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NavalArt Update V1.6 – Shipbuilding System Upgrade

Foreword

Hello everyone! We're back with a major upgrade to the building system!

Throughout the 1.6.x series, we will expand and improve the building system across three smaller updates. As the first taste of this larger overhaul, we're bringing several features that the community has been looking forward to for a long time:

Multi-Selection

You can now perform multi-selection by holding Left Shift.

Multi-selection supports both click selection and box selection, while deselection currently only supports clicking individual parts.

Conflict with the Mirroring System

Multi-selection operations take priority. If mirrored parts no longer maintain their mirrored state after an operation (such as changes to position or rotation), the mirroring relationship will be removed.

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Part Grouping System

You can now group multiple selected parts together in the Shipyard.

The UI for the Grouping System will appear in the bottom-left corner.

Unlike adjustable part parameters, grouping information is permanently stored in the save file. You can use this system to organize your builds into modules and manage complex ships more efficiently.

We may also develop additional features based on this system in the future.

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(Credit:𝘙𝘢𝘧𝘧𝘭𝘦𝘴)

Immersive Firing Arc Editor

Still frustrated by gun barrels that cannot elevate properly, or rear turrets sticking their barrels straight through the backs of the turrets in front of them?

Still finding the Firing Arc Editor cumbersome to use?

The Firing Arc Editor, which previously required Developer Mode to access, has now been redesigned, upgraded, and officially made available to players!

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  1. You can now adjust weapon firing arcs more conveniently and intuitively directly in the 3D view.

  2. Arc sectors can now be adjusted in bulk by holding and dragging the mouse across them, instead of clicking each sector individually as in the old editor. This can significantly improve editing efficiency for parts with complex firing arc layouts, such as casemate secondary guns.

  3. Added an Elevation Angle Editor. This can effectively prevent weapons from clipping into parts of the ship on certain designs, such as a Mogami-class cruiser refitted with 203 mm guns.

  4. Added a Firing Restriction feature. This allows players to further restrict where a weapon is permitted to fire. A turret can still rotate into a restricted sector, but will not fire while aimed into it.

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Adjustable Counterweight (Experimental)

The Adjustable Counterweight is a special part. It is categorized under Basic Parts in the Parts Inventory, but can also be highlighted in the F3 Modules view.

To use it, place the block on the side of the ship that requires trimming, adjust its size as needed, and manually change its density.

You can also click the Trim button in the build tool to automatically adjust its density.

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This part is still in early testing, so issues such as failed trimming or abnormal weight values may occur. We will continue improving the underlying algorithm in future updates.

General

Refactored the coloring logic used in the Shipyard scene.

This is intended to address the long-standing, frequently occurring, and difficult-to-fix coloring bugs. The refactor may also introduce new issues, so we welcome reports of any coloring-related bugs through any available community channel.

Fixed unintuitive part color-picking behavior.

Fixed an issue where child-part colors could be lost after placing a custom part.

Fixed an issue where certain parts that should not be recolorable could still be recolored.

Added Players can now adjust gun elevation angles in non-combat scenes such as the Shipyard.

Added A warning is now displayed when the player selects Global Data, informing them that Steam Cloud synchronization will be disabled.

Added New part nationality: Netherlands.

Fixed Missing color separation on n1414 Austro-Hungarian Funnel II.

Fixed Incorrect smoke spawn point position on n1601 Japanese Funnel II (Remastered).

Fixed an issue where port fog effects disappeared after switching ports.

Fixed an issue where repeating a mirrored-duplication command after undoing it would fail to re-establish the mirroring relationship.

Adjusted Disabled the old Firing Arc Editor in the Developer Tools.

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(Credit:KANTH1135)

Campaign: QuickSortie

Fixed Abnormal armor layouts on several ships that resulted in excessively high survivability under the new shell and armor mechanics.

Adjusted Raised the ammunition magazines on several enemy ships, making magazine detonations more likely.

Preview

In Version 1.6.1, we will carry out an in-depth overhaul of the Custom Parts system, with the goal of preventing custom parts from being automatically separated when leaving the Shipyard scene.

Updates to parts and preset ships will also arrive in this version.

And there's more — Dynamic Submesh Binding!

The term may sound a little confusing, but all you really need to know is what it will allow us to do:

Parts mounted on turrets will finally be able to move with them...

Yes — very soon, lifebuoys, deck color sections, anti-aircraft guns, and even the 8-inch secondary guns mounted on the main turrets of USS Kearsarge will be able to function correctly.

Moving fire-control equipment will also become possible. Although we have not yet developed a full fire-control system, you will be able to bind a rangefinder to a small weapon with a traverse speed close to that of the main battery, then use the Firing Arc Editor introduced in Version 1.6 to set that parent weapon to Firing Restricted.

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(Credit:LakV)

As for Version 1.6.2, we will attempt to introduce a new construction system for hulls and superstructures, with the goal of making the building experience more convenient and fluid.

See you in October, everyone! Have fun!

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