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Nautikin Adventures News

Version 0.9.145 Update

[h2]Summary[/h2]
This build has a lot of new stuff for seek and destroy (pirates) as well as various fixes, misc. changes, and additions.

[h2]Multiplayer video[/h2]
[previewyoutube][/previewyoutube]
[h2]Changes[/h2]
  • Added Ship AI
  • Added Pirate Frigate to seek and destroy
  • Added Pirate Submarine to seek and destroy
  • Added Pirate Dreadnought to seek and destroy
  • Added Pirate Tanker to seek and destroy
  • Added Aircraft AI
  • Added Pirate Scout to seek and destroy
  • Added Pirate Interceptor to seek and destroy
  • Added Pirate Chopper to seek and destroy
  • Added max additional vessel setting to performance tab for pirates
  • Added more nonsense messages
  • Added Steam Workshop support for Part Groups
  • Added some performance settings for weapon UI aimers
  • Fixed a bug where pirates would aggressively fire at their own vessel after killing the player onboard
  • Fixed a problem with ragdoll collisions
  • Fixed a bug that could cause loading pirates to fail if saved while being destroyed
  • Fixed missing destruction for shipping engine
  • Fixed missing destruction for large ship anchor
  • Fixed a bug with island view when clicking/hovering while loading
  • Fixed a bug with spawn positions of activity vessels that could occur when flying
  • Fixed a problem with deck controls material group settings
  • Fixed a bug where rejecting a starting activity removes the row even though it is not cancelled and is readded later
  • Fixed a bug with target lock audio when using missiles and torpedoes
  • Fixed a problem firing missiles and torpedoes at the same time
  • Fixed a lock on UI shaking issue when firing at moving vessels with deck missile launcher.
  • Fixed a bug where firing a stupid amount of missiles could sometimes fire a missile without collision detection
  • Fixed some problems with particles and moving through the world
  • Fixed a config issue with helicopter stabilizer that prevented it from appearing under airfoils filter
  • Fixed a timing issue with handheld harpoon launcher that could cause it to fire inaccurately
  • Fixed a bug with point-blank projectile collisions
  • Fixed a bug with mixed fixed weapon lock on related to torpedo's targeting above water targets they can't hit
  • Fixed a bug with locking on to specific locations on vessels sometimes failing
  • Fixed some problems with firing fixed missiles when some are destroyed
  • Fixed a config issue with plane engine materials that cause material to not be applied sometimes on launch
  • Fixed some redundant behavior with Seek and destroy generation
  • Fixed a config issue with jet landing gear front material groups
  • Fixed a bug in activities UI where tooltip does not close when accepting / rejecting activities
  • Fixed a bug where reused activities rows did not update tooltip descriptions
  • Fixed a problem where Treasure hunts could cause a game freeze when attempting to spawn treasure too deep in the water
  • Fixed some bugs with timing for pirate spawns in multiplayer
  • Fixed a ladder position on large pirate base
  • Fixed a bug with distant explosions appearing nearby
  • Fixed a momentary bug where server could accidentally control gas / ballast when vessels where spawning on clients
  • Fixed a bug where sea monsters could spawn under islands
  • Fixed a timing issue where server would not notify clients when activities were completed immediately
  • Fixed some cleanup issues with monster hunts when completed
  • Fixed a bug where countermeasures work without fuel
  • Fixed a bug with saving when you close the menu quickly
  • Fixed a bug where using switch seat keys after a vessel is destroyed can cause problems
  • Fixed a bug where activities can hide beacons
  • Fixed a bug with rotated network parts spawning on clients incorrectly in multiplayer
  • Fixed a bug where missiles would not lock on due to gaps in vessel designs
  • Fixed a bug where activities UI elements do not display if started by the server while the client is doing other things
  • Fixed a bug where tooltip can remain active if the UI element is no longer there
  • Fixed a bug where you can get stuck in activities view while in a destroyed vessel
  • Fixed a bug where missile cameras where not cleaned up while using other missile cameras
  • Fixed a bug where recalling as observer from map does not turn off Nautikin HUD
  • Fixed some problems with underwater lock on targeting
  • Fixed a bug where client cannot deploy build areas in the correct location
