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Beta Branch Patchnotes 0.10.5.7633


koonschi
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  • Boxelware Team

Patch 0.10.5.7633

 

Date: February 24th, 2017

 

After hearing/reading your (mostly very clear) feedback on the latest changes, I've decided to increase the priority for a few blocks: Gyros and Inertia Dampeners. Avorion was never meant to be a perfectly physically correct simulation, but I still wanted to you feel the way physics behave in space. At least approximately. I also didn't like the artificial enhancements to several stats of the game that happened under the hood, so these just had to go. With the new blocks it shouldn't be too hard for you to get the old flight feeling back. But if you like the realistic, newtonian flight style then I've got some good news for you, too.

 

About the new blocks

  • Gyro Arrays are a new block that basically adds only rotational speed to the ship. Since it changes angular momentum directly, its location on the ship is mostly irrelevant, except for the part where its location changes the inertia tensor of the ship.
  • The Inertia Dampener is a block that creates subspace friction, and thus essentially brakes the ship, but it uses a lot of energy to create that friction.

 

In order to make the newtonian physics fans not feel left out, I've also added another feature: You can now toggle flight assistance on and off! If you think that you've got the skill for flying without flight assist or maybe you just like the feel of it, then you can toggle the assistance off and save yourself a lot of energy. Once you have to dock you can just toggle it on. No hotkeys for all that yet, but that's coming, too.

 

Actually, you can now toggle ALL energy consuming systems on and off, such as gyros, engines or life support (or maybe you shouldn't disable this one, your crew might not be too happy about that).

 

If you have a ship that abused the thruster-stacking method for achieving loads of brake thrust, then you will have to adjust your build. But I've given you more than enough tools for that, use them!

 

Gameplay

 

"Gyros are called Gyro Arrays since I initially wanted to add size restrictions (make them have same-size side since they're round inside), but that turned out to be a way bigger hassle than anticipated and would only limit creativity of players. So, now your gyro blocks actually contain lots of small gyros inside them, so you can make them any size. Yeah that should make sense. I hope."

  • New Block: Gyro Array
    • Gyros increase rotational speeds of your ship
    • Since gyros change the angular momentum by using moving parts, their place on the ship doesn't matter. Except for their own weight, which changes the inertia tensor of your ship

    [*]New Block: Inertia Dampener

    • Due to a few special properties of Iron and Avorion related to subspace interference, Inertia Dampeners can only be built out of Iron and Avorion
    • Inertia dampeners can create subspace friction and thus brake your ship or reduce drift
    • Expensive, but strong

    [*]Ship systems can be disabled one by one in the Energy Tab

    [*]Large, generated station wreckages no longer despawn

    [*]Despawn timer resets when objects break

    [*]Mines now buy a range of goods

    [*]Thruster energy takes into account directional thrusters

    [*]Fine-tuned flight assist when strong forces are applied

    [*]Military outposts buy electromagnetic charges

    [*]Adjusted rotational speed of drone for the new flight physics

Client

  • ServerBrowser window connects to the correct server now

Scripting API

  • Weapons reach modifier works as intended now

UI

  • Added more tips to thruster blocks in building mode
  • Improved/Fixed visuals of systems upgrade tab
  • Flight reticle is now a cross, no longer a square
  • Added a prograde marker
  • Improved readability of loading screen tips

Server

  • Administrators don't have to enter passwords
  • More stats are printed with /status command
  • Deletion time of large and small wreckages (more/less than 15 blocks) is configurable

Bugfixes

 

"As always, UBR marks User Bug Reports. Thanks and keep it up!"

  • [uBR] Fixed a server crash (Can't go into detail on this one for safety reasons)
  • [uBR] Fixed a few typos
  • [uBR] Fixed a server crash on windows related to deadlock detection
  • [uBR] Fixed a crash in mouseover for UIListBox
  • [uBR] Fixed faction headquarters not showing up in list on galaxy map
  • [uBR] Fixed icon for client window (and a rare crash related to it)
  • [uBR] Fixed a crash in UITextBox when a new text was set and scrolling was too far right
  • [uBR] Fixed Swoks not attacking on one dialog option
  • [uBR] Fixed allied ships attacking each other when escorting something
  • [uBR] Fixed an error where players would get recreated each time they log in after their profile was deleted (this doesn't mean that you should now delete profiles...)
  • [uBR] Fixed broken interaction with wormhole diverter and endboss
  • [uBR] Fixed broken ranges of weapons from the turret factory
  • Fixed a crash related to xml file reading

Known Issues from this or the last update

  • There are currently some issues with the AI which is not yet able to use the new flight model correctly in some cases
  • Cargo lists can hang or don't display correctly when you're hauling lots of different cargos

Upcoming Features for the next patch

  • Creating groups of players so you can see where your friends are (This is not the Alliances update, groups are not alliances!)
  • RCON Interface for the server
  • Safe Sectors
  • Loading Screen Safety
  • Respawn Sector Change
  • Hotkeys for enabling/disabling energy systems

 

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I'm new to the game and really want to start playing on beta instead of the stable branch, but I'm worried about how broken the AI movement is with the thruster update? Do they become noticeably more incompetent... making the game less fun?

