3/16/2023 0 Comments Empyrion undock![]() Decals: added AudioDoppler=true|false to be able to switch off the doppler level on a decal (default true) to avoid any pitch change when approaching an audio decal with speed.Use "Audio=", "AudioVolume=", "AudioMinMaxDistance=,", "AudioPlayMode=Single|Loop" to configure it Decals: added support for audio files (ogg and wav supported).Decals: allowing to add Unity GameObjects as decals (models, particle effects, etc) by specifying " /objectname" in the decals text file for a decal.Please add a 'decalsdef.txt' to 'SharedData/Content/Prefabs' containing all decals the gun can use (same syntax as decals.txt). Explosion: better calculation now when a turret is hit.Explosion damage: optimization to not process blocks that were not damaged (shown as green voxels now in 'di expv' debug view).Add parameter for console command 'di bdinfo ' to show the block damage.Explosions: now combining explosions that happen at the same block position.Explosion start position: small change so the start position is not within a solid voxel to avoid the explosion damage travelling into a structure if it shouldn't.Explosion damage: corrected linear interpolation of damage (was too high before).Console cmd 'di' was enhanced with 'di expv' and 'di expr' to show damaged voxels and explosion rays to them.With this change, the damage distribution will change, but we took care to keep mostly the existing damage values. This results in explosion not penetrating through solid blocks any more (esp. Explosion on structures is now calculated on a voxel base, not on blocks any more.Report bugs and issues for the public release right over here: įixed bugs for the Experimental branch can be found here: įixed Experimental version bugs can be found there: įor discussing the new and updated features, please head over to the Experimental Feedback forum: ![]() We would also like to thank our team of volunteers working on the game localization and translations of currently about 10.000 lines of text! General game localization, PDA missions and Dialogues have been translated to over 85% in the last months for most of the main languages! More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the feedback forum: Please have a close look at the changelog below. In terms of content we added new POIs, some factions now will fight each other, you can now use the Connected Toolbar with Traders and the Empyriopedia has received its first major work-in-progress update, now adding/including information and details about solar systems, suns, planets, ships, characters, explanations on all the new game mechanics (since Alpha 10) and more. We invested quite some time investigating and improving several topics, for example finding a better solution on how explosion damage is handled, adding more elements to the customization system (including the possibility to add sounds, crosshairs and entire asset bundles!) and giving all those scenario builders additional 2048 new free-to-use Block IDs! If your XY plane isn't parallel to the "space horizon" that ships orient to when you hold down the O key, ships inside a hangar that are not docked will eventually orient themselves to that space horizon and be tilted with respect to the station.We all hope you had a good and healthy start in 2021! The only problem I've found with BA stations is that they'll stay oriented the way you place them. Since a BA station is immobile, your SVs can't get left behind because the station can't move in the first place. Build your station as a BA and you can fly anything inside it.Īs far as the docking thing goes, docking is a moot point for a BA space station when you have a gravity generator. If you build your space station as a CV and make something like a giant hangar or a construction dock that's open on one end, another CV won't be able to enter it. The advantage is that building as a BA means it can't get glitched out by other CVs. Seems like building a space station as a BA is purposeless. Is there any advantage to building an immobile space station as a BA and not a CV? If you build it as a CV at least SVs can dock. Originally posted by zaphodikus:I tried to build a BA in space in the hope that it would let me do the same thing once.
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