  • Toggling parts no longer works on pirate vessels
  • Reduced active collisions on Nautikins when seated
  • Dead pirates will now be cleaned up after one minute if they die before the end of the mission
  • Seek and destroy activities can now include multiple threats
  • Changes to size of seek and destroy areas
  • Changed rewards for seek and destroy
  • Bots no longer register with the vegetation grid
  • Mission status will now update immediately after accepting
  • Missile lock alarms will now trigger on vessels for targeted uncontrolled subvessels if the parent vessel is controlled
  • Missile lock alarms will now trigger for subvessels if the parent vessel is targeted
  • Missile lock UI can no longer be hidden by other fixed weapons
  • Adjustments to sound priority with alarms vs explosions
  • Adjustments to sound priority for explosions
  • Crashing vessels into other objects will now do explosive damage at high velocities
  • When parts explode on vessels they will now create violent explosions
  • Fuel tanks are now extremely volatile to projectiles
  • Pirates will now give up when out of fuel by self destructing
  • Put a cap on mass vs damage to prevent massive vessels from being near indestructible
  • Destruction is now based on the mass of the impacted part rather than the vessel as a whole
  • Submarines will no longer be damaged when ramming through schools of fish
  • Removed some WIP labels
  • Main menu UI audio now respects volume settings
  • Vessel aimers will now automatically center groups
  • Extended range for various weapon aimer UI
  • Pirates will now attack sea monsters
  • Activities objectives will now hide when selecting detail regarding an available activity
  • Weapon aimers will no longer turn red to targets above / below water when below / above water respectively
  • Changed delivery mission description order
  • Battle music now works on clients instead of just on the server
  • Can no longer recover pirate vessels if you were on the vessel when it was destroyed
[h2]Build mode[/h2]
  • Fixed a bug where workshop images are not deleted when you delete a vessel
  • Fixed a background error related to deleting mirror parts in build mode
  • Fixed a bug cloning complex parts and undo stack
  • Fixed a bug with part groups where initial adjustment states are active but invisible preventing selection
  • Fixed a bug with part groups where undo does not work for initial state
  • Fixed a bug with part groups where ids were not unique when creating multiple instances of a group
  • Fixed a bug with global adjustments on rotated parts
  • Fixed a bug where rotation adjustments do not update with global adjustments
  • Fixed a bug where undo stack changes the global adjustment orientation
  • Part groups will now save mirror part configs
  • Cloning parts no longer clears child mirror configs
  • Changed file structure for part groups from "PartGroups" to "PartGroup"
  • Part groups can no longer be placed until the root part has been placed.
  • Part groups now save higher resolution "ForWorkshop" previews similar to vessels
  • Part groups are now sorted alphabetically
[h2]Optimization[/h2]
  • Deck weapon parts
  • Dramatically reduced complexity of deck weapon colliders
  • Many bot Nautikins
  • Seek and destroy
  • Vegetation grid ignores bots
  • General refactoring for speed
  • Minor build mode UI changes
  • Vessel network sync
[h2]Notes[/h2]
Personally I like having very detailed colliders when possible so you get that nice crisp feeling when things match up and the object feels more defined rather than just a blob. The problem with that is that Unity (and PhysX, the physics engine) cannot handle it in many cases and there is no way for me to add special handling for performance, only to remove quality in favor of performance. In this case I have dramatically reduced the complexity of the colliders for Deck weapons. Honestly you can't really tell unless you are trying to climb on it. Previously, the player(s) could operate a deck weapon and it would consumes some CPU time, which was fine because there would only be 1 or 2 moving at any given time. Now that I have added AI, the bots will all be looking around and if you have several bot ships that percentage starts to add up quick and causes a severe bottleneck between Unity and PhysX. One of the other reasons I do this is to support deformation of colliders when the vessel is damaged, which may not matter too much on the weapons. Visually it will still take damage, but the collisions will not always change now. I may do this for other parts that really don't need that much detail for 90% of cases.

