BETA 3.4.4
What is up Depthians!
This update brings numerous changes and tweaks to blocks such as propellers, steam cranks, custom control surfaces, drills, hydrofoils, and rams.
Changelog
[h2]Additions[/h2]
[h3]Drills[/h3]
- 3x3x1 drill head added for M crankshafts. 3x3x3 drill extension and 3x3x6 drill head added for L. 5x5x1 and 7x7x1 drill heads added for L
- 5x5x1 drill head added for simple drills
[h3]Options[/h3]
- It is now possible to change which display FtD is displayed on
[h3]Propellers[/h3]
- Base output is 140 thrust/blade/area. Power use is 3.5/blade/area
- If a block is in the way of a blade the propeller stops working
- Longer blades change speed slower. Hubs with more blade arms change speed slower
- Max length for blades is 15
- Output(but not power use) for any given cell is reduced by 25% for each direction if its up/down side points inside the swept area of at least 1 other propeller. Spinblocks are also checked
- Output(but not power use) for any given cell is reduced by 50% if it's blocked in 1 direction, by 100% if it's blocked in both directions. Vents and similar blocks count as 25% obstruction. Spinblocks are also checked
- Overall propellers with good clearance are a very good form of propulsion, and the parts are a small part of the cost so can be made redundant
- Parts: propeller hub 1000 health, 60 armor, 100 weight, 100 materials. Propeller blades 600 health 60 armor 50 weight 50 materials
- Propellers are affected by air density
- Similar to dediblades, but ~1 order of magnitude stronger, much more durable, can't be turned from -100% to 100% around instantly and have stricter placement rules
- Thrust output and power usage is based on the area covered by each individual blade line attached
[h3]Steam crank connections[/h3]
- Crank motor efficiency down from 0.75 to 0.65 kinetic energy/power
- Parallel steam crank wheel with the same size and RPM limit can be connected within 6/8/10/12m (S, 1x1 M, 3x3 M, 3x3 L wheels)
- When connected to wheel attached to other gearboxes/transmissions/crank motors the crankshaft share energy, if 1 part is destroyed the other can take over
- When connected to wheels not belonging to any other crankshaft the new connection will act as part of the parent crankshaft
- When multiple propellers or drills are attached to the same transmission group the drive request with the highest absolute value will be used by all transmissions
- When multiple transmission outputs are merged their transmission power is summed
[h2]Changes[/h2]
[h3]APS[/h3]
- HEAT secondary body for APS is only 70% of a head now (final power is ~unchanged beyond the 5% base buff)
- HESH base power up by ~11%, HEAT base power up by 5%
- Squash and shaped charge base power increased by 15% for APS only (missile HEAT is the same)
[h3]Campaign[/h3]
- At the maximum difficulty level the player's faction strength is now overestimated by [x3 + 5 million] rather than [x10 + 10 million].
- There is a new slider for diplomacy/strategic AI aggressiveness. This used to be included in 'design difficulty' slider. You can now have a more 'diplomatic' campaign against the hardest vehicles, or all out war but with easy vehicles.
[h3]Control surfaces[/h3]
- Air control surfaces now have the same drag custom rudders have
[h3]Custom control surfaces[/h3]
- 2-4m pivots added for custom control surfaces. 1-4m pivots and a 2m shaft pivot added for custom rudders. 2-4m rectangular plates added for custom rudders
- Custom control pivot base health up from 100 to 200, armor from 1 to 20, weight from 2.5 to 20, cost from 5 to 30
- Custom control surface base health up from 100 to 200, armor from 1 to 15, weight from 2.5 to 15, cost from 5 to 20
- Custom control surfaces give 50% more thrust in air than custom rudders
- Custom control surfaces now also add drag based on their force output
- Custom control surfaces turn 3x as fast as a custom rudder of the same size
- Custom rudder base health up from 35 to 400, armor from 15 to 50, weight from 4 to 80, cost from 1 to 30
- Custom rudder blocks using multiple cells now also provide more force
- Custom rudder pivot base health is 500, armor 50, weight 100, cost 50
- Custom rudders give 100% more thrust in water than custom control surfaces
- Force output up by ~1 order of magnitude for both custom control surfaces and custom rudders
- New, common code for custom control surfaces and custom rudders. Both can be used as simple plates on spinblocks or with their own pivot blocks
[h3]Dediblades[/h3]
- Removed from the inventory and can't be saved into/loaded from prefabs. Existing vehicles keep working as before. Replaced by propellers
[h3]Diplomacy[/h3]
- At least one of the available options should now not cost any commodities
[h3]Drills[/h3]
- Simple drill and steam drill special hit detection merged and fixed, both are faster and more consistent
- Simple drill power inputs convert power to kinetic energy, torque amplifiers reduce max rotation speed and damage but increase AP
- Simple drills reworked/fixed: base components slightly more durable, much more compact. Drill heads are much more durable
