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1.3 Beta 3 is now available

The last month of development has been busy as we start to standardise the game across the PC and Switch builds. This beta isn't focused on a single feature, but is instead more general in getting an engine upgrade to Unity 2020.3.5 available to everyone.

If you are making mods do not update Unity on your end. We have not updated the Unity Tools package yet and you will irreversibly break your projects if you upgrade at this time. Stay with Unity 2018.3.8 for the time being.

About


Joining the beta
  • Right click BallisticNG in your steam library and go to Properties
  • Go to the betas tab on the window that opens
  • From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam


What is the beta?
For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.

What's changed?


[h3]Engine Upgrade[/h3]
After 3 long years we have finally updated to the latest and greatest version of Unity! We were originally going to only be using the latest versions of Unity for the Switch, but there's plenty of new useful features that we can take advantage of so we decided to upgrade the PC version to it too.

The game is backwards compatible with all content mods developed on the Unity 2018.3.8 based tools so you do not need to upgrade Unity to make mods for this beta. In fact, the Unity Tools for the new version of Unity are not available yet, so don't upgrade until the final 1.3 release or you will break your projects!

Note that certain parts of the Unity API have been removed in this new version of the engine, which could impact code mods that make use of it.

[h3]Moving to asset bundles[/h3]
We've made pretty extensive use of Unity's resource folders for a lot of our on-demand asset loading. On PC this has been fine since the size of it is fairly small and a modern desktop computer can power through its initialisation pretty much instantly.

On the Switch we don't have this luxury however, so across both platforms we're extracting our assets out into Unity Asset Bundles so we can load our asset when we need them.

So far we have moved out ship prefabs, and while they're not part of the resources folder we have also moved out all of the internal tracks too. This gives us faster build times and allows us to better compress the assets to use even less disk space then they did before.

[h3]Fix for a long standing hover issue[/h3]
If you've played BallisticNG long enough you've probably noticed that ships get really shaky at the top of their hover height when they're moving slowly, and when landing at higher speeds while pitching up it can feel like the ship is hitting a solid surface.

This is now fixed! Ship hovering is now in general much smoother and works better across a wider range of track geometry.

[h3]External Mods[/h3]
Mods can now be loaded from any folder on your computer! This is done by creating an external.txt folder in the internal mod folder and pasting a directory path per line. Each directory is treated like the internal directory, so for instance if you point the game to an external tracks folder then the game is going to expect that folder to have sub-folders which will become categories on the menu.

Valid external.txt files are:

User -> Mods -> Tracks -> external.txt
User -> Mods -> Ships -> external.txt
User -> Mods -> Liveries -> external.txt
User -> Mods -> Sounds -> external.txt
User -> Mods -> Ingame Music -> external.txt
User -> Mods -> Menu Music -> external.txt
User -> Mods -> Campaigns -> external.txt

Changelog
Asset Bundles
  • Ship prefabs moved to an asset bundle
  • Internal tracks moved to an asset bundle


User Interface
  • Ships for the UI for internal and custom ships using the CSF format now load asynchronously. The interface will no longer lock up when loading resource heavy ships.
  • Fixed previously viewed custom ship resources not beeing freed in the lobby ship selection turntable when moving to another ship


Music
  • Rewritten music playlist backend, fixing numerous bugs and simplifying code for future additions
  • Fixed the pause menu not showing the name of in-scene song overrides
  • The All Music custom playlist now includes every song loaded from external.txt
  • Added Vonsnake - In The Depths
  • Added Atlanticore - Slipstream


Physics
  • 2159/2280 ship hover damping computation updated to fix numerous movement issues related to ship being at the top of its hover height.