The seek and destroy save formats have changed, any previously saved in progress missions may appear incorrectly until completed.

Bots are now ignored by the vegetation grid which means when you are not there, they will not be able to crash into trees and rocks. This is mainly for performance reasons.

The tankers can be pretty tough to sink and you may have to get creative. This may become easier later when heavier weapons are added like bombs or sea mines.

Lots of pirates active at once will cause more and more of a performance impact. It is recommended you never have more than 1 mission running at once. There is also a setting that allows you to adjust how many additional pirate vessels can spawn for each mission which you can adjust as desired, just know that if you start one with 3 ships it will be slower than with 1 ship. Other performance settings will also have a heavy affect on this, if you want lots of ships you may need to turn down other settings. I will be working on more performance optimization for this stuff in the future.

Previously if a missile lock occurred on a deck weapon that was not operated by the player no alarm would play but you would obviously still be under attack, so now the alarm will trigger for the main vessel even if you do not currently have control of the deck weapon.

I just want to note that fixing the the global adjustments problem was particularly challenging in terms of determining the problem and how to fix it. It involved a lot of math trial and error for preventing Euclidean poles from flipping while still allowing the adjustments to be positioned relative to the build area and allow adjustment in both directions of the axis at all times. This required many hours. It was sort of a "minor" problem with global adjustments that still worked but inverted the input sometimes. It should work now regardless of the orientation of the part now.

Mirroring parts that have mirrored child parts will still clear mirrored parts, so if you use a part group while mirror mode is on, any mirrored parts saved in that group will be cleared. By the same principal, saving a part group while mirror mode is on will not save child mirrors.

Because of the file structure change with part groups all the files saved that directory will no longer be found by default, however the game will automatically migrate them to the new folder and delete the old one, but I am going to remove that code in a later version of the game because it will never have to run again after a while and become dead code. These files will be moved from "PartGroups" to "PartGroup". This change was made because I intend to add workshop support for part groups and I don't want to confuse the consistency of the tags with "s" when the rest are "Ship", "Aircraft", and "Structure". This was also an issue with consistency in the code I wanted to fix prior to making the part groups more complicated and doing other work related to part groups in this build because it would become harder to change later.

Kamikaze attacks on pirates are now more powerful than missiles.

Pirates may occasionally blow themselves up due to incompetence. I guess that's fine.

Exploding vessels have a certain amount of random damage penetration to emulate shrapnel and save on performance. Sometimes explosions will result in chain reactions that destroy entire ships.

More of a comment about how the fixed weapon aimers work. If they are close enough together the game will join them as a single aimer to prevent overlap, however there is a "sweet" spot where they can be just on the edge of that measurement that the aimers may disjoin or flicker momentarily on the edges of the screen. This is sort of not a bug, it is rather an artifact of how the camera FOV interprets the positions when near the edge of the view portal and is technically showing the correct positions. If this occurs, it is an indication that you need to move your weapons closer together if you want to prevent this flicker / separation or further apart if you want them to always be separated. I have added a note to the backlog to add some options for this such as "Don't join aimers", "Join always", or "Always centered" or maybe change this behavior all together, but it mostly works as intended.

There were some work in progress labels (WIP) on the Activities UI and Controls Keybindings UI, both of these are mostly done now, things may change still so they are still technically WIP, but that final state will be close to this so the WIP has been removed (plus EA is WIP). The Activities UI may be improved over time. The Controls Keybindings UI does everything it needs to do for the time being.

In campaign, pirate aircraft will not be available as a option for seek and destroy until the runway is unlocked.

