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Beta 3.3.0!!


What is up Depthians!

Before we get into all the goodies, I feel that I need to share the following.

As most of you probably know by now that Nick’s daughter is seriously ill, which is why there has been such a long gap between updates and I am sure you would agree that family comes first. So far the news has been positive and treatment is underway. 

With that out the way let us spring into action and go over this update, as we have some new additions such as a suspension spring mesh for our wheels (visual only), and before you roll off your seats with excitement we also have anti-roll bars for our land constructs!



Note that the center attachment point of the wheels is in line with the roll bar.

If this has not got you all hot and steamy, yes you guessed the next poor pun is about steam fixes and tweaks xD

So before you decide to separate my hands from my keyboard, we now have the separation block! xD Which is truly awesome yet needs some explaining for the current beta.

At the moment we have 1×1 separation blocks and you will need to set a few parameters before attaching the drone as the options you choose will be saved to the drone that is attached, and any future changes you would need to detach the drone first before they take effect.

Before we get into the settings we “should / could” use a docking station on the mothership per drone. This will help us align the drone’s attachment block to the mothership’s attachment block, and let’s not forget that most motherships may be on the move which is why the docking station would be needed, as the separation block currently only has a 10m range. We also need to ensure that the attachment blocks are not surrounded by other blocks (for now) and we may also need an origin block on the drone as the docking station pulls from the center of mass of the drone, so by installing an origin block the dock will use that as its center point. The origin block can be placed anywhere deep inside the hull, just make sure that it’s inline and behind the attachment (red blocks in pic).



Firstly decide if you want your drone to use its propulsion while attached. You will also need to state whether you want this to be rebuilt once detached or not, this gives you the option to rebuild the “missing” blocks from the mothership allowing you to keep spawning multiple copies of the drone, which will be built by Rambot or repair drones, not tentacles. We also suggest giving the drone a name in the Vehicle settings of the separator control UI.

Some things to note:

  • Attaching a drone to the mothership be it fort or vehicle, the drone will inherit the paint job of the mothership until detached.

  • Building an air/land vehicle drone attached to a fort would need to be built separatly as you will not have access to the air items/land items. However repair drones will repair any lost air/land blocks while attached to the fort.

  • For now do not build around the attachment blocks, leave them petruding from both mothership and drone, as shown in the screenshot above.

  • Remember to set the AI prioritisation in the AI tab, as only the AI(s) with the highest priority will try to control the vehicle.

We have also updated and basically redone the CIWS system, and before you panic, any old values from your previous constructs will be transferred to the new system.

The new system works with weights if a projectile is within a weight range that you specify or not within “Main ruleset”, we can also set weights for the target that is firing those nasty projectiles at your construct from the “Locked target ruleset”. However, I think the most epic part is that you can now visually see what your CIWS is prioritising from your settings.



The red circles mean they are the highest prioritised missiles, while grey is ignored, green has the lowest weight. Other projectiles have colors in-between showing their relative weight. The red line is the currently targeted projectile. 

We have also integrated a mod from the Steam workshop by Cappycot, which tweaks up the cinematic camera and a few other things. This is still a WIP so more additions and tweaks are on the way, therefore everything can be subject to change.

Currently, it:

  • Alters the Caps Lock camera behavior so that it doesn’t lag behind the vehicle of focus.

  • Adds a mouse smoothing effect to the Caps Lock camera.

  • Alters the top-down tactical map camera behavior so it follows vehicles you double-click on properly.

  • Removes the annoying splash sound when the camera submerges unless you are in first person.

We are also in the process of updating some textures at the moment, such as the AI blocks and fuel engine are WIP textures in this beta.

Changelog

[h2]Additions[/h2]
[h3]AI[/h3]

  • Added a priority slider to the AI mainframe. On a vehicle, only the AI(s) with the highest priority will try to control the vehicle
[h3]APS[/h3]

  • Added missing numbers for autoloaders, clips and recoil absorbers. 3,5,7 where applicable.

  • Some values for cost and weight were marginally incorrect in autoloaders and clips, they have been fixed.
[h3]Attachment Point[/h3]

  • Added an attachment point block which combined with a separator block can attach a vehicle to another vehicles, turning them into one vehicle
[h3]Blocks[/h3]

  • Anti-roll bar added to the ‘Land’ tab
[h3]Build marker[/h3]

  • Transparency added to the build marker. The transparency level can be configured in the options.
[h3]Build mode[/h3]

  • [FTD-673] Press T to place cursor as decoration. It creates a decoration on the nearest block with the current item mesh, position, rotation and color. Works with Undo/Redo.

