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2.8.1 Beta test is here!

Another long list of fixes and changes in beta 2.8.1 :D we will have a proper write up once this hits stable.

 
v2.8.1 [Add] : Added 4way APS gauge cooler
v2.8.1 [Add] : Added 5way APS gauge cooler
v2.8.1 [Add] : Added L shape APS gauge cooler.
v2.8.1 [Change] : Removed Thruster Balancing from additional AI routines.
v2.8.1 [Change] : APS autoloaders with intake counts that do not match the amount needed for sustained fire get a warning and an orange outline in build mode
v2.8.1 [Change] : Made T splitter APS gauge cooler
v2.8.1 [Change] : Removed component count limit
v2.8.1 [Change] : Durability estimate is also used for the difficulty assignment of faction designs. The difficulty of many designs will change and these might be tweaked a bit later
v2.8.1 [Change] : NPC factions are more aggressive towards the player at higher difficulties
v2.8.1 [Change] : NPC factions should no longer completely wipe each other out
v2.8.1 [Change] : Reworked how the strategic AI decides which territories to capture to make it more intelligent
v2.8.1 [Change] : Rough estimates of the durability of designs is now used by the strategic AI for combat related assessments
v2.8.1 [Change] : Added warning that shows output reduction when the engine is partially/fully submerged
v2.8.1 [Change] : Generator power/thrust up from 0.05 to 0.052
v2.8.1 [Change] : HEAT base damage up, from 20% of a frag warhead's damage for 1 max special HE body to 30%
v2.8.1 [Change] : Short range laser combiner max distance up from 300m to 500m. Damage multiplier at max distance down from 2x to 1.5x. Inaccuracy at max range is the same (so at 300m changed from 1° to 1.5°)
v2.8.1 [Change] : Powered jets, propellers and ions now gradually spool down when they get a request for 0 output (change was gradual in all other cases before)
v2.8.1 [Change] : Powered propellers do not instantly stop when getting above water. They gradually slow down until they stop
v2.8.1 [Change] : Reflect and laser scatter modes on shield projectors merged
v2.8.1 [Change] : Reflect mode base ricochet chance up from 20 to 25% at minimum angle, from 40 to 45% at maximum angle
v2.8.1 [Change] : Ring shield armor bonus increased by 50%
v2.8.1 [Change] : Shield projector UI updated
v2.8.1 [Change] : [FTD-466] Cost of steam pistons, turbines, gearboxes and generators multiplied by 60
v2.8.1 [Change] : [FTD-466] Heat dissipation rate of boiler decreased from 0.5 kW/(m2*K) to 0.05 kW/(m2*K)
v2.8.1 [Change] : [FTD-466] Heat of material decreased from 3000 kJ to 1500 kJ
v2.8.1 [Change] : [FTD-466] Max power of small gearboxes increased from 3000 to 6000
v2.8.1 [Change] : [FTD-466] Piston base efficiency decreased from 0.9 to 0.75
v2.8.1 [Change] : [FTD-466] Piston cylinder length is now 1.1 for small, 2.5 for medium, and 3.5 for large
v2.8.1 [Change] : [FTD-466] Piston efficiency changed from (0.8)^(0.5*input/output-1) to (input/output-1)^(-1/5), which means better throughput (ppv) and efficiency (ppm) for naive steam engine designs
v2.8.1 [Change] : [FTD-466] Reduced the intensity of steam crankshaft noise
v2.8.1 [Change] : [FTD-466] Reduced turbine flow virtual volume to 2m * end area of turbine
v2.8.1 [Change] : [FTD-466] Side shell thickness of turbine, piston and boiler increased from 5mm to 1cm
v2.8.1 [Change] : [FTD-466] Steam components are now updated in a fixed order, to avoid inconsistencies caused by the order of placement. The order is now {Boiler, Piston, Turbine, Valve, Jet, Pipe, Propeller, Crankshaft, Gearbox, Transmission, Generator}
v2.8.1 [Change] : [FTD-466] Steam jet max speed changed from 200m/s to 150m/s
v2.8.1 [Change] : [FTD-466] Steam jet power limited to 10000 and thrust limited to 50000
v2.8.1 [Change] : [FTD-466] Steam jet thrust per power changed to 3.5 (it is 15 for ion, 25 for jet, 40 for propeller)
v2.8.1 [Change] : [FTD-466] Steam pipe tanks can now restore their pressure
v2.8.1 [Change] : [FTD-466] Turbines flow half life reverted from 0.4s to 0.1s
v2.8.1 [Fix] : The height map for alloy has been fixed to stop one face from looking like it is moving.
v2.8.1 [Fix] : Railgun chargers can no longer connect to barrel magnets.
v2.8.1 [Fix] : Added code to locate the cause of a block disconnection bug
v2.8.1 [Fix] : Fixed duplicating text in text block
v2.8.1 [Fix] : Custom jet generators are now also disabled under water
v2.8.1 [Fix] : Custom jet generators now use the correct amount of fuel when supply is low
v2.8.1 [Fix] : Custom jet parts are no longer automatically rotated to match the controller's orientation
v2.8.1 [Fix] : Fixed custom jet generator mode switch possibly not registering on being put into play
v2.8.1 [Fix] : Jet controller tooltip now shows the correct thrust/fuel value even when some output is reserved by a generator
v2.8.1 [Fix] : Fixed powered propellers providing forward thrust on a backwards request
v2.8.1 [Fix] : Powered jets, propellers, ions and wheels now use the correctly scaled amount of power when running below their maximum allowed output
v2.8.1 [Fix] : Fixed ability to set clamped value beyond the bounds
v2.8.1 [Fix] : [FTD-466] Fixed a bug that increased some pressures by 101 kPa
v2.8.1 [Fix] : [FTD-466] Fixed crankshaft fluctuation
v2.8.1 [Fix] : [FTD-466] Steam components can no longer consume more energy/steam than available in shaft/pipe
v2.8.1 [Fix] : [FTD-466] Steam jet now correctly respect the maximum thrust and power consumption