When sinking a pirate vessel, they will usually be destroyed. It is however possible that they will get stuck on the sea floor somewhere above the pressure tolerance such as near the beach or on a underwater cliff, in cases like this the pirates will slowly fill with water and drown at the same rate you would normally before the mission will complete, so your options are to wait for them to die or send a torpedo. This is especially true for submarines which will not explode underwater until they get very deep.

Note on price and progress, the final price of the game is planned to be 30 USD, the game is currently 25, so the price will go up one more time for release. I was planning on doing this at release to maximize savings for participation in early access, it seems I will have to do that prior to release in order to have a launch discount (a larger form of savings to customers). The price increase and the discount cannot be in proximity per Steam rules so I will increase the price at an arbitrary milestone prior to/near release and that will be the final price. This may be reflected as 1.0 or 0.9.x I have not decided yet, so the actual release may be 1.x. I may simply keep the versioning consistent with work performed rather than scrunching up the numbers at the end and having 0.9.100x.

Guides will be updated soon. I may also upload the pirate vessels to the workshop so you can play with the pirates ships / aircrafts.

Version 0.9.090 Update

[h2]Summary[/h2]
This build adds pirate activities. It is just pirate bases to start, but I will be working on ships and aircraft later. The pirates will attack you and your vessels and you can attack them! Loads of fun. There is a ton of other stuff too.
[h2]Videos[/h2]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube][h2]Changes[/h2]
  • Added new Seek and Destroy activity
  • Added vegetation barf to debug display
  • Added additional impact sounds for projectiles hitting vessels
  • Added glass impact sounds
  • Added glass colliders to various parts with built in glass
  • Added various logic for mixed controlled modes for player controlled weapons on vessels operated by pirates
  • Added missile follow camera
  • Added missile follow camera settings
  • Added new battle music
  • Added battle music settings
  • Added new smoke particles to smoke emitters
  • Added save validation for vessel names that contain invalid characters for the operating system
  • Added save validation for game names that contain invalid characters for the operating system
  • Added save validation for part groups that contain invalid characters for the operating system
  • Fixed a background error with loading / unloading vegetation grids quickly when flying around in jets like a maniac
  • Fixed some background flags when loading / unloading vegetation grids
  • Fixed a bug with dropped items being scaled incorrectly on child parts of scaled parts
  • Fixed a bug with crane lifts colliding with boats when secured with a cable and physically touching the boat
  • Fixed some background errors related to deleting large stacks of parts in build mode
  • Fixed a bug with loading parts mass in build mode that could cause errors later
  • Fixed a bug with highlighting when going back and forth between map and build areas
  • Fixed some background errors about loading previously deleted mirror parts on structures
  • Fixed some missing/misconfigured material groups for DeckMissileLauncher part
  • Fixed a bug with projectile impact velocity
  • Fixed a bug with container vessel save caching when transferring between boats
  • Fixed gaps in missile trail
  • Fixed a bug with controlling vessels when subvessel is destroyed
  • Fixed some music configs related to being underwater
  • Fixed a bug with some music sounding underwater
  • Fixed a bug where multiple missile launcher locks can spam alarm
  • Fixed a bug with underwater bullet impacts showing above water when near surface
  • Fixed a bug with extremely difficult activities being marked as "easy"
  • Fixed a bug with vessel exit casting fallbacks during extreme maneuvers
  • Fixed some sort of weird camera buffer issue with initial island camera if you change the view distance right away
  • Fixed a bug with harpoons where they could scale incorrectly when stuck on parts
  • Fixed a bug with saved stuck harpoons where they could scale incorrectly on load
  • Fixed some audio popping when recalling aircraft during extreme g-forces
  • Fixed a bug where fog lights could become visible while building structures
  • Fixed a lighting bug that could occur with lightning sometimes on ocean surface
  • Fixed a bug with client vessel optimization timing in multiplayer
  • Fixed a bug with client collisions when joining that slowed down loading
  • Fixed an LOD issue with Minima (Island)
  • Minor speed improvement to shark AI
  • Containers now ignore the drydock as a platform to prevent weird physics
  • Removed some older redundant code from build mode
  • Changed the way that projectile damage is calculated for moving parts on impact
  • Adjusted damage impacts magnitude for bullets
  • Bot inventories can no longer be accessed until they are controllable
  • Minor Improvements to missile trail visuals
  • Adjusted missile trajectory visuals to prevent extreme angle snapping when close to target during thrust changes
  • Missiles are now better at predicting movement of small vessels when tracking
  • Tweaked cannon fire sound range
  • Danger music will now play when in combat with bots
  • Updated some UI labels for consistency
  • Weapon refactoring
  • Smoke emitter changes
  • Smoke emitter will now be masked by fog instead of glowing all the time
  • Smoke optimization for large smoke emitters
  • Updated flare smoke to use new smoke
  • Vessels now keep track of the last player to attack them for notification purposes in campaign
  • Monster hunt now requires at least 1 weapon part unlocked in campaign
  • Tweaked time for new activities to generate in campaign
  • All parts with now generate movement roots for scaling purposes even if the part does not move
  • Changed vessel save error message to mention invalid characters
  • Changed part group save error message to mention invalid characters
  • Changed game save error message to mention invalid characters
  • Show HUD UI toggle will now hide ocean / island notifications
[h2]Notes[/h2]
Some material groups on deck missile launchers may have to be repainted and saved due to config changes.

