
  • Aircraft wheels will no longer spin when airborne
  • Heavy updates to airfoils and physics behaviors for aircraft to making handling smoother
  • Aircraft will now respect the density of air at higher altitudes
  • Lowered inertia tolerance relative to max speed to help prevent spontaneous warp speeds
  • G-forces over 20 will now cripple an aircraft

[h2]Notes[/h2]
In campaign, aircraft parts cannot be used in the drydock until you have purchased the runway, once purchased they may be used in either build area.

Vessels impacted with extreme deformation that had been saved previously may need to be cleaned up and redeployed. It is possible to repair the extreme deformation in some cases but it may take an unreasonable amount of time.

The goal with the camera changes is to make the camera movement more smooth and consistent. Vessel cameras already pass through the hull so it makes little difference to allow the Nautikins to do so as well and it prevents the majority of jarring camera position snapping due to the constant movements of the boat and infinite potential configurations of geometry. There may also be functional reasons for being able to noclip the camera inside a vessel such as examining a center of mass issue or accessing interactable parts inside the structure. Occlusion will generally only be applied for map objects now.

Buoyancy proxies allow for more approximated water forces to be applied to concave shapes that would otherwise have difficulty floating or would not realistically float but need to float anyway. Parts can now have proxy meshes which represent the target the water simulation will evaluate in order to either simplify the math or otherwise alter the outcome. Examples of this would be any buoyant mesh that has concave surfaces inside of it such as an open doored aircraft hull or an animated part that curves inwards in order to support animation, but would in reality be water tight. The mod loader will search for a new keyword "BuoyancyProxy" similar to "ColliderMain" when parsing the mod parts. In cases where a buoyancy proxy is needed but not supplied behavior may occur where vessels with said part can get stuck underwater due to anti-buoyant forces being applied to the concave interior surfaces either counteracting or overpowering exterior convex forces.

Aircrafts which take hull damage will no longer be able to use engines to alter the state of the vessel. This will later be replaced by damage to individual parts such as Rotors, Propellers, engines, etc. But current damage is handled as a whole until more vessel destruction mechanics are completed. This avoids problems with things like bent rotors applying thrust.

Aircraft aerodynamics have been updated so that may mean that some designs may require tweaking. Part of the reason for these changes were to correct some unwanted handling problems and reduce the risk of extreme maneuvers causing aircrafts to reach speeds they shouldn't really be able to reach. Some of the math may break down at higher speeds due to the indestructability of the aircraft from airspeed and G-forces. In the future such extreme force may simply cause the aircraft to tear apart in some way or otherwise no longer be able to increase in speed. Because of the new atmosphere changes propeller aircraft will have a harder time getting to high altitudes, you will likely start to see diminishing returns around 2000 meters.