Audio
  • Fixed voices being much quieter when spatial audio is enabled


Ships
  • Barracuda S liveries can now be selected in survival
  • Fixed custom liveries not being applied to duplicate ship entries
  • Model C stats update
    • Reduced steer steer falloff from 1 to 0.7
    • Increased steer gain from 1 to 1.22
    • Increased steer slide from 1 to 1.2
  • Protonic Stats Update
    • Increased top speed and acceleration to be slightly slower then Scorpio
    • Slightly decreased grip from 3.4 to 3.3
    • Reduced tilt angle from 35 to 30


Engine
  • Upgraded from Unity 2018.3.8 to Unity 2020.3.5 to standardise development with the Switch version
  • The intro FMV is now smooth (fixed from Unity upgrade)
  • Updated to the latest version of Rewired. The Dualsense controller is now fully supported with feature parity to the Dualshock 4.
  • The game now uses incremental garbage collection as part of the Unity engine upgrade. We don't generate much garbage data, but any amount that is collected should now have less of an impact on slower hardware.
  • Implemented render zones, a new rendering feature that can be used for rendering optimisation and other creative purposes. These are not available for modding yet, but will be in a future update.
  • Added support for loading all custom content from external locations using external.txt. See the dedicated section above for details.
  • UI inputs are no longer processed when the game window isn't in focus


Controls
  • Multiple controllers can now be assigned to players. The UI has been split into separate Add/Remove buttons to manually control the assignments.


Tracks
  • All internal tracks rebaked with the newer 32-bit lightmapper (unity upgrade broke lighting)
  • Removed an unused tonemapper component from all scenes and custom track camera prefabs
  • Removed a light from the final tunnel on Atlantica that bloomed out the exit with the new lighting
  • Removed light from Nova Park that bloomed out track sections under the 2nd park bridge
  • Added missing lights to ceiling lamps on Nova Park Reverse
  • Added light for missing flood light source on Thunderhead
  • Surge now has a different track illum color. Surge reverse has also been given a lighting makeover.
  • Outer Reaches holopads particle effect update (unity upgrade broke them)


Photo Mode
  • Fixed no tonemapping options showing on a select few tracks


Options
  • Added weapons quality option. Setting this to low uses alternative particles with much less overdraw for weapon impacts.
  • Renamed the tonemapping option to vibrancy boost to better reflect what the option does.


Layout Creator 2.0
  • Height labels have been updated from Unity's now removed GUIText components to Text Mesh Pro components


VR
  • SteamVR updated to the latest version


Debug Hub
The Debug Hub is a new WIP debug interface to provide tools for modding with expandabiility through code mods. It currently has a logger and will be expanded with more built in tools in the future.

The hub can be opened and closed by pressing F9.

1.3 Beta 2 is now available

The next modding feature has been implemented so it's time for another beta build. 1.3 Beta 2 is now available with custom livery support!

[h2]About[/h2]

Joining the beta
  • Right click BallisticNG in your steam library and go to Properties
  • Go to the betas tab on the window that opens
  • From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam


What is the beta?
For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.

[h2]Custom Liveries[/h2]
You can now add your own liveries to any ship in the game by simply placing PNG files in a folder. You're going to want templates to get started, so for the built in ships we've provided PSDs with everything you need included to get going. You can find these in the new Modding -> Livery Templates folder.

This system also works for custom ships created using the Unity Tools, however like the built in ships mod authors will need to provide a template image with a UV layout for people to work off of.

To get started, click this link to read the documentation.

[h2]Campaign Editor fixes[/h2]
In the previous beta there were a few minor issues that have been fixed for this build. Most of these are issues with not limiting character types in text fields which are numbers only but the on-screen keyboard has also been updated to improve navigation and fix an issue where the caret position in text fields wouldn't immediately update.

[h2]Changelog[/h2]
Modding Assets
  • Added custom livery templates. These can be found in Modding -> Livery Templates


Custom Liveries
  • Added support for custom liveries. See the documentation for more information.


