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BallisticNG 1.2.4: Model C Update is now live!

BallisticNG 1.2.4 is now available!

This update focuses on adding Model C specific content the game, with 4 new tracks designed around the Model C ships. All 4 tracks are free and part of the base game. Simply download the update to start playing them!

Note for Linux users:
We will be implementing a separate audio library for custom music in a future update to address crashing. We hope to have this out in the near future.

Model C Tracks

With 1.2 we updated the Model C ships to bring them up to spec with the other ships. They were in the game but inaccessible without custom tracks until 1.2 where we made them available on every track.

The Model C tracks bring in 4 new tracks designed for these ships. You can even play them with any other ship and they'll all have drifty physics!

https://www.youtube.com/watch?v=-eh9M1LgNV4
https://www.youtube.com/watch?v=PtZmNXBjDCI
https://www.youtube.com/watch?v=8N9_Dx56a68
https://www.youtube.com/watch?v=XCVRMOmYpBI

Custom Ship Livery Locks

We've added the ability to lock custom ship liveries behind campaigns. Like with the DLC liveries, if a ship creator decides to do this you will need to gold or platinum an entire campaign to unlock the liveries. This supports both offical and custom campaigns!

More information can be found here: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/custom_ships/ingame_prefab/liveries_setup.html

Attract mode

After a suggestion in our discord, we've exposed the attract mode to the custom race menu so you can setup AI only races with ships and a track that you want.

Attract mode is what the game launches when you idle on the title bar of the menu for a little bit. All ships are controlled by AI and you are simply spectating an endless race.

Sony DualSense Definition

The game now has a controller definition for the new Sony DualSense. The controller would work before but was detected as a generic controller. This added definition does the following:

  • Adds default bindings for the controller
  • Correctly Displays Sony DualSense on the menu instead of Wireless Controller
  • Displays the Playstation button icon set on the menu. This now also includes the create button, updated options button, mute button and touchpad press.


Rewired currently doesn't support DualSense features so if vibration is important to you then we recommend sticking to Steam's Input wrapper or Ryochan7's DS4Windows fork.

Unity Tools

All Unity Tools (custom ships, tracks and HUDs) changes can be viewed here:
https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html

Full Changelog


Credits
  • Protonic logo added to Vista's credit listing


Music
  • Added Vonsnake - Combined Arms


User Interface
  • The red background for beating an event in hard mode now applies whenever the event has a platinum medal, regardless of whether hard mode was actually used or not


Layout Creator
  • Fixed tangent rotations being overridden when pasting shape data


Photo Mode
  • Fixed ship shadows still being enabled when using the environment only draw mode


Ships
  • Added ship to ship scrape particles
  • Custom ships can now lock liveries behind gold/platinum completions of campaigns
  • Fixed crashes related to the autopilot
  • Fixed the left airbrake closing slower then the right airbrake on the Model C ships.


Engine
  • Fixed the survival sky shader turning black when the vertical rendering resolution was low enough (menu background, CRt set to low on nova park, etc)


Options
  • Added setting for different shield animations (Down, Along and Legacy). The option can be found in the Graphics -> Effects menu
  • The framelimiter can now go down to 20fps


Commands
  • Added ping command. This will return the round trip latency between you and the current multiplayer server.


Campaign
  • The Barracuda Challenge is no longer mirrored


Tracks
  • Added Pocono Circuit (Model C Category)
  • Added Meads Pass (Model C Category)
  • Added Arrivon Falls (Model C Category)
  • Added Pacheon (Model C Category)
  • Free tracks package updated with sky shader fix for Nova Park
  • Fixed the aurora on Harpstone Reverse being affected by the distance clipping retro option


Gamemodes
  • Exposed the attract gamemode to the custom race menu
  • Ships now have god mode in attract mode


Input
  • Added controller definitions for the Sony DualSense


Multiplayer
  • Pressing menu back or right clicking in the lobby settings menu will now back out and save the settings
  • Afterburner option has been replaced with the boost mechanic option seen in custom races
  • The post race leaderboard now sorts entries by total race time instead of what each client and the server reports the positions as. This fixes weird issues where server latency in very tight races would screw up the results listing.


Lua Scripting
  • Fixed the raw ShipTriggerInfo data being fed into OnShipEnter/Exit instead of the direct ship reference

BallisticNG 1.2.3 and Nova Park are now available!

This update is a smaller one and focuses on engine changes, new modding tools and modding tool fixes.

Note for linux users

We're continuing to investigate issues with custom music. We don't have a time frame on a fix at the moment but we will keep you updated with any advancements on the issue.