  • [FTD-679] Customizable build cursor speed.

  • [FTD-679] It is now possible to double tap Space/Alt to move faster vertically.
[h3]Camera[/h3]

  • Integration of the mod ‘Film the Depths’ which improves camera movement and removes the splash sound when the camera is entering the water when not in first person

  • Option to draw hole on water only when the camera is inside a pumped space. Enabled by default. Don’t forget to enable the visual effect in vehicle settings as well!
[h3]CIWS[/h3]

  • [FTD-677] CIWS controller can now control any type of weapon, including fixed weapons.

  • [FTD-677] CIWS controller now uses customizable lists of rules to determine the weight of targets and which targets should be ignored. Every rule has a rule type, an input type, an input range, and weight scale if applicable. Old AMCC parameters are converted to a set of rules that have nearly the same behavior.

  • [FTD-677] CIWS controller UI now visualizes the weight of targets on screen, and indicates the current target and ignored targets.

  • [FTD-677] Idle aim modes for CIWS controller (none, aim at enemy, or keep weapon direction).

  • [FTD-677] Option to take target acceleration into account in CIWS controller.

  • All-in-one CIWS controller block with built-in failsafe and wireless receiver.
[h3]Decorations[/h3]

  • Option (in Build Options) to hide the moving dash line when hovering cursor over a mimic or a decoration.
[h3]Lua[/h3]

  • Added coroutine.yield, setmetatable and getmetatable
[h3]LWC[/h3]

  • All-in-one local weapon controller block with built-in failsafe and wireless receiver.
[h3]Missiles[/h3]

  • [FTD-677] Missile interceptors can now prioritise the target of the CIWS controller when it was fired.

  • [FTD-677] Missiles now deal kinetic damage to enemy missiles during collision.
[h3]Modding[/h3]

  • Modding manual added (you can access it in the ‘Content’ tab, under the mod creation button)
[h3]Separator[/h3]

  • Added a separator block that can be used to decouple part of a vehicle into a separate new vehicle or to reattach a decoupled vehicle back. See Jon’s patch notes for details of the function.
[h3]UI[/h3]

  • New button in APS ammo customizer: changes every part in the shell to match the one last placed, between the position of the last change and the head

  • New button in APS ammo customizer: duplicates the part that was last changed, moving 1 step towards the head every click

  • New button in APS ammo customizer: fixes invalid shells by moving casings in front to the back of the shell and changing other invalid parts to the most common warhead in the shell

  • Right clicking a component slot in the missile editor now copies the last changed component into that slot
[h2]Changes[/h2][h3]Blocks[/h3]

  • All components can now be placed on subobjects with the exception of a few such as refineries.
[h3]CIWS[/h3]

  • [FTD-677] CIWS controller now uses the same weapon discovery and priority logic as LWC.

  • [FTD-677] Renamed AMCC (anti missile cannon controller) to CIWS controller.
[h3]Impact[/h3]

  • Harpoon missiles now do not do impact damage (cable connection is more reliable)
[h3]Lasers[/h3]

  • Cavity block cost down from 60 to 50 materials for each cell occupied

  • Cavity lines lose their charge when blocks belonging to them get destroyed/removed

  • Every 10000 laser energy storage capacity now counts as a single pump for AP calculations
[h3]Space[/h3]

  • A new visualisation of the space backdrop has been added
[h3]SpinBlock[/h3]

  • Spinblock now has the same AC as a 1m turret.
[h3]Wheels[/h3]

  • Wheel connectors now connect on the side relevant to their position e.g A left wheel connects on the right. They also now connect Up

  • Wheels suspensions is now using a spring (it’s only a visual change)
[h2]Fixes[/h2][h3]BUGS-3176[/h3]

  • Fixed breadboard maths evaluator not handling input from new components correctly
[h3]BUGS-3233[/h3]

  • Fixed error on loading AI state
[h3]Drag[/h3]

  • Fixed asymmetric clearance requirement on 1-4m, front and back wedge structural blocks
[h3]Duct[/h3]

  • Fixed error with HP value of an alloy duct
[h3]Explosions[/h3]