Campaign Editor
  • Entering numbers before letters in a custom value name will now remove them when submitting the change
  • Fixed the data input fields not being assigned a text validation type and allowing invalid data to be entered


Ships
  • AI now start at the default livery if the players current livery is of an index higher then the AIs ship livery count


User Interface
  • The on-screen keyboard now has a grid design for better navigation. Vertical navigation wrapping has also been added
  • The on-screen keyboard now has a minus key
  • Fixed the caret position not immediately updating if using the on-screen keyboard to navigate text


Commands
  • Added debug_refreshliveries command to rebuild file path references to custom liveries (see the documentation for more information)


Multiplayer
  • Livery selections are now handled by name instead of index to accommodate that players may now have different livery setups


1.3 Beta 1 Now Available & Maceno Bay showcase

Maceno Bay

The Maceno Island expansions first track, Maceno Bay, has been completed! Here's a first look at the upcoming track :
https://www.youtube.com/watch?v=R_QYqV_9rAI

[h2]Screenshots[/h2]


1.3 Beta 1

1.3 is going to be a major update focusing on new modding tools and features for both the PC and upcoming Switch version of the game. Most additions for the Switch will also be on PC, so we're developing them on PC first to give the community access to try stuff out as it's developed!

This update focuses on the addition of a campaign editor, which can be accessed in the campaigns menu. Campaigns that you build in this new tool are also compatible with past versions of the game.

[h2]Joining the Beta[/h2]
  • Right click BallisticNG in your steam library and go to Properties
  • Go to the betas tab on the window that opens
  • From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam


[h2]Campaign Editor[/h2]
The campaign editor is an in-game tool that lets you build your own campaign lists without needing to know XML. Everything that you can do in XML is available here. Give it a go and let us know what you think!

The campaign editor can be accessed via the campaign menu at the top. Saving a campaign reloads it so you can get straight to playtesting once you've backed out of it!



[h2]1.3 Beta 1 Changelog[/h2]
Internally this build is versioned as 1.3-d5.

Engine
  • Most file operations are now handled in platform agnostic code
  • FIxed the autopilot disengage spinning the ship at insane speeds if disengaging immediately after engaging it
  • The audio manager and mixer is now always initialised on the first frame of track loading if they're not already. This fixes many sounds in fast play ignoring the audio settings and playing at max volume.


Music
  • Custom music can now be loaded from any folder on your computer by creating external.txt in the User/Mods/Ingame Music folder and entering a folder path per line. Like the User music folder the game will also scan sub-directories.


User Interface
  • Ships now have updated descriptions (thanks Kekka & Brobama!)
  • Fixed big arrow buttons not resetting their internal selection color status when disabled
  • Gave the campaign menu some visual tweaks.
  • Precision runs menu updated with the same visual tweaks as the campaign menu
  • The campaign gamemode description scroll view is no longer scrollable and now auto scrolls over time
  • Fixed the capital M on the onscreen keyboard being an N


Campaign
  • Fixed custom values being ignored when loading campaigns
  • Campaign content is now validated. Any event that has missing content will now show what's missing instead of the event name and will no longer let you try to start it.
  • Added exception handling to campaign loading. When an exception is thrown the game will now skip the campaign and open the console to show the issue.
  • Updated the difficulty icons


Campaign Editor
  • Added a campaign editor. You can find it at the top of the campaigns menu.
    • Works off the same XML format that custom campaigns already do. No new features have been added to campaigns, this is simply a UI wrapper around the XML format.
    • The UI is designed to be controller friendly. Every option uses the same UI element and all interactions are handled through the submit button.
    • When using a keyboard in the input field dialogues you can press return to confirm instead of navigating to the confirm button.
    • You can load exiting XML campaigns into the editor. Just note that saving an edited campaign rewrites the file, so any additional data like comments will be lost.
    • The editor only uses the current iteration of attributes. Resaving an XML with legacy attributes will use the newer versions instead.
    • Leaving the campaign editor reloads all custom campaigns. If you're manually writing XMLs you can go into the editor and back out to reload your work on the fly without having to restart the game.