- Steam drills are generally stronger against armor above ~stone, simple drills easier to place/rotate. Spinning rams very efficient at low motor drive
[h3]Hydrofoils[/h3]
- Base force up by 50%
- Health up from 85 to 150, armor from 1 to 5, cost from 3 to 10
- Now have the same drag custom rudders have
- Turn rate increased from 40°/s to 180°/s
[h3]Melee PAC[/h3]
- PAC damage multiplier for melee lens reduced from 20x to 10x
[h3]Missiles[/h3]
- Checks for invalid components added to missile loading and some other places where it was missing
- Default missiles for newly placed launchpads improved
- Initial speed for drop as bomb option in rail gantries reduced from 30 to 25 m/s
[h3]Rams[/h3]
- Damage done by each individual ram impact is a function of impact speed and spinner mass
- Max kinetic energy stored in a spinblock is a function of its mass and rotation speed
- Ram and spinblock tooltips added
- Rams on other constructs and pistons use the energy of the mainconstruct to do damage
- Rams on spinblocks use up kinetic energy generated by the spinblock for each hit
- Spinblock kinetic energy regenerates based on motor drive. 1x rate is free, motor drive can increase it to 2x-11x the base rate
[h3]Simple rudders[/h3]
- Base force down to 20% the previous value
- Health up from 85 to 600, armor from 1 to 10, weight up from 15 to 50, cost up from 10 to 50
- Multiple simple rudders combined provide the same force as 1
- Now have the same drag custom rudders have
- Now only work if their up-down and forward-back axis matches the main construct
[h3]UI[/h3]
- Custom rudder/control surface tooltips show how many custom blocks are in the given sheet, and the sum of their current output
- Force visualisation helper in build mode now shows FORCE^0.5 and line thickness for buoyancy is lower. Easier to see what's going on in a vehicle
- Hydrofoils now show their force output
- Simple rudder tooltips show how many simple rudders are on the ship, and the base/current force output
[h2]Fixes[/h2]
[h3]ACB controller[/h3]
- ACB controllers now work correctly if they are spawned in in a destroyed state and are then repaired
[h3]Animation block[/h3]
- Fixed the breadboard to animation block filtering by name
[h3]Bugs[/h3]
- BUGS-3612 It is now possible to only display the spring and axle for a wheel, not the block attachment
- BUGS-3629 Fixed fortress turbines from taking damage when out of power if the language is changed from English
- BUGS-3618 Explosions should now be rounder (it probably won't change a thing as no explosions reach their max radius)
- BUGS-3638 Lasers fired through non-AI, non-manual methods will keep aiming forward as they are rotated
- BUGS-3632 Fixed L and H rail gantry missiles sometimes getting tangled in their gantry when being dropped as bombs
- BUGS-3635 Fixed steam transmissions not their input's RPM limit for their gear ratio in some cases, when loading
- BUGS-3646 Playing local video is now working again
- BUGS-3550 The suspension (spring, axle, and block) are now displayed/hidden correctly when the setting is changed when loading the BP when repaired or placed as a prefab
[h3]Breadboard[/h3]
- Fixed an issue where some breadboard components would run their logic more than one time per frame
- One-shot component will now correctly only activate once
- The first output of the steering info component now indicates whether the mainframe's movement is turned on or off
[h3]Campaign[/h3]
- Fleets with a patrol route setup will now properly save and load the waypoint they were moving towards
[h3]Collisions[/h3]
- Fixed too many collisions triggering at once, damage output is more predictable now
[h3]Diplomacy[/h3]
- Fixed a problem preventing the player from getting options with a lot of enemies
[h3]EMP[/h3]
- EMP charges can now travel between constructs
- Laser Q switch EMP resistance fixed
[h3]Gridcases[/h3]
- Fixed a rare problem causing gridcasts with an alignment very close to a construct's rotation to miss
[h3]Hologram projector[/h3]
- Hologram projectors now work correctly if they are spawned in a destroyed state and are then repaired
[h3]Impact[/h3]
- Impact damage can now travel between constructs
[h3]Lasers[/h3]
- Charge lasers will fire if either continuous or pulsed shot does more damage than the minimum damage set in the output regulator
[h3]LUA[/h3]
- Added functions to get the number of subconstructs and to get information for a specific subconstruct by index similar to the other APIs
- Replaced outdated propulsion methods with new functions 'AddPropulsionRequest', 'SetPropulsionRequest' and 'GetPropulsionRequest'
- The docking station now uses the correct ids to identify friendly vehicles for all functions
- Weapons fired by Lua can now hit missiles
[h3]Separator [/h3]
- Separating or attaching a vehicle while the player is in a chair will no longer eject the player from the chair except for multiplayer clients
[h3]Transparency[/h3]
- Changed render queues for smoke and shields to render properly in front of and behind glass.
[h3]Wings[/h3]
- Effective speed for wings is capped at the speed of the main construct