  • Contaiment for explosions is now working as intended, which will increase the damage at the center of the explosion, and also in contained space (it should improve APHE shells efficiency) [BUGS-3285]
[h3]Glass[/h3]

  • All effects now visible through glass.
[h3]Impact[/h3]

  • Fixed a problem causing missile impact damage to be too high after a coordinate origin shift
[h3]Localisation[/h3]

  • Lots of localisation tweaks for the upcoming Chinese and Russian translated version of FtD.
[h3]Lua[/h3]

  • Fixed incorrect error handling inside coroutines
[h3]Missile[/h3]

  • Fixed missile laser emitters hitting themselves when the construct is moving backwards (green-red flickering is gone)
[h3]Steam[/h3]

  • Improved steam distribution for boilers with multiple outputs and some setups with circular valves
[h3]Visuals[/h3]

  • Fix decoration mesh contour so that it no longer lags behind when the vehicle is moving.
[h3]Wheels[/h3]

  • Fixed an issue that caused fully compressed suspension force to be off at different time scales (causing too much jumping or sinking too low)

  • Which way the ‘Axle length extension’ slider moves the wheel now only depends on the block’s orientation (the side of the vehicle the wheel is on doesn’t matter anymore)

Summer Sale!

Steam Summer sale 2021 is here and From the Depths is on a -30% discount for a limited time. Grab it while this ship is still sailing

Stable 3.2.9 is here!!

What is up Depthians!!

As the only new addition to Stable from 3.2.9 Beta, is that you now must use Breadboard to control your constructs as we removed the AI behaviour and manoeuvre cards, nothing else has changed from Beta to Stable.

So the following notes are a copypasta from Beta.

In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features.
In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes.
We also go talk about some news at Brilliant skies for the next month or so.

