Version 2.0

Hi all,

Trying to put a stable release together.. would appreciate if you could use the poll buttons above let us know whether there are significant bugs in the v2.0 build... or whether you would be happy for it to go to stable at this point.

I've changed the graphical settings in this minipatch so that it is clear what they mean: 1) Half texture resolution 2) Simple 3) Full 4) Full Plus Shadows

Shadows are a large source of lag so you might be much happier with Full rather than Full Plus Shadows. I also fixed an issue with cram barrels getting heavier and heavier

I also made it so that an inertial fused hesh going off on a shield cannot create spalling on the vehicle.. which was an artefact of the last minipatch...

khaz edit with change log Game Engine updated from Unity 4.6 to Unity 5.7 Sound effects reworked- 3d sound settings fine tuned, all sounds normalised, new sound variant collections, pitch modulation randomising

Added - 1m wood block variants that were previously only available by toggling F10 now avaiable from build menu under wood block Added - Mock wheel items Added - Laser 3m laser pump Added - APS 6m and 8m recoil absorbers Added - APS EMP,HE,Frag,Flak APS shell heads Added - Circular weather vane variant Added - Circular propeller variant Added - Jet and ion Circular variants added Added - Aero rudder and Aero elevator components added to use with (or replace) the tail plane component Added - 3mx3m and 5mx5m turret prototype sub-constructs added Removed - Old engine items removed Mechanic - Armor layering bonus changed from 0.8, 0.6, 0.4, 0.2,0.1,0.1 to 1.0,0.85,0.7,0.55, 0.4,0.25,0.1,0.1 Mechanic - Maximum volume option (For battles) in campaign increased from 50k to 200k Mechanic - Oil refineries now slightly more tolerant of altitude Mechanic - Fragmentation (All variants) now results in the expected angle of fragmentation, not a distorted cone Mechanic - Armour calculation for projectiles and hitscan weaponry changed from ((AP / AC) 0.45) + 0.05 = Effective damage multiplier To ((AP / AC) 0.50) = Effective damage multiplier Mechanic - Armour for Partial blocks (Slopes, Triangles) Apply partial reinforcement bonus (Equal to block type, triangles are 1/4, slopes are 1/2) General - Many blocks visually re-modelled General - Textures mid/part way reworked for better visuals General - Fastest video quality setting will now display half texture resolutions and highest will turn on soft shadows General - Some optimisation on simple projectile models General - APS shells bugging out with no gunpowder and one of the player skills (railgun only shells) bug fixed General - Wireless reciever ACB options fixed General - Spinblock controller and fortress controller model updated General - Simple weapons trails General - Huge ion thruster realigned General - Grenade launcher normal map General - Pistol duplicate material removed and redirected to the original General - Nuclear engine textures removed from resources and reference pointed to mod directory General - Steam engine mesh normals fixed (improved quality) General - Last of the texture import settings set (improved quality) General - Light block now using distortion shader (same as aps fire distortion or warp effect distortion) General - Wedge volume factor fixed General - Various particle effect improvements General - Shield visuals updated General - CRAM models re-exported with smoothing groups for proper lighting with the shader General - Minor mesh export fixes General - Re-exported missile blocks to fix smoothing map issues (also large reduction in verts) General - Missile parts excess vertices removed (some were 10x the required verts) General - Ricochet chance curve evened out so armour vs penetration is taken more into account General - Local weapon controller made more lenient for range of speed to engage General - sailing blocks updated General - spin block model/texture updated General - 'Lasers' build menu tab renamed to 'Energy Weapons' General - Min view distance from block decreased so you no longer look through walls walking around Stats - Wood HP buffed to 180 (From 120) Stats - Stone buffed to AC 7 (From 5). HP buffed to 300 (From 220) Stats - Metal buffed to AC 15 (From 10). Health buffed to 350 (From 280) Stats - Alloy buffed to AC 13 (From 7). Health buffed to 260. (From 140) Cost increased to 5 (From 4) Stats - Heavy armour cost reduced to 25 (From 40) Stats - Light block cost reduced to 20. (From 100) Health reduced to 50 (From 75) Stats - Surge Protector cost reduced to 20. (From 25) Health increased to 250 (From 150) AC buffed to 5 (From 1) Stats - Rubber cost reduced to 3. (From 5) Health buffed to 100 (From 75) Stats - Glass cost reduced to 1. (From 2) Stats - Lead cost reduced to 3 (From 5) Health buffed to 300 (From 200) Stats - ERA Armour is now a structural component. (Full block only, not the slope) Stats - Ram cost increased to 25. (From 15) AC buffed to 20 (from 10) Health