 

Would appreciate anyone on beta that could offer input, thanks! :)

 

I haven't seen any major issues regarding this. BUT I don't have any fighters or AI ships on my side usually, and that seems to be where people have the issues/

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I'm new to the game and really want to start playing on beta instead of the stable branch, but I'm worried about how broken the AI movement is with the thruster update? Do they become noticeably more incompetent... making the game less fun?

 

Would appreciate anyone on beta that could offer input, thanks! :)

 

Well some of them cant turn properly, or even move.. but its not that common or game breaking as it might seem, as they were fairly incompetent even on stable branch :D

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I'm new to the game and really want to start playing on beta instead of the stable branch, but I'm worried about how broken the AI movement is with the thruster update? Do they become noticeably more incompetent... making the game less fun?

 

Would appreciate anyone on beta that could offer input, thanks! :)

 

I haven't seen any major issues regarding this. BUT I don't have any fighters or AI ships on my side usually, and that seems to be where people have the issues/

 

I'm not quite at the point of the game where I need my own fleets. So as long as the enemy AI is challenging, I'm happy. :)

Think I might update to the beta branch then. All the new stuff and fixes are exciting!

 

Edit: Migrated to beta branch. Glad I did. I love the prograde and retrograde vectors. Flight controls feel good. Flight assistance toggle is awesome. Really happy with the new flight model!

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I can't see anything in the notes but I'll ask here... Has anything been changed with regards to power generation? Before the patch my ship was generating excess energy except when the hyperdrive was recharging, now even with turning the flight assist thing off it's still way down. Before it was around 14 GW, now it shows 11.84 GW.

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I can't see anything in the notes but I'll ask here... Has anything been changed with regards to power generation? Before the patch my ship was generating excess energy when the hyperdrive was recharging, now even with turning the flight assist thing off it's still way down. Before it was around 14 GW, now it shows 11.84 GW.

 

Yes directional thrusteres now use proper amount of energy (was too low before). Atleast thats what I understood from patch notes :)

 

 

Already did some testing, inertia dampeners feel quite good, nice effect vs its energy drawback, I like that :)

 

But gyros are not really working out for me - on my ship, when I add quite a huge gyro array, it changes my rotation only by 0.04/0.08/0.37. When I add same sized omnithruster, it gives 0.12/0.16/1.15 = basically more than double its effect with additional benefit of strafing and stopping power. Is there some limit for gyros or something I am missing here? :)

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Also after some funtime, I have one small suggestion - with flight assist off, it would be great to have VERY small automatic omnipresent friction at very low speeds (<100?). As I have just found out, that without flight assist, my ship can´t stop - at all, it either moves 70m/s forward, or backwards, but I just can´t make it stop with my controls :D

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Also after some funtime, I have one small suggestion - with flight assist off, it would be great to have VERY small automatic omnipresent friction at very low speeds (<100?). As I have just found out, that without flight assist, my ship can´t stop - at all, it either moves 70m/s forward, or backwards, but I just can´t make it stop with my controls :D

 

I guess you would use the toggle button for this in the future. Deactivate it in high speed scenarios and enable it if you want to come to a complete stop.

 

From the notes:

If you think that you've got the skill for flying without flight assist or maybe you just like the feel of it, then you can toggle the assistance off and save yourself a lot of energy. Once you have to dock you can just toggle it on. No hotkeys for all that yet, but that's coming, too.
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Prograde indicator and cross hairs are great, although the cross is not quite symmetrical, which tilts me more than it should!

 

Not actually turned flight assist back on after switching it off! Hotkey will be good though.

 

Gyro seems to work nicely but not much testing with it yet.

 

 

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I'm excited to try the Intertial Dampener blocks to see how they behave on my ship, especially since this block is almost exactly the sort of thing I'd wanted in my suggestion a couple days ago!  Hopefully it scales in such a way where smaller ships can make a better use of it than large ships too, because smaller ships should still have some advantages over big ships when it comes to movement.  Can't wait to try this out!

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This update came at a funny time. I literally got off, made my kids food, came back after and wondered why my Q button wasn't selecting targets and then I thought.. wait this only happens when the game updates. Sure enough haha.

 

Very awesome though! That damper block is awesome! Space balls LUDICROUS SPEED GO! To I order this ship to stop.. NOW! is now a reality! haha

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How does one disable the said flight assistance?

 

Enter your ship menu (press "p" or click on the spaceship icon in the top-right), go to the energy tab (the second to last, looks like a stylized lightning bolt), and then click on the grey squares on the right hand side. See below:

 

VFvlMGR.png

 

dx70WQe.png

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