Nova Park

Return to Nova Split in this virtual blueprint of the park before it was destroyed. This track makes use of our lightmapper update mentioned below to provide more vibrant lighting.

Nova Park is part of the free tracks expansions. Simply download 1.2.3 to get this track added to the Extras category on the menu.

There's even more free content coming in the near future, so stay tuned!

https://www.youtube.com/watch?v=ceklYdgY9fk



Unity Tools

For the full Unity Tools changelog, see the what's new section of the documentation website:
https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html

Lua Scripting
Getting Started Guide

Lua scripts can now be written for custom tracks! These allow you to build your own procedual animations and create new behaviours, gameplay features and modify stuff like ship physics and AI settings for your tracks.

Scripts are sandboxed and can only access what the game tells them they can access, so are safe to have in tracks.

The hologram on Nova Park is an example of Lua being used to drive an animation!

Layout Creator Visuals Update

Recently myself and community member Kabelsalat released two tracks based on layouts we created for each other and this update incorporates the style into the layout creator play mode. This is also the style that was used for Nova Park.

Tracks are here, by the way ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=2248225033&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=2248229262&searchtext=

New Terrain Shaders

Two new terrain shaders have been added that take the base established for the Terrain 4 Blend shader and implement vertex color based texture blending.

We have also provided a .blend file with a material inside which will allow you to preview vertex color texture blending as you're painting them in Blender.

Note: These shaders require the new Encode In Tangents options to be setup in a lightmapping options script to work, otherwise lighting will override the vertex colors used for blending. See the documentation website for more details.

32-bit Lighting

Lighting is now 32-bit instead of 8-bit. We haven't updated any internal tracks with this so this change at the moment is entirely for mod creators and Nova Park.

Lighting will continue to be 8-bit until you rebake it on your tracks, after which the track will be upgraded to 32-bit.

So what does this do exactly?
Up until now lighting in BallisticNG has been stored using single bytes per color channel. This provides a whopping 16,777,216 possible colors, but we can go way higher then that.

32-bit stores these colors using 4 bytes per channel instead and it effectively gives you HDR. Where having lots of bright colors would previously blend into white, those colors in the updated lightmapper will bleed into each other and make a brighter blend of themselves. This also affects lit objects like ships too.

Ship cockpits are an exception to this change as letting really bright tiles light them up can bllind you with the canopy enabled, so cockpit lighting remains the same as before.

Example Code Mods

A github repository for example code mods has been created. Right now this contains an example Grenades weapon (thanks Kabelsalat for the voice line!).

If you'd like a hands on example of writing code mods, here's the link: https://github.com/bigsnake09/ExamplesNG

The compiled and ready to use mod is also provided ;)

Changelog
Credits
  • Vista added to credits for contributing logos for M-Tech and Lance Systems (precision delta). You can check out the new logos in-game along the start grid for Nova Park.
Layout Creator 2
  • Now uses VLM 2 for baking lighting when entering play mode
  • Play mode now uses the new virtual environment visuals from Nova Park
Tracks
  • Added Nova Park
User Interface
  • Fixed the wrong tooltip showing for the speed measurement option
  • Fixed the level up overlay not showing when returning from campaign events
  • Fixed name tags and shield bars rendering on top of other important UI elements
Engine
  • Implemented a LUA interpreter for running user scripts on tracks
  • Lighting colors are now stored in 32-bit, removing the previous headroom for lighting where colors would end up combining into white.
  • Survival togglers now check for empty meshes before attempting to split vertices for the survival environment
Code Mods
  • Added URL to the modding folder that links to a github repo of example mods
  • Data types from mods can be exposed to the LUA interpreter by attributing a class or struct with [ExposeToLua]
  • Fixed the wrong directory being fed to mod registers if there are code mods that are disabled
  • Custom huds can now be registered from pre-loaded HudComponents objects, allowing huds to be stored in and loaded from NGA files
  • Implemented asset loading API. See the Unity Tools documentation for more information.

BallisticNG 1.2.2, Utah Dam and Bling Pack are now available!

Note for custom ships creators:
This update makes big changes to the shield and weapon power stats and how they interact with weapon damages. This results in custom ships now being damage sponges in comparison to the vanilla ships. To make the transition easier for anybody who wants to maintain a balance with the vanilla ships, all of the updated ship stats are now provided in the Unity Tools packages as XML files. The stat prefab system now uses these too!