https://youtu.be/sA-v_b9NYG4

Changelog

[h2]Additions[/h2]
[h3]AI[/h3]
- A troubleshooter has been added for the AI that will provide feedback if your AI does not match the capabilities of your vehicle
- Naval and land AI now properly uses the yaw controller during reversing.
- Naval and land AI now uses forward/backward controller during idling to bring speed to 0 m/s.
- Point at behaviour will make ‘reverse’ paths (sea/land) cheap (if reversing enabled) if we are too close to our target and pointing at them.
- The path view for AI has been upgraded to show how the waypoints are adjusted by the various stages of the AI. The markers, if you mouse over them, will show tooltips.
[h3]Blocks[/h3]
- Spin blocks have an option to reverse the angle controller value when moving backwards. Useful for large rudders on spin blocks.
[h3]Damage[/h3]
- Added damage logging system (enable from vehicle V menu). It shows kinetic, HE, HEAT, HESH and fragment damage markers and explanations for each projectile/missile that hits the vehicle. Useful for debugging.
[h3]Missiles[/h3]
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it is currently facing.
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it was launched.
- Added small and large reverse launchers.
[h3]Wheels[/h3]
- Added a reset to default button for wheel configuration tab
[h2]Changes[/h2]
[h3]AI[/h3]
- Airplane movement idle distance is now unified with the wander distance mechanic, creating a circular wander for the out of combat vehicle.
- All AI interfaces have been tidied up and now feature a full description of what the behaviour/manoeuvre does
[h3]Air Ducts[/h3]
- Previous change reverted. All single air duct blocks have now had their HP value halved. 3×3 and larger lose 1/4 HP and weight. This puts them in their intended role.
[h3]Applique[/h3]
- Applique armour can now create air gaps when hit centrally (the path of the projectile through the mesh is modelled). This means HEAT fragments and HESH spalling will be released from it.
- Applique armour does not get directly damaged by HEAT jet penetration
- Applique armour is structural for the purpose of HESH, increasing the AP of the spalling that will come from it (either released into it’s own air gap, or passing down the sides of the armour panels).
[h3]APS[/h3]
- All fragmentation warheads are now forced to share cone angle and offset values, as these were always averaged across the warheads anyway
- Shells without a pen fuse and using heavy, AP or sabot head will not explode on contact. They only trigger when they run out of kinetic damage
- The APS ammo customisation UI has been updated to the new format
- There is now a drop down in the ammo customisation UI to select the gauge of your weapons, and gauges that will fill the various clip sizes
[h3]Blocks[/h3]
- Aileron and tailplane now use the absolute velocity of the vehicle, so they work the as expected when moving in reverse.
- Hydrofoil, by default, will now work in reverse the same as it works in forward
- Rudder, by default, will now work in reverse the same as it works in forward
- The vehicle blueprint spawner can now spawn up to 100 vehicles instead of 10, and if you choose the max value there will be no limitation to the number of spawned vehicles
[h3]Ducts[/h3]
- Ducts no longer absorb HEAT damage. They are treated like ‘structural blocks’ for the purposes of HEAT.
[h3]ERA[/h3]
- ERA no longer explodes below 50% health. ERA also no longer actually kills projectiles near it when it dies.
- ERA rewrote. Projectiles (other than CRAM) have their explosions triggered by touching an ERA. An ERA-triggered explosion has 20% HE/FLAK damage/radius, 20% HESH thump damage, and 180° fragment release angle. The first HEAT jet or HESH implantation to interact with the ERA panel will be stopped in its tracks (HESH must be implanted onto ERA for there to be an effect). Kinetic hollow point damage will not take place if the shell explodes. Kinetic/hollow point damage of a kinetic shell that has not exploded at this point is reduced by 2500 to a minimum of 100 (this includes CRAM). EMP and smoke effects happen as usual.
[h3]Missile[/h3]
- Huge missile efficiency and health modifiers down by 20%
- [BUGS-2209] Beam riders now have the option of following other missile lasers on the vehicle, not just those attached to their controller.
- [BUGS-2209] Laser designator receivers now output a velocity value to allow APN and TPG guidance to improve the chance of hitting a moving designated target. If you don’t want this function just remove the APN and TPG from the missile.
- The missile editing UI now uses drop-down menus instead of incremental sliders, where appropriate.
[h2]Fixes[/h2]
[h3]AI[/h3]