Nautikin Adventures Version 0.7.593 Update

[h2]Highlights[/h2]
https://www.youtube.com/watch?v=wJsuPE826rU

[h2]Changes[/h2]
  • Added material groups to sail rudders
  • Added material groups to sea plane rudder
  • Added material groups to standard plane engine
  • Added new "PilotSeat" part for external control of aircraft
  • Added new very large and far away island "Desertum"
  • Added new item PilotSuit
  • Added new Item PilotHelmet
  • Added flare launcher item
  • Added SeaPlaneBody part
  • Added SeaPlaneDorsalStabilizer part
  • Added SeaPlaneEngine part
  • Added SeaPlaneHorizontalStruct part
  • Added SeaPlaneIntake part
  • Added SeaPlaneLandingGear part
  • Added SeaPlaneLandingGearRudder part
  • Added SeaPlaneNose part
  • Added SeaPlaneRudder part
  • Added SeaPlaneTail part
  • Added SeaPlaneVent part
  • Added SeaPlaneVerticalStruct part
  • Added SeaPlaneWing part
  • Added SeaPlaneWingRear part
  • Settings view in main menu can now be closed with escape key
  • Fixed initial empty animation with tooltip
  • Fixed initial empty animation with context menu
  • Fixed IK bug related to aiming / interaction mode
  • Fixed bug where child parts of interactable parts trigger interaction on the parent.
  • Fixed bug where parent interactions can trigger interaction on child parts
  • Fixed visual smoothing issue with boundary enforcers in multiplayer
  • Fixed UI error where health would not display as zero on client in some cases
  • Fixed multiplayer bug that would cause a disconnect if the client attempted to recall thier vessel during boundary enforcement
  • Fixed problems with floating origin and ocean rendering jank
  • Fixed issue with wind speed sync in multiplayer
  • Fixed material groups ordering for helicopter main rotor
  • Fixed animation weights for various Nautikin movements in jumpsuit related to feet
  • Fixed repair sync issue with multiplayer
  • Fixed damage serialization issue when colliding with ocean related to save / load
  • Fixed a bug with character slope detection where the incorrect location would be returned in some cases
  • Fixed issue where landing gear steering allowed the gear to be retracted when not centered
  • Fixed potential problem with propeller rotation in multiplayer
  • Fixed harmless background error related to loading unlockables in sandbox mode which are not used
  • Fixed bug where center of mass display would not always update when loading a complex vessel in build mode
  • Fixed bug where unlockables may not register in sandbox mode if load times are slow on older machines
  • Fixed bug where unlockables serializations could store duplicate ids
  • Fixed bug with client unlockable sync in campaign
  • Fixed bug related to Steamdeck checks that caused background errors
  • Jet engines will now damage nautikin if standing in thrust path
  • Jet landing gear parts can now only be scaled uniformly
  • When launching an aircraft in sandbox mode, the harpoon launcher is now swapped out for a parachute
  • When launching an aircraft in any mode, the standard outfit will be swapped out for a pilot suit
  • Seaplane engines can no longer start underwater after being repaired
  • Map can no longer drag / move when waypoint options are being selected
  • Parts that cannot be physically mirrored now have thier own flag
  • Mirroring parts on a part that cannot be physically mirrored with adhear to the orientation of said part
  • Parts can no longer be physically mirrored if any parent part cannot be physically mirrored
  • HandMotor no longer allows rotation
  • SpeedBoatWheel no longer allows rotation
  • Racing driver seat no longer allows rotation
  • Uniform scaling now updates the UVs on the mirror part
  • Undo stack will now apply build layers regardless of mirror mode
  • Increased skybox limit
  • Increased max view distance
  • Increased map bounds from 50km to 100km
  • Decreased intensity for ambient occlusion post processing
  • Updated wind compass display
  • Updated helicopter rear rotor behavior to function better with drag / stalling
  • Updated mesh for feet in jumpsuit
  • Updated item drop height for harpoon launcher
  • Updated Jet part costs for campaign
  • Updated Helicopter part costs for campaign
  • Center of mass will now update immediately when using the UI in a way that changes the COM
  • Return to drydock can no longer be called when vessel is taking longer than expected to initialize
  • TrapezoidalSail now ignores cables when calculating surface area
  • Clothing items are now replaced with pilot items when launching an aircraft in sandbox
  • Shipyard buy shack now sells ship related clothing
  • Runway buy shack now sells aircraft related clothing
  • Improved multiplayer collision sync accuracy for things like spining or moving objects (rotors)
  • Several buy shacks now sell flare guns / launchers
  • Nautikins can now be hired from the hanger at the runway
  • Improved propeller colliders
  • Decreased min throttle for engines to improve idling/landing on runway
  • Part icons will now reset to a visible rotation when no longer in use
  • Firing a projectile at a wall point blank or straight down will no longer allow the projectile to pass through the surface
  • Wind physics are now disabled when seated in helicopter pilot seat
  • Input logic for repair / welder now prevents getting stuck on with controllers when activated in the wrong order
  • Can no longer embark a vessel while dying
  • Improved parachute shader code
  • Sail shader now has a speed limiter
  • Network clients will now default to localhost if Steam is not available.
  • Subscribed mods will no longer attempt to load when Steam is not available (local mods should still work)
  • Game should now be playable if Steam is not available
  • Version label now appears during load screen

[h2]Notes[/h2]
Some of the visuals for the ocean on the horizon depend on the view distance being set high. If the view distance is too low, flying extremely high may degrade visuals depending on hardware. Post processing can affect very far view distances when looking down or at shadows. You may want to disable Ambient Occlusion when increasing to the extreme.