Previously, bullet impacts on vessels would only sound different for steel or wood, now impacts will also play differently for aluminum, rubber, and glass.

Pirates will not appear on crew UI.

Previously, you could take items from bot worker Nautikins before you rescue them, now you cannot because this logic also applies to pirate Nautikins whose inventories you will not be able to access until they are dead.

The color sensitivity for smoke emitters has changed and they glow a bit less so you may need to adjust the colors on existing smoke emitters to achieve the desired effect.

Missiles will now more accurately predict the movement of targets flying fast through the air in order to better hit small moving targets. It will still fail sometimes for a couple reasons, making it too accurate is not fun because you won't be able to evade them with radical maneuvers and because more math for prediction means slowing down the game. This logic will also apply to torpedoes, however it is very difficult to avoid torpedoes in most cases due to being slower in the water.

Seek and destroy will not unlock in campaign until after you have unlocked at least 1 weapon part

Harpoons saved on parts that appear to be scaled incorrectly will save / load correctly when they are re-fired / re-saved

Guides will be updated soon, specifically I need to add the seek and destroy activities.

Version 0.9.042 Update

[h2]Bonus image[/h2]

[h2]Changes[/h2]
  • Added main menu fades for better transitions
  • Added secure / unsecure sounds to containers
  • Fixed a bug with main menu that could cause load to fail when pressing a sequence of buttons
  • Fixed some weird behavior with cable colliders on cranes
  • Fixed some cable alignment issues on crane
  • Fixed a bug where cargo is not released when crane is destroyed
  • Fixed some bugs related to cleaning up crates attached to client vessels from server tab
  • Fixed some background errors related to cleanup of cranes with drivers in multiplayer
  • Fixed a problem where crane lift can be init incorrectly in multiplayer
  • Fixed a bug that could momentarily prevent quick switch between subvessels in multiplayer
  • Fixed a timing issue when securing containers while clients are joining
  • Fixed a bug that can disconnect clients when raising/lowering anchor while joining
  • Fixed a bug that can disconnect clients when securing/unsecuring containers while joining
  • Fixed a bug that can disconnect clients when toggling lights while joining
  • Fixed a bug that can disconnect clients when toggling smoke while joining
  • Fixed an audio pop at the end of shipping container grab sound
  • Fixed a bug were Nautikins would snap while standing on top when securing rotated containers
  • Fixed a bug where unsecuring multiple stacks of crates can cause crates to teleport momentarily multiplayer
  • Fixed a bug that required pressing switch lift twice after server switched lift on a crane
  • Fixed a sorting problem with map icons on clients vs server for cranes
  • Fixed a race condition with Nautikin platforms in multiplayer
  • Fixed a bug with camera transitions
  • Fixed a velocity issue in multiplayer when releasing containers from lifts while moving at high speeds
  • Fixed map icon grouping spacing with different resolutions
  • Fixed a bug with cleaning up Nautikins seated in cranes from server view
  • Fixed a bug with attaching steel cables to client cranes in multiplayer
  • Fixed a multiplayer issue with platforms when joining and players are jumping around
  • Fixed an aiming problem with mirrored deck missile launchers
  • Main menu buttons no longer show modal background
  • Masked image flicker when scrolling fast in load dialog in main menu
  • Masked image flicker when scrolling fast in vessel load dialog
  • Improved performance of load dialog in main menu
  • Changes to crane physics