- [BUGS-3121] Empty manoeuvre UI now shows the wander distance, order complete distance and Use Velocity Instead of Forward toggle (which has now been changed to a default of ‘off).
- [BUGS-3129] Failsafes now have a default range of 500m for self-checks. Anything that was the old default of 50m will become 500m.
- Look ahead distance for six-axis now only takes effect as we approach a final waypoint. This fixes issues using it in conjunction with sea surface pathfinding.
[h3]APS[/h3]
- [BUGS-3135] Elevation mantlet is now able to fire at 100° elevation (previously this would be evaluated as a 180° azimuth angle and dis-allowed)
- If you place a secondary HEAT warhead on the nose cone it will now work
- The HE special factor slider is now only shown for HE warheads where it is actually used
[h3]Blocks[/h3]
- [BUGS-3124] Slope transition pieces now all have the same convex ‘seam’ across their top surface.
- Mention of reinforcement bonus in the description was wrong on 2m,3m and 4m beams. This has been removed.
[h3]Breadboard[/h3]
- [BUGS-2255] Drive setter component no longer sets drives where no input wire is attached
[h3]Building[/h3]
- [BUGS-2243] Issue with build marker being rotated long after command was made
- [BUGS-2971] it’s no longer possible to place a fortress at an odd angle
[h3]Campaign[/h3]
- [BUGS-3119] Blockade battle start timers now tick down based on the game speed
[h3]CJE hull[/h3]
- Hull parts have had their descriptions corrected and the cost reduced to +10 over standard parts.
[h3]ERA[/h3]
- ERA is no longer marked as a structural component, and a HESH shockwave hitting a distant ERA panel will damage it like any other nonstructural block.
[h3]Exhaust[/h3]
- [BUGS-2928] Hull exhaust pipes no longer connect to cylinders in directions that they should not
[h3]Fleets[/h3]
- [BUGS-3117] out-of-play fleet vibration fixed
Graphics
- [BUGS-3089] Some minor issues with cut away views fixed
[h3]HEAT & HESH[/h3]
- Multi-threading issues fixed in HEAT and hesh that stopped them releasing fragments on the first non-structural block they killed
[h3]Misc[/h3]
- Multiple typos of the word manoeuvre fixed.
[h3]Missiles[/h3]
- [BUGS-2173] Issues with sea skimming default guidance and APN fixed.. APN and target prediction guidance no longer run when the ‘target’ is a default manoeuvre (such as sea skimming) (or when the target has a dummy velocity value of 0 (e.g beam rider aim points)).
- [BUGS-2209] Designator receiver logic fix for lasers that control ‘Missiles on this team’. Should all work as expected now.
- [BUGS-3112] GPP use of remote guidance is no longer double counted when several LWCs are controlling a missile controller.
- [BUGS-3131] Missiles will no longer change their rotation when in contact with colliders and are no longer super bouncy. This stops them from clipping through their launching vehicle.
[h3]Multiplayer[/h3]
- [BUGS-2956] fixed a number of multiplayer issues with pistons
- [BUGS-3110] issue with undo of block removal fixed for multiplayer clients
[h3]Muzzle Brake[/h3]
- The description mentioned a reduction in speed. This is incorrect and has been removed.
[h3]Particles[/h3]
- All particle systems will now use the ‘Particles factor’ and ‘Auto-regulation’ performance options
[h3]PID[/h3]
- [BUGS-2938] Fake set point for altitude in AI hover controller now goes from -1000 to +3000 (as per GP PID)
[h3]Repairing[/h3]
- [BUGS-2912] Fixed an issue with large turrets not repairing on specific vehicles
[h3]Sails[/h3]
- [BUGS-2942] Wind speed was not properly taken into account for the useful component of force on a sail (sailboats faster now). The weather vane now shows wind speed as well.
[h3]Shields[/h3]
- [BUGS-3111] Shield reflections causing explosions of inertially fused shells to happen at local coord [0,0,0] fixed
[h3]Steam[/h3]
- [BUGS-2815] Idle steam turbine tooltips show correct kinetic energy values
- [BUGS-2943] Steam jet particles now come from the correct place when placed on a sub construct
- Smoke leaking from 4m pipes will now exit at the correct location
[h3]Turrets[/h3]
- [BUGS-3101] turrets and spinners now check overlaps at integer degree steps (1°,2°,etc) to avoid some turrets managing to rotate when they shouldn’t, and becoming very unpredictable.
[h3]UI[/h3]
- [BUGS-3087] drive slider in propeller (and other) UIs no longer disappears after visiting stats tab
[h3]Video[/h3]
- [BUGS-2880] Youtube videos are working again
[h3]Weapons[/h3]
- [BUGS-3116] Fixed a recursion issue in synched weapons when they are synched with each other and dead
[h2]Removed[/h2]
[h3]AI[/h3]
- Tank broadside behaviour no longer selectable. It’s the same as naval broadside behaviour (now called Broadside 2.0) so use that instead.