Bling Pack

Bling up your ship and show off with 4 new shiny liveries! This small pack introduces Gold, Iridescent, Platinum and Psychedelic liveries for every standard ship.

If you were previously a donator in the game's Patreon days and already have the gold liveries then these new liveries are available to you at no cost!

https://store.steampowered.com/app/580180/BallisticNG__Bling_Pack/

Modding

The Unity Tools have had a few updates, see the documentation for more information: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html

We're also pleased to announce the introduction of workflow tools!
We're switching to Blender for our asset development so there's currently plenty of work being done to build tools to aid with the BallisticNG workflow. These tools are being built with the community in mind so they are free to download and to use however you like, even for non BNG related projects.

A URL shortcut is now provided in the modding folder to link you directly to the downloads, or if you just want the link now: https://drive.google.com/drive/folders/1zeO7PK-6nkatEN6sd0rTuJKbU_lzOdTG

Right now these tools primarily consist of utilities to speed up UVing from an atlas texture, similar to what sprytile lets you do, but we'll be adding new stuff as we go.

1.2.2 - The Balance Update


BallisticNGs combat is a system that hasn't had much attention in recent times. In singleplayer this has been fine as the AI were always at a disadvantage and the game was always balanced around that, but we've seen clear problems with how everything was balanced in multiplayer and this update has been long under consideration.

This update focuses on adjusting combat to standardise the singleplayer and multiplayer experience, make needed changes to ship stat distributions, touch up the AI and give you a whole lot of new gameplay and HUD options.

We've also scrapped the pilot assist and replaced it with separate AI assists. More info this below!

[h2]Ship Stats[/h2]
Ship combat stats have been updated to bring the roster much closer together. This means every ship is now a lot more consistent with every other ship and firepower/shields makes much less of a difference then before. You'll still be able to bully a Tenrai using a Diavolt, but it's no longer a difference so great that it makes sense to just stick with Diavolt for that one trait alone.

[h2]Weapons[/h2]
Weapons have been made weaker so the focus can now be more on the race then on combat. Modes like eliminator and team race are of course still focused on combat and the scoring for these are still the same.

If you're interested in all of the stat changes, see the full changelog below.

[h2]Ai[/h2]
The AI has seen a huge backend overhaul that completely rewrites how they navigate the track. This has also allowed us to also introduce new ways to control their difficulty more like how a human players skill differs, instead of just telling the AI to accelerate at certain speed thresholds to simulate difficulty.

We've also introduced rubber banding so the AI can keep pace. The rubber banding has limits so you won't be seeing them shoot down the track at lightning speeds, but you should now feel the pressure in the higher AI difficulties.

If you don't want the rubber banding we've also introduced an option to turn it off in the new assists options menu. This option is completely optional and does not restrict any of the game's functionality if it's turned off.

Finally one thing we've seen in reviews and people doing lets plays is some people not understanding why the AI take off the start grid really fast so when playing in Novice, like at the start of the campaign, the AI start boost is now disabled to better represent the understanding of mechanics that a new player will have.

[h2]Assists[/h2]
We've killed the old pilot assist option and instead rewrote it and split it into three separate options, available in the new assists options in the game options menu.

These assists give you a speed handicap, disable online functionality and in some modes such as Survival won't be available.

Steer Assist: An AI will provide a steering assist. This scales with your input, so fully turning will disable the assist so you still have complete control of the ship when you need it.

Pitch Assist: An AI will provide a pitch assist. Like the steering assist this scales with your input so you can maintain manual control.

Airbrake Assist: An AI will provide airbrake tap assists. This doesn't scale to input and the AI will always be providing inputs for this sit it just flips the airbrakes on.

Utah Dam

Utah Dam is a new free track that takes you back to Utah Project to race on an alternative circuit that drops you underground into the water processing chambers below. Simply update to 1.2.2 to get this track.

https://www.youtube.com/watch?v=Pq6ZTTblyM8





Changelog


Music
  • Added Xpand - Menu 2 to the OST folder
  • Added Paused Playback option (enabled by default)
  • Fixed various issues with custom track music when continuous playback is enabled


Audio
  • Custom sounds are now read from their absolute path instead of their relative path (fix for regression of soundpacks not working on MacOS since 1.2)


Tracks
  • Added Utah Dam
  • Fixed survival disable and survival ignore track not working on custom tracks
  • Fixed the AI not using racing lines on Arrivon Peak
  • Fixed start line position tracking issues on Luna
  • Fixed incorrect wall tiles on Tokyo Bowl and Hydrome Bed
  • Fixed the music visualizer advert replacements scaling their layout with the screen resolution


