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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/


2.7.3 Betatest (was known as Devtest)

Hey Depthians!

We are releasing a new Betatest branch (previously known as Devtest) ; this version will be 2.7.3, which will include the changes and fixes in the changelog below.
Later on we will also have an experimental branch, this branch will be used as a very early testing ground for features/bug fixes before hitting the Betatest branch.

We do know about the issue with the reinforced wood texture, this is because currently there is no triplanar texture for wood and there is no non-triplanar texture for metal. We will resolve this in future.

Thanks for all your support as always, and for all the encouraging and positive comments to the Strategic AI update.

v2.7.3 [Add] : [BUGS-2217] Added an empty manoeuvre routine that can be used when you want to replace the AI manoeuvres entirely with a AI breadboard.
v2.7.3 [Add] : The collision avoidance choice drop down in the adjuster is now fully functional for land/water/air avoidance toggling.
v2.7.3 [Add] : The waypoints picked by non flagship forces when in fleet move is a bit more sensible, allowing better in formation movement
v2.7.3 [Add] : Vehicles structures and fortresses now spawn on the terrain surface, never below it (structures already did this).
v2.7.3 [Add] : Added option to disable mimic interaction tooltip outside of build mode
v2.7.3 [Add] : It is now possible to mimic 'objects' like the moving part of a propeller.
v2.7.3 [Add] : Steering points from the AI behaviours are now adjusted so they are on land/water (as appropriate based on your Adjuster) to help avoid crashing your ship into land or driving your tank into water
v2.7.3 [Add] : Added the voice over for the fourth tutorial: 'automating your boat'
v2.7.3 [Change] : Proxy fuse removed, old proxy fuses converted to inertials on load
v2.7.3 [Change] : Ammo processor material cost from 50 to 300
v2.7.3 [Change] : 2 axis turret and elevation only turret health increased from 500 to 800, armor from 25 to 35
v2.7.3 [Change] : Armor of 1 axis turret variants increased from 15 to 35
v2.7.3 [Fix] : [BUGS-2115] Aerial collision avoidance changed so a docker will ignore it's dockees
v2.7.3 [Fix] : Reinforced wood no longer uses an extra submesh for the metal part and as such is far less computationally demanding when used extensively.
v2.7.3 [Fix] : [BUGS-827] Construct dimensions now decrease after removing blocks
v2.7.3 [Fix] : [BUGS-2289] material cost shown in the V menu now does not include the contents of the blocks, just the blocks themselves.
v2.7.3 [Fix] : Fixed some issues with operation of steam turbine out of play
v2.7.3 [Fix] : [BUGS-2273] Linux issues with prefabs and the inventory now fixed
v2.7.3 [Fix] : [BUGS-2248] fixed issues loading dead structures into campaign

2.7.2 small update and some new features.

Hey Depthians!

We have released an update to stable v2.7.2. This addresses a few issues mainly the Linux prefab and menu bug, some new features, such as Wengs Q menu in designer mode which will allow you to refill ammo, fuel, resources, refill APS and more.


v2.7.1 [Add] : [FTD-65] Added designer mode actions in interaction overlay (long-press Q on construct) to refill resources, reload APS shells, instantly repair blocks and kill construct
v2.7.1 [Change] : [BUGS-1538] Projectiles now explode at an interpolated position if they are triggered by a fuse
v2.7.1 [Fix] : Build menu prefabs have been updated.
v2.7.2 [Add] : [BUGS-2217] Added an empty manoeuvre routine that can be used when you want to replace the AI manoeuvres entirely with a AI breadboard.
v2.7.2 [Add] : Vehicles structures and fortresses now spawn on the terrain surface, never below it (structures already did this).
v2.7.2 [Add] : Added option to disable mimic interaction tooltip outside of build mode
v2.7.2 [Add] : It is now possible to mimic 'objects' like the moving part of a propeller.
v2.7.2 [Add] : Added the voice over for the fourth tutorial: 'automating your boat'
v2.7.2 [Change] : Proxy fuse removed, old proxy fuses converted to inertials on load
v2.7.2 [Change] : Ammo processor material cost from 50 to 300
v2.7.2 [Change] : 2 axis turret and elevation only turret health increased from 500 to 800, armor from 25 to 35
v2.7.2 [Change] : Armor of 1 axis turret variants increased from 15 to 35
v2.7.2 [Fix] : [BUGS-2115] Aerial collision avoidance changed so a docker will ignore it's dockees
v2.7.2 [Fix] : [BUGS-827] Construct dimensions now decrease after removing blocks
v2.7.2 [Fix] : [BUGS-2289] material cost shown in the V menu now does not include the contents of the blocks, just the blocks themselves.
v2.7.2 [Fix] : Fixed some issues with operation of steam turbine out of play
v2.7.2 [Fix] : [BUGS-2273] Linux issues with prefabs and the inventory now fixed
v2.7.2 [Fix] : [BUGS-2248] fixed issues loading dead structures into campaign

Some news about Devtest 2.7.2 and a small update to stable.

Hey Depthians!

We have had a number of reports regarding wheel load bearing which we are looking into and we are also investigating issues that are unique to linux and mac, such as the build menu list disappearing and invisible models.

We released another little fix to stable which you can check out here dated 12/06/2020.

We are also releasing a new Devtest branch which will be v2.7.2, currently it has a few minor features. However, we are carrying out some major optimisation work on fuel engines. It may be unstable to begin with and will need testing.

Devtest will be available at some point Friday 12

You will find changes that Devtest has here, this forum post will be kept up to date. :)