0.2.46.4 - Improved Turret Rings (Experimental)
Hi all,
Final patch for the experimental branch to wrap up the 0.2 beta. A separate post on that to follow.
This patch removes the placeholder models for turret rings and traverse drives. Traverse drives are now a concern when designing, as they'll need to be fit in like everything else.
Changes
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Replaced the turret ring placeholder model with a finished model.
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Added an electric turret drive motor part, which scales with its output torque.
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Added a turret drive gearbox, which scales inversely with its drive ratio.
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Added a turret drive hand crank, which has constant size and doesn't consume space.
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Turret drives can now be damaged and stop working in battle.
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Added a frame rate limit display option.
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Shortened the steering wheel.
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The steering wheel can now be scaled.
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The turret traverse drive distance limit is now linked to the model, ignoring ring armour thickness.
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Cannon breeches can now be damaged. Destroyed breeches prevent the cannon from firing. Cannon health is now visible in the battle overlay.
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Turret ring armour is now structural steel instead of RHA.
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Turret ring thickness is no-longer editable and matches the visual model. Ring armour is now expected to be added through additional plates in freeform.
Fixes
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Fixed duplicated cannons using the same shells in-game as their original cannon, even after their calibre was changed. This fix only applies to newly duplicated cannons.
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Fixed FPS counter toggle not working.
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Fixed some settings not applying on startup.
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Fixed 'Hide context controls' toggle not working.
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Removed non-functional 'Hit indicator' general settings toggle.
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Removed non-functional 'Autofocus' camera settings toggle.
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Fixed noticeably glitched textures on crewmen at far distances.
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Fixed the unsmoothed crosshair 'Static crosshair' option (decouples aiming from camera smoothing).
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Removed non-functional vehicles from the Built-in section of custom battles.
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Fixed turret ring armour thickness not updating correctly on changes.
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Fixed linked cannons not synchronizing fire correctly.
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Updated starter blueprints to 0.2.
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Fixed applique armour plates not appearing in the damage model.
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Fixed cannon load indicators not syncing when exiting the editor.
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Fixed game instability caused by firing linked cannons without a delay.
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Raised the new design traverse drive initial torque values to above their minimum value.
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Lowered the return roller diameter slider minimum from 0.3m to 0.15m
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Raised the hard slider limit for roller array 'Forward' from 1m to 10m. The soft limit remains at 1m.
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Fixed incorrect turret ring mass calculation.
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The photomode controls are now displayed in the photomode overlay again.
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Hamish
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