Ships
  • Rebalanced shield and weapons stats. The frontend combat stats are now also accurate.
  • Reduced wall collision damage by 30%. (survival mode has been accomodated for so damages are still the same)
  • Ship cannon fire rates are now determined by an option on the ship instead of being automatic
  • Decreased threshold for ship to ship bounce collisions
  • Rewrote airbrake drift code to properly respond to analog inputs
  • Reduced Orbitronix's grip from 10 to 5.75


Weapons
  • Removed AI to Player damage reduction multipliers and rebalanced weapons around multiplayer player vs player
  • Increased minimum integrity threshold for the emergency pack from 10% to 25%
  • The energy wall is no longer collidable as it plays the fade out animation
  • The warning for AI missiles is now triggered when the AI picks the missile up
    • Fixed tremors flinging ships high on sections marked to allow out of bounds
    • Tremor damage now deals 8% first impact damage instead of 0.7 damage per physics tick
    • Increased tremor effective height
    • Increased tremor slowdown
    • Increased tremor distance from 75 sections to 120 sections
    • Reduced rocket damage from 35 to 12
    • Missiles now ignore gravity if they're flying and have a lock-on
    • Reduced missile damage from 30 to 15
    • Reduced cannon damage from 0.8 to 0.5
    • Decreased difference in cannon type fire rates
    • Reduced hunter damage from 30 to 8
    • Increased velocity loss from hunter impacts
    • Reduced hellstorm damage from 36 to 15
    • Reduced plasma damage from 90 to 70
    • Reduced tremor pickup weighting from 30 to 12
    • Reduced energy wall pickup weighting from 25 to 5
    • Reduced slowdown from cannons


Multiplayer
  • Fixed mines being spawned with the wrong rotation


Code Mods
  • All assemblies are now loaded before executing mod registers, removing the need for ordered loading if sharing data between DLLs


User Interface
  • Fixed scaling issues with the custom race menu on ultrawide resolutions
  • Added handling of an edge case for the resolution selector where Unity might not return a resolution
  • The AI difficulty is now shown on the campaign event details box
  • Ship information overlays now scale with distance and are correctly depth sorted


Options
  • HUD and Assists sub-menus have been added to the game options menu
  • Removed pilot assist option from the pause menu
  • Added thrust toggle option to the controls menu
  • Added option to toggle the low energy warning voice. Defaults to on
  • Added option to toggle the critical energy warning voice. Defaults to on
  • Added option to toggle AI rubber banding. Defaults to on
  • Added options to enable new steer, pitch and airbrake assists. Defaults to off.
  • Added option to set the units the speedometer uses. Defaults to metric.
  • Added option to show the racer position list in singleplayer. Defaults to off
  • Added option to show all ships on the position bar. Defaults to off
  • Added option to show shield bars in races. Defaults to off
  • Added option for the default camera mode when starting in zero-g (Kuiper Overturn). Defaults to rear chase


AI
  • Increased minimum shield before pitting from 25% to 50%
  • Ai now spread themselves apart more at the start of the race
  • Reworked AI steering to simulate steering the ship instead of forcing their rotation towards where they're heading
  • AI ships now slow down if they're exceeding the capabilities of the ship they're piloting
  • Removed Ai grounding force. They will now fly just as high as the player can
  • Ai now brake if they're about to hit another ship in front of them
  • Rewrote Ai track navigation to be based on time instead of section offsets
  • Fixed an issue where AI would use airbrakes and/or slow down on track sections like maglock drops, loops and corkscrews
  • AI wall avoidance forces now slow the ship down and worsen the AIs racing line for a brief moment
  • Implemented optional rubber banding


Engine
  • Section floor widths are now cached on track startup
  • A warning is now thrown to the output log when there are racing lines but none are available to be used (for track creators)
  • Fixed an issue where the position tracking would not correctly track two ships on different routes if their section index was the same
  • The buffer for custom music playback is now re-used (small performance boost)


Commands
  • Added test_damage
  • Added gm_timescale


Campaign
  • Reduced AI speed on the base game 1v1 events
  • Rebalanced the first half of the base game campaign to introduce experienced and expert difficulties earlier on, akin to the expansion campaigns (novice is now super easy)


Photo mode
  • Player ship trails are now swapped over to the AI trail


Outer Reaches
  • Fixed the pitlane on Caldera not being marked as a pitlane for the AI

BallisticNG 1.2.2 beta is now available!

A beta for BallisticNG 1.2.2 is now available!

