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Starship EVO News

[New build - DEFAULT] 24w27a: Sadde and pedestal, mech improvements

This build features several improvements for mech following tester feedback.

A new saddle and pedestal seat have been added.

Mech improvements and fixes:
- Can now freelook
- #5845 3rd person view improved
- Symmetry logic has been changed, so now the animation no longer requires a key at 0.5
- new "Set idle position from current angles" button
- New "Is Symmetry Inverted" param in rotator



The Mech update as fallen!

After a few weeks of preview access it is now time to release mech in the default build.

There will be still some bugs to uncover and with no doubt you guys will come up with crazy idea that will require some updates from my side, but what we have is a strong basis for you to enjoy.

Here are the features:
  • Can pick up two control mode: either character like (east mode), or tank like (west mode).
  • Can edit, import and export the walk animation. It means as a beginner you can go with a premade one, but if you have a specific idea you can tailor a walk animation to your need
  • Default animation for west stance (inverted knee) and east stance (human like knee)
  • Feet will conform to the ground.
  • It is possible to define a best join in order for the bust to rotate following the mouse
  • The physics engine will help your mech to not tip over when walking.
  • The physics engine has been improved to take into account children entity position for the center of mass and moment of inertia.


[previewyoutube][/previewyoutube]

Here is what you will need to do to set up you own mech.
  • Create a mech using any of rotating mechanism like the new rotator join, a rotator or an hinge to make the various limb.
  • Configure each rotator by assigning them their limb type: hip, knee or ankle for example. It is possible to create a custom join type if you need so.
  • Place a Mech Computer and link it to all the rotator placed.
  • Then configure you mech: first assign a value to each rotator to create the idle position in animation browser.
  • Then import a pre-made walk animation, or make you own. It is challenging and recommended only for experienced users. You will likely need a reference and a lot of trial and error. Thankfully you can visually preview the walk animation, and pause the playback.
  • Setup the remaining options, there are hint for each of them so it should be self explanatory.




Have fun!

[New build - DEFAULT] 24w26a: More Mech improvements

This build features several improvements for mech following tester feedback.

Mech improvements:
- The bust join will now also be used for west control.
- The feet terrain alignment feature has been improved, it is now more precise and adapt to any configuration of rotator used.
- Squat feature for terrain slope alignment: the mech will be able to squat a single leg in order to keep both leg on the ground.
- Custom Join: they can now be flagged as foot and replace ankle join.
- Custom Join: new squat weight param to be used to squat a single leg.
- Better jump
- Default animation files
- Squatting preview for debugging purpose in the config screen.
- Default mech thanks to TwoNiner29!

Hotfixes:
#5825 #5695 Children entity can be missing on reload.
#5827 Center of mass issue makes ship teleport away
#5830 Ship collide with its own power cell if built on a children entity
#5829 Mech tend to nose down when walking up slopes.

Thanks for playing!

[New build - MECH PREVIEW] 24w25b: Mechs improvements

Mechs are being improved:
- There is now a retargeting done when importing animation.
You first need to define your idle angles. Then the game will compare both source and target idle angle to apply the animation angles.

- East vs West control scheme:
It is now possible to select between two controls scheme:
East will pilot like a player, for a dynamic feel like in Japanese animation (hence the name)
West will pilot more like a tank.

- New Bust limb option for rotator. The bust will essentially act like a tank turret for West tank: it will follow the player mouse.

- Jump ability. It is possible to jump. Hold the key longer for a bigger jump. This feature will be improved.

Hotfixes:
  • #5817 Key added are blocked by default with symmetry.
  • - Preview ground works with foot rotator facing upwards
  • #5776 Docking can take too much time to complete


Thanks for playing!

[New build - MECH PREVIEW] 24w25a: Hotfixes, physics improvements

Many fixes with several related to mechs.
The physics engine has been improved: now the center of gravity and moment of inertia take into account each children entity position, making mechs more stable.

Hotfixes:
  • #5804 Rotator Join incorrect hitbox.
  • #5806 Dropdown setting box can clip text.
  • #5810 No key at 0 when using symmetry
  • #5808 Mech with inverter feet rotator dont align feet to terrain properly.
  • #5805 Rotator reset angle target on config screen exit.
  • #5807 Cannot copy-paste mechanism in survival
  • #5809 Collision with power cell built on children entity.
  • #5797 Turret issue with the new rotator join.


Thanks for playing!