There are now over 90 parts in the game.

I will upload the vessels from the update video to the workshop.

Nautikin Adventures Version 0.7.485 Update

[h2]Changes[/h2]
  • Added keybindings / binding override support
  • Added more nonsense messages
  • Added a blind fix for some sort of tooltip race condition that can result in tooltips stuck on screen
  • Added new character "Dolphinface"
  • Added mod support for jpg and png icons as an option instead of just webms
  • Added existing mod examples to mod tools
  • Added Painting mod part example that displays images
  • Added TV mod part example that plays video files
  • Added IgnoreCombine support to mods
  • Added material groups to harpoon launcher part
  • Fixed bug where items stored when climbing ladders or entering seats are not restored properly
  • Fixed multiplayer bug with localized item drop locations
  • Fixed bug where dropped items can scale incorrectly
  • Fixed bug where dropped items do not move with crane
  • Fixed bug where inventory access can be locked if a client disconnects with inventory open
  • Fixed issue where you can disembark as an observer without a crew member to control
  • Fixed configuration for several parts preventing them from being highlighted with children attached
  • Fixed network part spawn order error
  • Fixed UI bug where controlling a vessel from the map while observing the vessel fails to re-enable the vessel display
  • Fixed bug with mod part loader when loading saved ships that use specific mod parts
  • Aircraft engine states are now synced independently to support stalling per engine
  • Aircraft propellers / rotors now sync the specific rotation of the engine rather than just the state
  • Observer input is no longer enabled for vessels that do not have observers
  • Nautikin interactions can no longer be activated by timing the activation with death
  • Crane serialization now uses local angles instead of global angles
  • Cranes now store local positions for lifts
  • Cables will no longer process infinitely when attempting to affect kinematic bodies
  • Crane lift positions are now scrubbed when loading from a save file to prevent positions from being far away
  • Faux sea floor boundary now ignores subvessels
  • G-force display is now less sensitive by 1 decimal place to prevent spastic updates with small changes like a Nautikin standing on a wing
  • Increased adjustment max raycasting values to accommodate scaling larger parts to be very large (i.e. cargo hull)
  • Unlockable part for helicopter hull now uses a less complicated collider
  • Changed the name of settings "Reset" button to "Restore all default settings" to decrease ambiguity between new keybindings reset / clear options
  • Switch camera input now uses common settings
  • Harpoon launcher input is now destroyed when the harpoon launcher is destroyed.
  • Updated tooltip configuration in main menu
  • Updated some control schemas to flag specific bindings for keyboard and mouse only since rebinding is now enabled
  • Updated engine to fix problem with arrow key display names for keybindings
  • Updated mod readme version
  • Updated mod tools package

[h2]Notes[/h2]
Because the serialization for cranes has changed, cranes will reset to their original rotations which may look weird until you operate the crane again. The crane related changes where made because if a boat with a crane sank and rolled across the ocean floor the crane was erroneously given the wrong rotation as it tried to enforce the boundaries of the map and older versions of the game allowed for the lifts to drift away from the boat while unobserved so over time this may have created bad save data.

Submarine controls are no longer displayed with new keybindings UI because the submarines are currently disabled until related Sprint 2 work is completed.

Mod examples are not tagged by default so that they will not build when attempting to make custom mods by default.

I added some of the mod examples to the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2981800706
https://steamcommunity.com/sharedfiles/filedetails/?id=2981801635

I will be updating the guides shortly.