DLC
  • All DLCs rebuilt with smaller abbreviated logos for the menu


Ships
  • Omnicom Steering Speed increased from 1.63 to 1.7 and Grip increased from 5.5 to 5.65
  • Mtechs Top Speed increased to match G-Teks and Steer Slide increased from 1.23 to 1.5
  • Large protonic stats tweaks. The new stats make the ship less twitchy so you can let the ship carry its momentum.
    • Tilt angle reduced from 50 to 30
    • Steer Speed increased from 2.3 to 2.5
    • Steer Gain decreased from 1.52 to 1.2
    • Steer Falloff decreased from 1.26 to 0.8
    • Steer Slide increased from 1 to 3
    • Airbrake Drift Falloff decreased from 14 to 3
    • Grip increased from 2 to 2.4
    • Weight increased from 0.7 to 1.2
    • Top speeds now match Gteks


VR
  • Fixed various generated UIs having their elements placed far away from the viewpoint
  • Advanced content selectors are now correctly curved on the main menu

Limited time Maceno Bay preview now available



We've just released a new update that adds a preview for Maceno Bay, the first track coming in the Maceno Island expansion. It will only be available to try today however, so better try it out fast!

The track is available under the new Maceno Island category on the menu.

Have fun :)

BallisticNG 1.2.5 Released - Switch Port Announced - Maceno Island Announced

BallisticNG 1.2.5 is now available. This update focuses on Model B content and adds one of our biggest community requests: multiplayer bots! We also have news regarding development of a Switch port and the next expansion DLC, so see below for that!

Model B Tracks Remade

All 4 model B tracks have seen an update. These changes rework the scenery to bring them up to scratch with the rest of the game, adds pitlanes, weapon pads for standard ships and introduces reverse variants. Check them out in the showcase videos below:

https://www.youtube.com/watch?v=WvUglTaZ-G0

https://www.youtube.com/watch?v=pEptS1A7KbQ

https://www.youtube.com/watch?v=HrfgU1I9T38

https://www.youtube.com/watch?v=eSedjAq0yUs

Model B Ships Tweaked

The Model B ship stats have been tweaked to improve their handling. Beforehand they were extremely twitchy and airbraking was particularly bad as you wouldn't keep much lateral momentum through corners. These changes make the ships more manoeuvrable but also makes them drift longer, making them less twitchy to manage at high speeds.

Light Bridge Updates

Light bridges used to be really finicky to play on because they had no walls and often didn't really follow a racing line. For 1.2.5 we've updated all of them with a new design that includes walls and repaths them onto better lines. Here's a showcase video:

https://www.youtube.com/watch?v=Vn2k7BxVgUI

Multiplayer Bots

Mulltiplayer now has bots! When you create a new lobby Novice bots will now fill in empty spaces. You can configure the difficulty to any of the difficulties in the game or just turn them off completely. It's important to note that AI don't have rubber banding enabled in multiplayer, so if you're used to the AI being harder because of rubber banding then you're more likely to school them in multiplayer.

Here's some cool bot facts:
  • Bots do not take up server slots. If somebody joins when a race with bots is happening, they'll simply just wait in the lobby like before and the bot for their player slot won't be spawned in the next race.
  • Bots will use whatever ship folder the host's current ship is from, including custom ships.
  • Bots are ran on the server and treated by everybody but the host as real players.



We've also randomised spawn positions for each player, so your position on the start grid is no longer determined by the players join order.

Vertical Splitscreen

For this update we've implemented vertical splitscreen. The game will now default to this mode and you can switch between vertical and horizontal using the new option in custom race.

Alongside this addition we've also fixed all of the splitscreen rendering bugs with ships, such as the ship still rendering in internal cam and airbrakes disappearing for the other player when you're in internal/cockpit cameras. UI scaling for splitscreen has also been improved, making the scale between aspect ratios more consistent and less prone to overlap in square ratios.

Finally we've also updated our HUD system to support vertical splitscreen variants, which has allowed us to build vertical splitscreen compatible HUD designs where needed.

Mod Tools Update

For all changes to mod tools, check out the read the docs What's New page:
https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html

Switch Port

In our 1.2.5 preview announcement we had mentioned having some huge news...