  • Various crane improvements
  • Crane now behaves differently underwater
  • Crane lifts now interact with water
  • Cargo on crane lifts will now interact with water
  • Crane lifts will now automatically adjust height when grabbing cargo
  • Can no longer destroy build areas while players are controlling subvessels
  • Server will now wait for clients on cranes to return when cleaning up by force in server tab
  • Changed where crane grab / release audio plays
  • Adjusted crate push force for Nautikins
  • Containers will no longer secure if Nautikins are standing under them
[h2]Notes[/h2]
If you had mirrored deck missile launchers you will likely have to replace them in build mode to get them to work. Any vessels saved with them flipped (the red button is on the left) will need to be updated. The easiest way would be to clone the mirror and then delete the old one. Failure to do so will manifest as inverted controls when operating the mirrored launcher.

Boat cranes are now slightly more complex physics wise than map cranes because they require a higher fidelity of collisions.

Cranes are a lot of work. The containers all tie in with crane behavior and vessels which make it a major part of the game, and lots of fun when it is working properly, which should be more frequently now. Some of the primary issues surrounding this involve forcing the game engine / physics engine to do things it was not designed to do or doesn't want to. But cranes exist and these ones are physics based, not just animated.

There are some know issues/limitations with elastic PhysX forces and the nature of the crane cables in the game which prevent perfect accuracy when moving at 50+ knots but should no longer be noticeable unless you are switching seats a lot without actually adjusting the crane. Most of the time stuff like this will likely not be noticed by anyone (except me!), but fixing such things is usually not worth it and would require CPU math to work beyond the limitations of the engine which would slow the game down. It is also extremely difficult sometimes to get physics to sync in multiplayer! It is a pretty cool crane. I am planning to add a magnet hook for picking up vessels later.

Version 0.9.000 Milestone Update!

At last! *dolphin sounds*

This is the 0.9 update! The game is making great progress and has benefited from a significant amount of feedback! I am very excited that the game is getting closer to completion and there is still a long list of tasks for me to complete as well as a backlog of overflow goodies. If you have feedback or suggestions now is the time to get it out there so I can prioritize it for the release. I am hoping to get more groups of people playing multiplayer, single player is now extremely stable and multiplayer I would say is very stable (but may vary between updates). If you have friends who want to play the game with you or you are interested in joining testing in some way let me know. This update marks a planned milestone for the completion of early access (1.0) and will be accompanied by the second price increase in the near future (most likely after the next sale). So if you are interested, now is the time to become a dolphin fish person of some unspecified nature (Nautikin).

Some of the next things I will be working on will be enemy vessel AI, more sea creatures, more activities, and of course more parts! There are now over 130 parts in the game you can use to build almost any vessel you can imagine.

I am making a big effort to get the word out about this game with limited success. If you can, link this on your social media or tell whoever you think may be interested. If you have not already done so leave some feedback or suggestions. If you are interested in staying up to date with the development of this game, the Discord server is the best place and I am happy to discuss the game with whoever is interested.