What we are currently working on Aug-Sept 2020

Hey Depthians!


We are back with some more news for August’s sprint.
Currently, I have my hands on the coming changes to steam’s tweaks and new additions. However, while I cannot get into specifics on numbers and exact components etc.. I thought I would give you all a steamy little tease with this.



That, as well as other additions and some multiplayer fixes, will soon be in the next Betatest for you all to brake for us xD We will also be putting more focus on MP issues in the coming months and hopefully resolve all issues.

I think this sprint is quite self-explanatory, but if you do have questions as always feel free to ask.

For those on the current Beta 2.8.0 give me feedback on wheels please mainly issues/things you are not happy with like spring force, turning and so on. Except for glitching through terrain and tracks bugging out, we know about that.

If you are interested in what is happening with the current 2.8.0 beta then check this thread out which I shall keep up to date with any changes.

Thanks for your support as always!

Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.

https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

New 2.8.0 BetaTest build is up for you all to break

Hey Depthians!

2.8.0 has hit our BetaTest branch. If you are interested in the changelog please check that out here (Trying to get everyone's feedback in one location)

2.7.4 Update :D

What is up Depthians!

We are back with another update which is hopefully going to be wheely good. I was thinking of a number of puns to use in this update post but I’m already tyred and feeling deflated.

Yes! You guessed right, Wheels are here! We have our usual 1m, the new 3m, and also 5m wheels! Isn’t that wheely amazing?


Both the 3m and 5m can be used with tank tracks, and you can use a mix of sizes with your tank tracks too :) We can also hide the wooden attachment point of the wheels by bringing up the wheel UI, “wheel configuration” tab, and drag the slider “show suspension” to 0.


Of course, we have fixed a number of issues such as the idle twitching and constructs that were jumping around.


Propulsion has had a number of tweaks, such as particle effects, turning props off if they are above the waterline or jets off if under the waterline. In terms of thrust, we have added a power scale, which you can see in the pic below. “Output * X , Power use = *Y”, which affects the thrust of powered jets, ions, propellers and wheels, within the UI of the component. This acts similar to our dediblades when we increase the “motor drive”, which gives us more push yet uses more power, which we are calling “power factor”.


When placing a propulsion block, it should be at x4 by default, and anything above power scale 1, the power use/thrust increases up to 50% more power at 4x. So a propeller at scale 4 provides 4x as much thrust and uses 6x as much power as at scale 1.

All propulsion methods have been tweaked up, be it health / ac, pushing force and costs can be found in the changelog below.

Join the rest of the community, who are always willing to help and have a chat.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

