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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.

Upcoming in 1.2.5

Linux custom music crash fixed

Alongside this announcement we have pushed an update that fixes custom music crashes. Right now the virtual music visualization effects don't work but we will be working on getting them working again in a future update.

As a bonus our tilemap building tool is now available on Linux, and we've updated the Windows release to now use OpenGL. If you're making custom tracks you can grab it from the google drive folders here.

----------------------------------------------------------------------------------------------------------------

Multiplayer Bots

First and foremost, a much requested feature has been implemented and will be coming with 1.2.5: multiiplayer bots!

Bots are an optional setting for both Direct IP and Steam lobbies which allows the host to decide if they'll be added and set what their difficulty level will be. When enabled the standard roster of ships will fill in empty player slots.

Updated Light Bridges

To bridge gaps on the reverse tracks we use light bridges. They've always been really janky in that they've never had walls and some of them didn't flow well with the racing line. 1.2.5 will be addressing this with an updated design that includes walls and better integrates them into the tracks layout. In short, no more threading the needle on reverse tracks!



Model B content overhaul

1.2.5's main focus is following up on 1.2.4 by updating the Model B content and giving it all some much needed love.

Every Model B track is being updated to include a pitlane, weapon pads for normal ships, updated scenery and reverse variants. We're also taking this as an opportunity to address issues with the layouts and make tweaks to the Model B ships to make them feel better to control.

[h3]Tokyo Bowl[/h3]
Here's a look at tokyo bowl, the first of the tracks to be updated!
The track has been re-imagined drastically, with the track now being raised off the floor and the center housing vehicle parking and venues to make the most out of the huge area the bowl sits in.

[previewyoutube][/previewyoutube]



There's also some HUGE news that we will be revealing alongside the 1.2.5 release, so stay tuned ;)

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