This build is packed with stuff! Lets take a look below


[h2]Recent multiplayer fun video[/h2]
This was really awesome, most of this is from the multiplayer testing for this build.
[previewyoutube][/previewyoutube]
[h2]Testing videos[/h2]
These are some testing videos I made while working towards the beginning of this build. I include these when I have time because they are an interesting window into what is going on and they are fun videos.
[previewyoutube]https://www.youtube.com/watch?v=ZBbUHwHpTzU[/previewyoutube][previewyoutube]https://www.youtube.com/watch?v=9zdJJMuj6tg[/previewyoutube][previewyoutube]https://www.youtube.com/watch?v=m6z1jLknjEc[/previewyoutube]
[previewyoutube]https://www.youtube.com/watch?v=1xqMBgaaSzs[/previewyoutube]
If you are interested in more of the videos check out the Youtube channel or click on some of the previous updates below near the bottom.
[h2]Changes[/h2]
  • Added FixedTorpedoLauncher part
  • Added UnderwaterCountermeasures part
  • Added MoveableCamera part
  • Added FixedCamera part
  • Added DeckControls part
  • Added movement root to fire monitor
  • Added first person / pov cameras to various driver seats
  • Added setting to disable weather in island mode
  • Fixed a bug where countermeasures do not work against fixed launchers
  • Fixed a bug with countermeasures on clients in multiplayer
  • Fixed a bug with lock on related to controlling a vessel with launchers previously controlled by another player
  • Fixed an audio problem related to moving physics objects through the world
  • Fixed an audio popping issue with boat engines sometimes the first time you start the engine
  • Fixed some audio popping on clients when server cleans up vessels
  • Fixed a bug with drydock camera when returning to drydock
  • Fixed a bug with initial position of runway camera
  • Fixed a bug with fog when entering drydock
  • Fixed a bug with fog when below water line in drydock
  • Fixed a bug with underwater lighting during heavy weather
  • Fixed a bug with weather system camera detection
  • Fixed an issue with local position targeting for missiles
  • Fixed a visual timing issue with light part when spawning
  • Fixed an audio popping issue with some looping boat engine sounds
  • Fixed a bug with water wake sounds
  • Fixed some audio popping when recovering moving vessels while camera is underwater
  • Fixed an audio bug that played music as if it was underwater
  • Fixed a bug with campaign unlocks
  • Fixed a bug that allowed selecting parts when over a UI element when tabbed out of the game
  • Fixed an occasional audio spike when launching aircraft related to wind
  • Fixed a bug with fire monitors not putting out fires
  • Fixed a bug with client activities display multiplayer sync
  • Fixed a bug with crane fires on clients
  • Fixed some rain audio popping when disallowed in build mode
  • Fixed a bug with spawning parts on cranes in multiplayer
  • Fixed a bug with welder audio stopping abruptly underwater when activated rapidly
  • Fixed a similar audio bug with extinguisher
  • Fixed a bug when saving/loading container positions
  • Fixed a bug with server cleanup of Nautikins controlled by other players
  • Fixed a container detection bug with crane travel lift
  • Fixed a physics bug caused by switching lifts with a container currently on the lift
  • Fixed a bug when getting out of moving subvessels
  • Fixed a bug where weapons on destroyed vessels can be active in the background
  • Fixed a bug with initial missile trail positions in multiplayer
  • Fixed a bug with missile launcher aimer when switching cameras rapidly during lock ons
  • Fixed a bug where crane lifts lower slightly when switching lifts
  • Fixed a bug where switching lifts on moving boats does not maintain momentum
  • Fixed a bug with fuel pumps where invalid connections pumped fuel anyway
  • Blind fix for obscure ocean shader problem
  • Weapon aimer UI is now more accurate when quickly moving camera
  • Countermeasures are now destroyed when impacted by a projectile
  • Changed the way that dynamic audio tracks moving objects
  • Reduced engine fade audio even lower so any potential audio popping at very low volume cannot be heard by raising the volume
  • Adjusted buy shack audio for air vent
  • Boat engine audio will now fade when cleaning up vessels to prevent audio popping
  • Explosion splash damage will no longer impact Nautikins that are behind an obstruction (wall / seat) when damage is not nearby
  • Missile fire order is now determined relative to the camera direction
  • Improved fog / weather transition when camera enters the water
  • Weapons can now be binded to sub vessels
  • Changed the way smoke emitters and lights register for deck controls support
  • Nautikin jump sound no longer plays when spawning vessels
  • Unlocked parts in campaign are now sorted the same way as they appear in sandbox
  • Removed some sort of background thumping from beach waves audio loop
  • Smoother weather transitions when switching cameras
  • Fired missiles are now hidden when in build mode
  • Increased audio range of countermeasures
  • Changed the way crane cable colliders work
  • Crane physics changes
[h2]Notes[/h2]
Torpedoes rely on sonar pings to acquire targets. Slow moving vessels with their engines off will not be detected.