	
v2.7.4 [Add] : It is now possible to change the PowerScale of the control surfaces (hydroifoils, rudders, ailerons, etc.) using an ACB [BUGS-1607]
v2.7.4 [Add] : Custom control surface multi-blocks system ('air' tab)
v2.7.4 [Add] : Maximum thrust and power use tooltips added for dedicated heliblade parts
v2.7.4 [Add] : Current thrust and fuel use bars added to custom jet tooltips
v2.7.4 [Add] : Detailed tooltips added for powered jets, ions, propellers and wheels
v2.7.4 [Add] : More propulsion system now have the 'yaw/pitch' adjustment (dediblade and steam jets)
v2.7.4 [Add] : Power used is now displayed in the gearbox's tooltip
v2.7.4 [Add] : The 'V' power menu now indicates a rough estimate of the material consumption of the gearboxes
v2.7.4 [Add] : The CJE's last blocks, Jets and Ion thrusters now have their pitch and yaw angle reflected visually
v2.7.4 [Add] : 3 and 5m drive and turning wheels added
v2.7.4 [Add] : Option to hide the wooden attachment point of wheels added
v2.7.4 [Add] : Spring force explanation added to wheel UI
v2.7.4 [Add] : Turning wheels now have a max steering speed: 120°/s for small, 90°/s for 3m, 60°/s for 5m
v2.7.4 [Change] : Ammo processor cycle time doubled
v2.7.4 [Change] : Ammo processor power use up from 20 to 50
v2.7.4 [Change] : Ammo customizer text changed to clarify number is the damage for every single fragment, not the sum
v2.7.4 [Change] : Inaccuracy from unmitigated recoil down to 60% the previous value
v2.7.4 [Change] : The F4 performance benchmark now doesn't fade the screen and pop a summary up when stopped
v2.7.4 [Change] : The free roaming camera now cannot go below the ground surface
v2.7.4 [Change] : Dediblade upwards force fraction now from [-1 ; +1] instead of [0 ; +1] [BUGS-2304]
v2.7.4 [Change] : The number of chat entries is now limited to 250 for performance reasons (the previous ones are removed) [BUGS-1562]
v2.7.4 [Change] : Custom jet particles scale with current output fraction
v2.7.4 [Change] : Ion thruster effects rescaled, trail varies with size and is wider/shorter
v2.7.4 [Change] : Mock wheels are no longer placeable
v2.7.4 [Change] : Power scale UI slider now also shows power use increase
v2.7.4 [Change] : Powered jet temperature uses the same thrust-based scaling as custom jets
v2.7.4 [Change] : Powered jets now do not use power or show particles under water. Powered propellers now do not use power or spin above water
v2.7.4 [Change] : Wheel UI tab names cleaned up
v2.7.4 [Change] : Wheels now have 50% forward/backwards drag
v2.7.4 [Change] : Ion thruster cost up from 100/900 to 150/1350
v2.7.4 [Change] : Jet cost up from 50/450 to 100/900
v2.7.4 [Change] : Propeller cost up from 30/270 to 60/540
v2.7.4 [Change] : Small wheel cost up from 5 to 20, 3m wheel costs 180 materials, 5m wheel 500
v2.7.4 [Change] : 3m wheels have 5400 health and 30 armor
v2.7.4 [Change] : 5m wheels have 15000 health and 30 armor
v2.7.4 [Change] : Powered jet and ion thruster health up by 50%
v2.7.4 [Change] : Powered propeller health up by 25%, armor up from 15 to 30
v2.7.4 [Change] : Small wheel health down from 900 to 800, armor from 40 to 30
v2.7.4 [Change] : Steam propeller and steam propeller shaft armor values up from 20 to 30
v2.7.4 [Change] : 3m wheel maximum force is 3600, power use 90
v2.7.4 [Change] : 5m wheel maximum force is 10000, power use 250
v2.7.4 [Change] : Above power scale 1 power use/thrust increases, up to 50% more power at 4x. So a propeller at scale 4 provides 4x as much thrust and uses 6x as much power as at scale 1
v2.7.4 [Change] : Ion thruster power is now reduced above 150 m/s
v2.7.4 [Change] : Maximum power scale (so thrust) of powered jets, ions, propellers and wheels up from 1 to 4. The default for newly placed blocks is also 4
v2.7.4 [Change] : Small wheel maximum force is 400, power use 10
v2.7.4 [Change] : Soft cap for wheel speed is 60 m/s. Wheels use their full force for braking
v2.7.4 [Change] : 3m wheel weight is 900
v2.7.4 [Change] : 5m wheel weight is 2500
v2.7.4 [Change] : Small wheel weight up from 20 to 100 (half of heavy armor)
v2.7.4 [Change] : Parts now use a small, medium and large naming scheme. So 3m 5m propeller will now be Medium 5m propeller.
v2.7.4 [Change] : It is now possible to use the 'mouse-wheel' equivalent keys to zomm in/out when using the control terminal
v2.7.4 [Change] : The inputs in the key-mapping UI are now into categories so that it's easier to find them, and the names of the inputs are now localizable
v2.7.4 [Change] : Profiler entries added for various wheel and track calculations
v2.7.4 [Change] : Track performance hit decreased (~half the previous value, much better at low level of detail distance)
v2.7.4 [Change] : Wheel performance hit decreased (~1 order of magnitude better)
v2.7.4 [Change] : Damper max bump force down from 20 to 6
v2.7.4 [Change] : Damper max rebound force down from 10 to 6
v2.7.4 [Change] : Max forward friction up from 1 to 2
v2.7.4 [Change] : Max forward friction up from 1 to 2
v2.7.4 [Change] : Max side friction up from 1 to 2
v2.7.4 [Change] : Spring max force up from 30 to 50
v2.7.4 [Change] : Turning wheels now can't be part of tracks
v2.7.4 [Change] : [FTD-417] Wings can now create lift in it's upwards direction. It used to be restricted to the constructable upwards direction.
v2.7.4 [Fix] : Lasers and PACS can now be fired using an ACB, whatever direction the camera is looking toward to [BUGS-2259]
v2.7.4 [Fix] : The ACB will now correctly display the infinity boundaries, even when pasting or loading the vehicle [BUGS-1839]
v2.7.4 [Fix] : The altitude control actions in the ACB now match the new AI (min alt over land, min lat over water, max alt, and combat/hover alt for aerial AIs) [BUGS-2264]
v2.7.4 [Fix] : Control surfaces now provide their force in the correct way whatever their orientation (they work like the hydrofoils now) [BUGS-2380]
v2.7.4 [Fix] : [FTD-467] Fixed bug that broke prefab AI cards
v2.7.4 [Fix] : [BUGS-2355] Fixed low priority fuel engines at 0 output still using fuel in some setups
v2.7.4 [Fix] : [BUGS-2382] Fuel engines work properly after the main block is repaired
v2.7.4 [Fix] : Fixed bug that prevents placing subobjects on another subobject in multiplayer
v2.7.4 [Fix] : Better explanation of the URL for the video and sound blocks in the tooltips and texts [REQ-774]
v2.7.4 [Fix] : One more digit displayed (when necessary) for the total length of a shell in the 'Shell editor' [BUGS-2284]
v2.7.4 [Fix] : The simple weapons with simple shells will now forget the fuse time after 2s if nothing is targeted (before, they remembered the fuse time indefinitely) [BUGS-2331]
v2.7.4 [Fix] : Fixed jumping vehicles
v2.7.4 [Fix] : Idle twitching removed from small wheeled vehicles
v2.7.4 [Fix] : [FTD-417] Added more details in wing tooltip
v2.7.4 [Fix] : [FTD-417] Fixed rotation of wing mesh when the wing block is not facing upwards.
v2.7.4 [Fix] : [FTD-417] It is now possible to change the lift factor of wings from -1 to 1.
v2.7.4 [Fix] : Old wings placed upside down now have default lift factor of 1