Just in case, the Breadboard thing is an April fools joke…

Beta 3.2.9

What is up Depthians!!

In this update, we will be showing you two new features to From The Depths via YouTube rather than screenshots and walls of text. We hope you like this format for showing off new functions or features.
In the following link, we go through the new projectile damage logging tool and a handy visual aid showing you where your turrets are getting stuck while trying to rotate :D. However, in order to try and keep it short, you will have to check out the changelog as there are more additions/tweaks as well as a boatload of bug fixes.
We also go talk about some news at Brilliant skies for the next month or so.

https://youtu.be/sA-v_b9NYG4

Changelog

[h2]Additions[/h2]
[h3]AI[/h3]
- A troubleshooter has been added for the AI that will provide feedback if your AI does not match the capabilities of your vehicle
- Naval and land AI now properly uses the yaw controller during reversing.
- Naval and land AI now uses forward/backward controller during idling to bring speed to 0 m/s.
- Point at behaviour will make ‘reverse’ paths (sea/land) cheap (if reversing enabled) if we are too close to our target and pointing at them.
- The path view for AI has been upgraded to show how the waypoints are adjusted by the various stages of the AI. The markers, if you mouse over them, will show tooltips.
[h3]Blocks[/h3]
- Spin blocks have an option to reverse the angle controller value when moving backwards. Useful for large rudders on spin blocks.
[h3]Damage[/h3]
- Added damage logging system (enable from vehicle V menu). It shows kinetic, HE, HEAT, HESH and fragment damage markers and explanations for each projectile/missile that hits the vehicle. Useful for debugging.
[h3]Missiles[/h3]
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it is currently facing.
- [BUGS-2350] Added new default guidance to (optionally) replace sea-skimming mode. It flies in the direction it was launched.
- Added small and large reverse launchers.
[h3]Wheels[/h3]
- Added a reset to default button for wheel configuration tab
[h2]Changes[/h2]
[h3]AI[/h3]
- Airplane movement idle distance is now unified with the wander distance mechanic, creating a circular wander for the out of combat vehicle.
- All AI interfaces have been tidied up and now feature a full description of what the behaviour/manoeuvre does
[h3]Air Ducts[/h3]
- Previous change reverted. All single air duct blocks have now had their HP value halved. 3×3 and larger lose 1/4 HP and weight. This puts them in their intended role.
[h3]Applique[/h3]
- Applique armour can now create air gaps when hit centrally (the path of the projectile through the mesh is modelled). This means HEAT fragments and HESH spalling will be released from it.
- Applique armour does not get directly damaged by HEAT jet penetration
- Applique armour is structural for the purpose of HESH, increasing the AP of the spalling that will come from it (either released into it’s own air gap, or passing down the sides of the armour panels).
[h3]APS[/h3]
- All fragmentation warheads are now forced to share cone angle and offset values, as these were always averaged across the warheads anyway
- Shells without a pen fuse and using heavy, AP or sabot head will not explode on contact. They only trigger when they run out of kinetic damage
- The APS ammo customisation UI has been updated to the new format
- There is now a drop down in the ammo customisation UI to select the gauge of your weapons, and gauges that will fill the various clip sizes
[h3]Blocks[/h3]
- Aileron and tailplane now use the absolute velocity of the vehicle, so they work the as expected when moving in reverse.
- Hydrofoil, by default, will now work in reverse the same as it works in forward
- Rudder, by default, will now work in reverse the same as it works in forward
- The vehicle blueprint spawner can now spawn up to 100 vehicles instead of 10, and if you choose the max value there will be no limitation to the number of spawned vehicles
[h3]Ducts[/h3]
- Ducts no longer absorb HEAT damage. They are treated like ‘structural blocks’ for the purposes of HEAT.
[h3]ERA[/h3]
- ERA no longer explodes below 50% health. ERA also no longer actually kills projectiles near it when it dies.
- ERA rewrote. Projectiles (other than CRAM) have their explosions triggered by touching an ERA. An ERA-triggered explosion has 20% HE/FLAK damage/radius, 20% HESH thump damage, and 180° fragment release angle. The first HEAT jet or HESH implantation to interact with the ERA panel will be stopped in its tracks (HESH must be implanted onto ERA for there to be an effect). Kinetic hollow point damage will not take place if the shell explodes. Kinetic/hollow point damage of a kinetic shell that has not exploded at this point is reduced by 2500 to a minimum of 100 (this includes CRAM). EMP and smoke effects happen as usual.
[h3]Missile[/h3]
- Huge missile efficiency and health modifiers down by 20%
- [BUGS-2209] Beam riders now have the option of following other missile lasers on the vehicle, not just those attached to their controller.
- [BUGS-2209] Laser designator receivers now output a velocity value to allow APN and TPG guidance to improve the chance of hitting a moving designated target. If you don’t want this function just remove the APN and TPG from the missile.
