
Hello,
This update is coming earlier than usual, the reason being there were quite a bunch of bugs to fix, large optimisation improvements were achieved, and we also have more modding capability.
About optimisation first : we greatly improved buoyancy simulation, halving the computation time. You can expect great fps increases, especially with large ships. We were also able to reduce the vertex count of the generated ship hulls, while retaining the same fidelity as before. This will probably only be a minor improvement for fps, but still together these changes should bring close to 30% more fps than previously.
You now have access to a log panel in the mod window, telling you if some ressources failed to be loaded by the mod loader. This should greatly ease modding. You also now have the option to limit the rotation angle of a turret. We introduced the possibility to add modded engines, including underwater capable ones. You can now change the rotation speed of modded propellers. Finally you can now create you own shells with custom diameters and muzzle speeds.
All the changes are enumerated below.
- further optimised buoyancy simulation (should take half the time to compute now)
- optimised ships mesh generation
- fixed turrets not working well upside down, turrets still struggle when at high positions though
- fixed various bugs for mods texture mapping
- fixed recoil not having time to come back when modding high rate of fire turrets
- improved ship drag handling when steering (no longer artificially reducing engine power)
- added a log window to let you know what went wrong when loading your mods
- added moddable engines
- added moddable bullets (/!\\ custom bullets take close to 0.2 second each to load at startup due to ballistic pre-calculations)
- added angle limitations for modded turrets
- added rotation speed multiplier for modded propellers