[Fixes]

  • Fixed LC calculation for Armor Hole for large structures vs. equivalent volume of 3d armor

    • this was a mistake, the last setup was only tested vs. specific thin setups and we forgot to account for the high end. for example, multiple plates of 2d RHA should be close to a similar shaped hole armor in all configurations

  • Fixed a critical issue with network cache handling

  • Fixed an edge case where a driver set as default role:gunner wouldn't switch correctly

  • Fixed multipart guns reload w/ multiple loaders — math was lying

  • Fixed killfeed colors being wrong on team 2

  • Fixed unit detection from vessels, possible significant FPS increase

  • Fixed crew ergo being 1 physics frame behind (cause of top speed changing seemingly at random)

  • Fixed an edge case of several very thin armors clipped into each other not handling damage correctly

[Balance]

  • Hole armor should be less reliant on collider count/machining cost (should be a sidegrade/slightly more expensive to 3d armor in cost)

  • T-50 road wheel track tonnage nerf

  • Two-part cannon reload rebalance

  • 12.8cm K40, 122mm D-30, 90mm M3, 85mm L5 — base reload + orientation weight tweaks

[Misc]

  • Spectator camera has smoother movement

  • Toggleable crew tracker UI

  • Hill w/ town on Conquer gamemode

  • More height variance on current gamemodes/biomes

  • AI tweaks — better, still janky

  • Vessel movement + traverse net sync big rework

  • Builder Integrity/LC readout + multi-select on some modules

  • More features for the model exporter

  • Reload display cleanup

  • Added cosmetics to new truck cockpit crew

  • DS + remote server console prep (dev)

  • Added 3 new soundtracks from FranMey

PT3.23 · Ramshackle Playtest patch notes · SteamPeaks