- The missile editing UI now uses drop-down menus instead of incremental sliders, where appropriate.
[h2]Fixes[/h2]
[h3]AI[/h3]
- [BUGS-3121] Empty manoeuvre UI now shows the wander distance, order complete distance and Use Velocity Instead of Forward toggle (which has now been changed to a default of ‘off).
- [BUGS-3129] Failsafes now have a default range of 500m for self-checks. Anything that was the old default of 50m will become 500m.
- Look ahead distance for six-axis now only takes effect as we approach a final waypoint. This fixes issues using it in conjunction with sea surface pathfinding.
[h3]APS[/h3]
- [BUGS-3135] Elevation mantlet is now able to fire at 100° elevation (previously this would be evaluated as a 180° azimuth angle and dis-allowed)
- If you place a secondary HEAT warhead on the nose cone it will now work
- The HE special factor slider is now only shown for HE warheads where it is actually used
[h3]Blocks[/h3]
- [BUGS-3124] Slope transition pieces now all have the same convex ‘seam’ across their top surface.
- Mention of reinforcement bonus in the description was wrong on 2m,3m and 4m beams. This has been removed.
[h3]Breadboard[/h3]
- [BUGS-2255] Drive setter component no longer sets drives where no input wire is attached
[h3]Building[/h3]
- [BUGS-2243] Issue with build marker being rotated long after command was made
- [BUGS-2971] it’s no longer possible to place a fortress at an odd angle
[h3]Campaign[/h3]
- [BUGS-3119] Blockade battle start timers now tick down based on the game speed
[h3]CJE hull[/h3]
- Hull parts have had their descriptions corrected and the cost reduced to +10 over standard parts.
[h3]ERA[/h3]
- ERA is no longer marked as a structural component, and a HESH shockwave hitting a distant ERA panel will damage it like any other nonstructural block.
[h3]Exhaust[/h3]
- [BUGS-2928] Hull exhaust pipes no longer connect to cylinders in directions that they should not
[h3]Fleets[/h3]
- [BUGS-3117] out-of-play fleet vibration fixed
Graphics
- [BUGS-3089] Some minor issues with cut away views fixed
[h3]HEAT & HESH[/h3]
- Multi-threading issues fixed in HEAT and hesh that stopped them releasing fragments on the first non-structural block they killed
[h3]Misc[/h3]
- Multiple typos of the word manoeuvre fixed.
[h3]Missiles[/h3]
- [BUGS-2173] Issues with sea skimming default guidance and APN fixed.. APN and target prediction guidance no longer run when the ‘target’ is a default manoeuvre (such as sea skimming) (or when the target has a dummy velocity value of 0 (e.g beam rider aim points)).
- [BUGS-2209] Designator receiver logic fix for lasers that control ‘Missiles on this team’. Should all work as expected now.
- [BUGS-3112] GPP use of remote guidance is no longer double counted when several LWCs are controlling a missile controller.
- [BUGS-3131] Missiles will no longer change their rotation when in contact with colliders and are no longer super bouncy. This stops them from clipping through their launching vehicle.
[h3]Multiplayer[/h3]
- [BUGS-2956] fixed a number of multiplayer issues with pistons
- [BUGS-3110] issue with undo of block removal fixed for multiplayer clients
[h3]Muzzle Brake[/h3]
- The description mentioned a reduction in speed. This is incorrect and has been removed.
[h3]Particles[/h3]
- All particle systems will now use the ‘Particles factor’ and ‘Auto-regulation’ performance options
[h3]PID[/h3]
- [BUGS-2938] Fake set point for altitude in AI hover controller now goes from -1000 to +3000 (as per GP PID)
[h3]Repairing[/h3]
- [BUGS-2912] Fixed an issue with large turrets not repairing on specific vehicles
[h3]Sails[/h3]
- [BUGS-2942] Wind speed was not properly taken into account for the useful component of force on a sail (sailboats faster now). The weather vane now shows wind speed as well.
[h3]Shields[/h3]
- [BUGS-3111] Shield reflections causing explosions of inertially fused shells to happen at local coord [0,0,0] fixed
[h3]Steam[/h3]
- [BUGS-2815] Idle steam turbine tooltips show correct kinetic energy values
- [BUGS-2943] Steam jet particles now come from the correct place when placed on a sub construct
- Smoke leaking from 4m pipes will now exit at the correct location
[h3]Turrets[/h3]
- [BUGS-3101] turrets and spinners now check overlaps at integer degree steps (1°,2°,etc) to avoid some turrets managing to rotate when they shouldn’t, and becoming very unpredictable.
[h3]UI[/h3]
- [BUGS-3087] drive slider in propeller (and other) UIs no longer disappears after visiting stats tab
[h3]Video[/h3]
- [BUGS-2880] Youtube videos are working again
[h3]Weapons[/h3]
- [BUGS-3116] Fixed a recursion issue in synched weapons when they are synched with each other and dead
[h2]Removed[/h2]
[h3]AI[/h3]
- Tank broadside behaviour no longer selectable. It’s the same as naval broadside behaviour (now called Broadside 2.0) so use that instead.

Stable 3.2.8 Hotfix

[h2]Changelog[/h2]
[h2]Changes[/h2]
[h3]Ducts[/h3]
  • HP and weight values have been halved have for parts of the duct that have less armour visible. 3x3 has a 1 block adjustment, 5x5 has a 5 block adjustment, 7x7 has a 24 block adjustment.


[h2]Fixes[/h2]
[h3]Ducts[/h3]
  • Heavy armour HP values were wrong, these were corrected.

[h3]Multiplayer[/h3]
  • Fixed issue with infinite materials in multiplayer designer overflowing to -materials on the client