What's the beta for?

1.2.2 is going to be making major changes to the game's balance to address a large disconnect between the singleplayer and multiplayer combat experience and better balance large combat encounters with lots of weapons going off. We're also focusing on the AI so it navigates the track more human like and is held back in the lower difficulties in a more believable way that reflects player piloting skills instead of just handicapping their raw speed.

We've started this beta so you can help give early feedback on the changes. This will help shape the final release of this version.

Give us feedback!

This beta is very important in figuring out how the changes impact a wider range of players so we strongly encourage you to let us know what you think.

You can do so in the Steam forums or on our discord, which you can find here: https://discord.gg/ballisticng

Before giving feedback please make sure you're on the beta version. To do this, make sure the version shown at the bottom right of the main menu says 1.2.2-beta.

Joining the Beta

Right click the game in your library, head to properties, the beta tab, select beta from the dropdown and then close the window. The game should then begin updating. If it doesn't then restart Steam.

Ai Changes

The Ai have seen major changes in how they navigate the track and how the game manages their difficulty level.

Ai ships now navigate the track based on time instead of relying entirely on track sections. This results in the AI having a much higher resolution understanding of the track that greatly helps define their racing line.

We're now also using this new higher resolution understanding of the track to tweak the Ais racing line, pitch control and airbrake usage to simulate the skill of a real player instead of just capping or artificially inflating their speeds. Ai will now also work with the ships grip stat instead of using their own, which now makes picking a higher handling ship an even better option for new players then before.

All of these changes put more emphasis on a good racing line and better pitch control as you climb up the AI difficulties.

Weapon Changes

Weapons have been re-balanced alongside ship shield and firepower stats to make eliminations harder and reduce the massive gap between ship defensive and offensive capabilities.

The combat was originally built around the player dealing lots of damage to AI and the AI dealing little damage to the player. This had been the balance in the game from 2015 to now, which has proven to cause issues with Multiplayer since everybody is dealing the player damage which was insanely unbalanced.

These changes remove that weaker AI design and puts everybody on an equal playing field, while reducing the damage of weapons to accommodate.

Changelog (not final)


[h2]Ai[/h2]
  • Increased minimum shield before pitting from 25% to 50%
  • Ai now spread themselves apart a bit at the start of the race
  • Reworked Ai/Autopilot rotation so they simulate steering the ship as a player
  • Ai ships now slow down if their steering exceeds the ships turning capabilities
  • The AI warning for missiles is now triggered when they pick the missile up instead of when they lock onto the player
  • Ai no longer start boost on Novice
  • Ai now begin to brake if they are about to collide with another ship in front of them
  • Difficulty configurations are now reloaded every race so gamemodes can modify them without the changes persisting over the entire game session
  • Rewrote AI track navigation to be time based instead of section offset based
  • Fixed an issue where AI would use airbrakes and slow down on track sections like maglock drops, loops and corkscrews
  • Ai are now slowed down when the game applies wall avoidance forces
  • The angle to route entrances is now taken into account when the AI is determining the distance before it makes a navigation decision
  • Ai are now less agressive with weapons for the first 40 seconds in Race and Knockout


[h2]Ships[/h2]
  • Rebalanced shield and weapon stats. The menu stats for these are also now accurate:
    • Shield and weapon stats are now more closely packed together
    • Barracuda Model A and C still the strongest shielding by a large margin but have generally been nerfed
    • NX2000 shield stat hasn't been changed but now has a menu stat of 1/10
  • Reduced wall collision damage by 30%. Survival has been adjusted to accomodate for this change so ships take the same damage as before.
  • Ship cannon fire rates/sound type are now determined by a separate option on the ship instead of being automatically calculated
  • Rewrote airbrake drift code to correctly respond to analogue inputs
  • Decreased maximum angle for ship to ship nose bounce collisions
  • The afterburner speed increase now trails for slightly longer
  • Reduced slowdown and camera shake from rear ship to ship bumps


[h2]Weapons[/h2]
  • Removed AI damage multipliers and rebalanced damages to reflect player vs player combat
    • Ai now deal the same damage as players
    • Reduced tremor damage from 0.7% per physics tick to a single 5% on first impact
    • Reduced rocket damage from 35 to 12
    • Reduced missile damage from 30 to 10
    • Reduced cannon damage from 0.8 to 0.5
    • Reduced hunter damage from 30 to 8
    • Reduced hellstorm damage from 36 to 12
    • Reduced plasma damage from 90 to 70
  • Increased emergency pack pickup threshold from 10% energy to 25% energy
  • Increased tremor distance from 75 sections to 120 sections
  • The energy wall collider is now disabled before it starts fading out
  • Reduced tremor pickup weighting from 30 to 12
  • Reduced energy wall pickup weighting from 25 to 5
  • Reduced slowdown from cannons
  • Fixed tremors flinging ships high into the air when on sections marked as AOOB