Underwater countermeasures can be used in the air if desired but are less effective.

The missile order changes are nice because when you are locked onto a target it will now fire the missile closest to the direction you are aiming with the camera first before firing the others. This is a change from previous behavior that allowed missiles facing the opposite direction to fire first which didn't make a lot of sense.

When in the island view / mode it can sometimes get very foggy or stormy similar to when in build mode, so there is now an option to turn this off.

The camera part is awesome. It lets you create any point of view you want and you can switch views with "V". A good example of this is creating first person perspectives for your vessels or a rear view camera.

Driver seats now have integrated first person perspectives, but you can only switch to them when the seat has a driver.

Some parts previously saved with vessels are now saved with subvessels so their initial load states may be incorrect (i.e. Lights, smoke emitters). This also means that when controlling subvessels like cranes with lights attached, you can only turn the lights off and on while in the crane and no longer from the main vessel.

Some position info for structures may be incorrect and need to be re-deployed and saved.

The guides will be updated in the near future for new parts and what not.

[h2]Updates since version 0.8[/h2]
https://store.steampowered.com/news/app/2244830/view/4210379328712494033
https://store.steampowered.com/news/app/2244830/view/4165342698604121910
https://store.steampowered.com/news/app/2244830/view/4184481094387658012
https://store.steampowered.com/news/app/2244830/view/4179973693313918746
https://store.steampowered.com/news/app/2244830/view/3889485345757117360
https://store.steampowered.com/news/app/2244830/view/3855706911131205138
https://store.steampowered.com/news/app/2244830/view/3808417803218742095
https://store.steampowered.com/news/app/2244830/view/3794905774850629759

Version 0.8.950 Update

[h2]Changes[/h2]
  • Added audio fade to dynamic audio when camera enters / exits water
  • Added audio fade to in game menu to reduce chances of audio popping when abruptly stopping audio
  • Fixed a bug where weapons fired underwater would drain fuel without firing
  • Fixed an audio popping issue with explosions when moving camera underwater
  • Fixed possible audio popping when pausing game during an explosion
  • Fixed possible audio popping when stopping boat engines abruptly
  • Fixed possible audio popping when abruptly stopping aircraft engines
  • Fixed a bug with audio climbing ladders underwater
  • Fixed a bug with missile lock aimer when switching views
  • Fixed aim flicker when switching views with missile lock
  • Fixed a bug with multiple parts placed on moving parts
  • Fixed a background error when cleaning up a vessel with containers secured
  • Fixed a bug that allowed getting stuck on ladders very rarely due to timing
  • Fixed a multiplayer animation issue with climbing on ladders at the top or bottom
  • Fixed a timing issue with world particles
  • Patched ocean shader for incorrect tile culling
  • Changed push rate for shipping containers
  • Changed the way world particles are configured for loading
  • Missile lock on no longer works underwater
  • Missile lock will no longer hide aimer when locked on and turning away with fixed missiles
  • Updated buoyancy proxy for racing hull to better approximate foam in the front
  • Audio refactoring
  • Giant turtle movement is now a little smoother when turning
  • Shark movement is now a little smoother when turning