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Early Access v1.8.0.9 Experimental | Ammo & Framerate

This update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns. Longlasting audio cutoff issues present in large battles have finally been solved.

Early Access v1.8.0.9 Experimental

  • Ships with destroyer-sized guns larger will now fire at longer ranges and fire with tighter salvo patterns. Innate gun accuracy is reduced to compensate and make for a more natural spread.
  • Loader tasks are now evaluated based on how much ammo exists in a gun rather than how much the gun needs to be fully supplied.
  • Removed water deflection from player 5-inch shell.
  • Significant optimizations to simulation, audio, and networking.
  • Alternate VFX rendering setup to render things like flak puffs efficiently.
  • Improved networked crew synchronization rate.
  • Including outside of combat, crew now run when there is a gun that needs more than a box of ammo to be filled up in reserve ammo.
  • Changes to gun aiming threshold calculation to stop them from firing at targets prematurely.
  • Subtle turn rate nerfs to Oerlikon guns.
  • Fixes to player being visible upon starting engagements with crafts that can launch planes.
  • Fixed audio cutoff issues in heated battles.
  • Fixed crew not turning to the source of item pickup.
  • Fixed an issue preventing gunners from moving on to other enemy weapons on a target when one is destroyed while the target is still locked.
  • Fixed Elco 80' front meatchopper stand shape.

Certain known issues may still persist.

  • Client to client on deck crew visual sync is known to fail in this build.
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