[h2]Campaign[/h2]
  • Greatly reduced AI speed on the base game 1v1 events
  • Rebalanced the first half of the base game campaign to introduced experience and expert difficulties more gradually


[h2]Photo Mode[/h2]
  • The players engine trail is now swapped out for the AI trail


[h2]Multiiplayer[/h2]
  • Fixed mines being spawned with the wrong rotation


[h2]Music[/h2]
  • Added Xpand - Menu 2 the soundtrack DLC
  • Added Paused Playback option (enabled by default)
  • Fixed various issues with custom music embedded in tracks when continuous playback is


[h2]Audio[/h2]
  • Custom sounds are now read from their absolute path instead of relative to fix them not loading on MacOS


[h2]Code Mods[/h2]
  • All assemblies are now loaded before executing mod registers


[h2]Engine[/h2]
  • Section floor widths are now calculated and cached for use by the AI
  • A warning is now thrown to the output log when there are racing lines but none are available for the AI to use
  • Fixed an issue with the position calculation where it would use the same section for both ships on different routes


[h2]Commands[/h2]
  • Added test_damage
  • Added gm_timescale


[h2]Tracks[/h2]
  • Fixed survival disable not working on custom tracks
  • Fixed arrivon peak's racing lines not being available to AI
  • Fixed start line position tracking issues on Luna


[h2]User Interface[/h2]
  • Added handling of an edge case for the resolution selector where Unity might not return a resolution to the game on very specific Linux setups
  • Added option to show all ships on the position bar (Game -> General -> Misc)
  • The AI difficulty is now shown on the campaign event details box


[h2]Unity Tools[/h2]
  • Added cannon type stat to custom ships under the combat settings foldout
  • Built in ship stat prefabs now read from .XML files in the Assets/ShipStats folder and now includes all ships. You can now also add your own XML files to this folder to make your own stat prefabs!

BallisticNG 1.2.1: Precision Update is now live!

BallisticNG 1.2.1 is now available. This update focuses on reworking the precision runs with a new simplified time attack design and opening them up to custom tracks!

Precision Update
  • Removed scrape medal reduction mechanic. The mode is now based on time only with bronze, silver, gold and platinum medals.
  • Grades from previous versions of the game are read as silver, bronze and gold awards.
  • The precision delta is unlocked by getting a gold in every non custom precision run. Platinums are not required and are there for those who want the extra challenge.
  • Skip detection in precision runs is now disabled. Skips are required for the platinum times.
  • Afterburner is now enabled. Use of it is required for the platinum times.


Note: Precision saves now use the time to determine whether to save the file. You'll need to beat your previous best to save the time so It's recommended that you delete your precision saves (User -> Saves -> Precision) if you don't want to run into any issues.

Here's a guide for the platinum medals!
https://www.youtube.com/watch?v=qrClhavf8PQ

Unity Tools

Update information available here: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html

All of the in-game sections have also been complete. This includes documentation on manually installing mods, using the layout creator, creating custom campaigns and using the in-game bloom and flare configuration tools for custom tracks.

Note for Linux players

We're aware of a crash with custom music and are investigating the issue. We're aiming to have a fix implemented for 1.2.2.

Changelog


Music
  • Added continuous playback. This is enabled by default and can be toggled from the audio menu if you prefer the previous new song every race behaviour.


Ships
  • The airbrake open sound is now muted when the ship is being controlled by an AI


Engine
  • Added custom track support to precision runs
  • Available resolutions are now written to the log file on launch


Tracks
  • All precision tracks updated with new bronze, silver, gold and platinum times
  • Gave the precision tracks a slight visual and lighting update
  • Animation scripts for custom tracks no longer update when the scripts object is disabled


Achievements
  • Updated the Precision Perfect achievement description to reflect the new medal system.


VR
  • Fixed the medal render on the precision run HUD not displaying
  • Portals now render black. Because the game is configured to use a single camera for both eyes and because of optimizations in portal rendering, we only get access to the camera after the right eye is about to render, not giving us any opportunity to configure the portal for the left eye. This created the double vision that has been reported. For the time being we have disabled portal rendering in VR to save your eyes.