(artwork not final)

We are excited to announce the start of development for BallisticNG NX Edition, a port of BallisticNG to the Switch! Some of the features we've added in this update was in preparation for this ;)

We're developing the port ourselves and will be building it from the same codebase as the PC version so we can keep both versions as consistent as possible. This means future updates for the PC version will be getting lots of hidden changes to make it possible to support the largely different platforms. It's lots of work in the short term, but long term it will be much easier for us to maintain both versions of the game side by side.

This is a long term project and there is a lot to do before it'll be anywhere near done, so currently we don't have a release window and it will be ready when it's ready,

Right now we're getting familiar with the hardware and testing out systems to make sure everything works. We'll have a future announcement where we go more in-depth with what we're working on and what you can expect out of the Switch version.

For now though, yes it will have user generated content!

Maceno Island

It's about time we announce the next expansion pack we've been planning for the past couple of months.


The BallisticNG Maceno Island expansion will be bringing the tropical island of Maceno into full focus with 6 new tracks, a new set of liveries and a new campaign. Maceno Bay will finally make its finished appearance alongside another track that has never existed as something playable but as something you have probably seen ;)

As with the Switch port there is no release window so we have plenty of time to pour all we have into both of these new projects. As with Neon Nights and Outer Reaches we will keep you up to date with all of the latest additions as we go.

We'll have another announcement at a later date to further detail the expansion, so stay tuned!

Full Changelog

[h2]Ships[/h2]
  • Model B Tweaks:
    • Turn Falloff reduced from 1 to 0.8
    • Turn Speed increased from 1.7 to 1.9
    • Airbrake Drift Falloff decreased from 14 to 8
  • The ships convex environment collider is now generated as a separate object from the visual mesh. (needed change to fix various splitscreen rendering issues)


[h2]Tracks[/h2]
  • All reverse tracks updated with new light bridge designs
  • Tokyo bowl updated with pitlane, increased width, weapon pads, new scenery and a reverse variant
  • Relay updated with pitlane, weapon pads, reverse variant and minor scenery tweaks to adjust for the new pitlane
  • Underpass updated with pitlane, weapon pads, new scenery and a reverse variant
  • Lujiazui Park updated with pitlane, weapon pads, reverse variant and new scenery
  • Custom tracks now have a material shader translation applied to the scene skybox if one is present
  • Fixed grip override for non Model C ships not working on the Model C tracks below Zen class
  • Fixed Zephyr Climb being next to impossible on Floor Hugger due to jump collision meshes


[h2]Splitscreen[/h2]
  • Implemented vertical splitscreen, which is now the default mode. The split direction can be changed in the custom race menu.
  • Engine effects for the other player are now drawn as the AI version
  • Lens flares now store a visible state per player to fix lens flares always rendering in splitscreen
  • Fixed airbrakes not rendering for the other player if in internal/cockpit view
  • Fixed cockpits not rendering
  • Fixed contrail effects not rendering for the other player if in internal/cockpit view. The cheaper AI contrails are now also used when rendering the other players ship too.


[h2]Multiplayer[/h2]
  • Implemented bot support
  • The race complete screen now shows the race finish countdown that players still racing see
  • Spawn positions are now randomized


[h2]User Interface[/h2]
  • Cursor images are now 32x32 so they're the right size on Linux (Bug in Unity prevents hardware cursor from working on it)
  • When adjusting the HUD scaler for splitscreen, the difference in aspect ratio in reference to a 16:9 display is now used to better scale elements so they always fit on screen at the same relative scale.
  • Name tags and health bars are now clipped by their UI canvas to stop overlap happening in vertical splitscreen
  • Name tags and health bars now work in VR


[h2]Photomode[/h2]
  • Added Step Game option to the render tab, allowing you to advanced the game by a physics frame. Note that you will be kicked out of photomode if you step into the frame where your ship completes the event.


[h2]Lua[/h2]
  • Exposed the game's audio manager as NgAudio. See the updated read the docs for more information.


[h2]Layout Creator[/h2]
  • The documentation button now leads to the read the docs page instead of the old, now deleted, wiki page.