What we are currently working on June - July 2020

What is up Depthians!

It’s probably about time I did another “what’s happening at Brilliant Skies” posts. As you know we released the Strategic AI this month, and we continued ironing out some features and killing off some bugs.

Abyay has been working hard on revamping the story missions making them more fun, and I think they accompany the tutorials nicely, as the DWG missions are like partial tutorials. Currently, the SS missions are complete and Abyay plans to add a few more DWG missions into the mix.

He has also reworked that sodding pensive pigeon, to something more fun to use in terms of player-controlled which is the aim of these missions, and that will motivate players to add to it as the aim is to complete these missions preferably player-controlled rather than AI cards.



Draba has been working a lot on the backend code for our fuel engines, ironing out some kinks with engine prioritisation, and to be less stressful on some systems. He has also been working on improving the performance of wheels, suspension, and also the backend stuff for the larger wheels.

He has also added a x4 Power scale to our wheels, propellers, and thrusters which you can find by hitting Q on the wheel / prop / thruster.
Increasing the power scale is similar to the motor drive on dediblades, which gives more push yet uses more power.

Weng was busy working on bug fixes, some of which are multiplayer and backend stuff for our wings.

Gladyon has also been working on the backend code for our new wing parts. The new Custom control surfaces will allow us to make wing flaps which can move and generate force for roll, pitch, up/down and yaw after being set up in the Q menu of that sections CCS.

There should be a nice gif showing off the flappy flaps flapping in action, but I could not upload it so feel free to check that out on Reddit or our main forum in the Developer updates section.

Nick, has been working hard on the AI pathfinding in battles so that we no longer get landships as well as bug fixing and all that good stuff.
Sean… he is not cool enough to grace this post ;p

So what is coming up next? I hear you scream.

Our current and second sprint are listed below unless something gets pushed back or brought forward.
I tried to export the info in a way that it won’t burn out your retinas xD. If you have any questions about a particular card feel free to ask.


Next sprint is currently looking like this


As always we thank you all for your continued support and feedback!



Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff.
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/