Patch Notes - 0.5.2.6:250225-1752
Hello Spacers,
It turns out the power of friendship teamwork swung the dogfight pendulum a bit further than I would have liked with the last update. This patch has a small balance change to improve the Barracuda's gun evasion maneuvering and behavior to help counter that, as well as a few bugfixes.
I'm also aware there are some desync artifacts from the new system used for craft and missiles. These are not induced by high latency, I tested the system with 1000ms ping and 25% packet loss. They are caused by divergent behavior on the client and server (e.g. craft decides to turn left instead of right), and I am working to identify and fix the causes. Please know that these are only visual issues on the client, and while they can make it more difficult to tell exactly what is going on they do not affect the outcomes of any games.
Changes/Features:
- Modified Barracuda gun evasion behavior to be more aggressive.
- Increased 35mm flechette collision detection radius to 2.5m (was 1m).
Bug Fixes:
- Fixed ELINT crossfix accuracy varying incorrectly based on distance to the scene origin.
- Fixed games ending prematurely if all magazines on a ship were disabled but DC teams were available.
- Fixed turreted missile launchers not updating their unmask roll vector as the target moves.
- Fixed SALS/TALS launchers spamming the log with failure sentinel warnings when target is outside arc.
- Fixed turreted launchers continuing to train on their last target until a new attack order was issued.
- Fixed ATGT SENSORS giving incorrect subsystem positions for sensors on lineships.
See you in the Battlespace,
- The NEBULOUS Team
It turns out the power of friendship teamwork swung the dogfight pendulum a bit further than I would have liked with the last update. This patch has a small balance change to improve the Barracuda's gun evasion maneuvering and behavior to help counter that, as well as a few bugfixes.
I'm also aware there are some desync artifacts from the new system used for craft and missiles. These are not induced by high latency, I tested the system with 1000ms ping and 25% packet loss. They are caused by divergent behavior on the client and server (e.g. craft decides to turn left instead of right), and I am working to identify and fix the causes. Please know that these are only visual issues on the client, and while they can make it more difficult to tell exactly what is going on they do not affect the outcomes of any games.
Changes/Features:
- Modified Barracuda gun evasion behavior to be more aggressive.
- Increased 35mm flechette collision detection radius to 2.5m (was 1m).
Bug Fixes:
- Fixed ELINT crossfix accuracy varying incorrectly based on distance to the scene origin.
- Fixed games ending prematurely if all magazines on a ship were disabled but DC teams were available.
- Fixed turreted missile launchers not updating their unmask roll vector as the target moves.
- Fixed SALS/TALS launchers spamming the log with failure sentinel warnings when target is outside arc.
- Fixed turreted launchers continuing to train on their last target until a new attack order was issued.
- Fixed ATGT SENSORS giving incorrect subsystem positions for sensors on lineships.
See you in the Battlespace,
- The NEBULOUS Team