increased to 1000. (From 400) Stats - Standard Door AC buffed to 15. Health increased to 250. Now a structural block Stats - Fuel Engine Hull Pipe AC buffed to 15. (Was 3) Health increased to 300 (From 160) Weight increased to 40. (Was 30) Cost increased to 10. (Was 1) Now a structural block Stats - Steam Engine Hull Pipe AC buffed to 15. (Was 10) Health Increased to 300. (From 280) Cost increased to 10 (Was 6.5) Now a structural block Stats - Deck Port Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal Stats - Smoke Generator Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal Stats - APS Firing Piece AC buffed to 20. (Was 15) Health buffed to 350 (Was 300) Weight reduced to 40. (Was 70) Stats - APS Ammo Ejector Cost Reduced to 20 (Was 50) Stats - APS Belt Fed Autoloader Cost reduced to 35 (Was 40) Stats - Firing Piece – CRAM AC buffed to 20. (Was 5) Health buffed to 350 (Was 150) Stats - EMP Pellet (CRAM) Cost reduced to 30 Stats - CRAM Gauge Increaser (All Variants) AC Increased to 15 (Was 10) Health Increased to 350 (Was 200) Cost reduced to 25 (From 35) Stats - CRAM Autoloader (Both Versions) Cost reduced to 25 (From 35) Stats - CRAM Hardener Pellets Cost reduced to 20 (From 25) Stats - Fragmentation Pellet (CRAM) Cost reduced to 30 Stats - Range Finder 5m AC Buffed to 10 (Was 7) Health Increased to 750 (Was 375) Stats - Range Finder 7m AC buffed to 10 (Was 7) Health Increased to 1125 (Was 562.5) Stats - Range Finder 9m AC buffed to 10 (Was 7) Health Increased to 1500 (Was 750) Stats - Armoured Range Finder 5m AC Buffed to 20. (Was 12) Health Increased to 1500 (Was 600) Cost increased to 70 (was 50) Stats - Armoured Range Finder 7m AC Buffed to 20. (Was 12) Health Increased to 2100 (Was 840) Cost increased to 100 (Was 70) Stats - Armoured Range Finder 9m AC Buffed to 20. (Was 12) Health Increased to 2700 (Was 1080) Cost increased to 125 (Was 90) Stats - All standard Detection Equipment (Everything in the Detection tab except ; Wireless Snooper, Missile Radar Buoy Holder, Missile Sonar Buoy Holder) AC buffed to 15 (Was 10) Health increased to 300 (Was 200) Stats - Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150) Stats - Sky Fortress Turbine AC Increased to 15 (Was 10) Health Increased to 1000 (Was 500) Stats - Missile Controller AC buffed to 12 (Was 10) Health increased to 300 (Was 100) Stats - Missile Gantry AC buffed to 8 (Was 3) Health increased to 150 (Was 100) Stats - Strategic Antenna + Dish Piece AC buffed to 15 (Was 10) Health increased to 250 (Was 150) Stats - Docking Station AC buffed to 12 (Was 1) Health increased to 600 (Was 100) Stats - Sub-vehicle spawner AC buffed to 12 (Was 1) Health increased to 250 (Was 100) Stats - Vehicle blueprint spawner AC buffed to 12 (Was 10) Health increased to 250 (Was 150) Stats - Small Propeller AC buffed to 15 (Was 10) Health increased to 300 (Was 150) Stats - Huge Propeller AC buffed to 15 (Was 10) Health increased to 2700 (Was 600) Stats - Small Jet AC buffed to 10 (Was 5) Health increased to 200 (Was 100) Stats - Huge Jet AC buffed to 10 (Was 5) Health increased to 1800 (Was 600) Stats - Small Ion Thruster AC buffed to 10 (Was 3) Health increased to 200 (Was 75) Stats - Huge Ion Thruster AC buffed to 10 (Was 3) Health increased to 1800 (Was 450) Stats - Wing + Aileron + Tailplane Health increased to 100 (Was 50) Stats - Jet Stabilizer AC buffed to 12 (Was 5) Health increased to 250 (Was 150) Stats - Heat Decoy AC buffed to 10 (Was 3) Health increased to 200 (Was 85) Stats - AI mainframe Cost reduced to 50 (From 100) Stats - Radiator AC buffed to 10 (Was 3) Health buffed to 200 (Was 100) Stats - Large Radiator AC buffed to 10 (Was 3) Health buffed to 1800 (Was 900) Stats - Ammo Storage + Ammo Parts box Weight reduced to 40 (From 45), volume factor reduced for same overall buoyancy Stats - Laser Munition Defence – AC buffed to 10 (Was 4) Health increased to 300 (Was 100) Cost reduced to 30 (Was 100) Stats - Laser Optics & Steering Optics – AC buffed to 8 (Was 4) Health increased to 250 (Was 100) Cost reduced to 20 (Was 50) Stats - Tactical Nuke – Cost reduced to 50 (Was 100) Weight increased to 40 (Was 4) Stats - RTG (All types) Cost reduced by 50% Stats - Small turbine AC reduced to 6 (From 46) Stats - APS Barrels (All types); AC buffed to 15 (From 12) HP increased to 350 (From 200/225/250) Weight reduced to 40 (Was 50) Stats - CRAM Barrels (All Except bomb chute.); AC buffed to 15 (From 10) Hp increased to 350 (From 150) Stats - Bomb chute; AC buffed to 15 (From 5) HP buffed to 350 (From 150) Weight unchanged (5) Stats - CRAM - Recoil Suppression Barrel; Muzzle velocity factor increased to 0.95 (From 0.9) Stats - Railgun Magnet Attaching Fixture Health increased to 300 (Was 200) Stats - Railgun Barrel magnet AC Health increased to 350 (Was 200) Stats - APS 3x3 Omni mantlet AC buffed to 28 (Was 20) Health Increased to 5000 (Was 3150) Stats - APS 1x1 Omni mantlet AC buffed to 20 (Was 15) Health increased to 500 (Was 350) Stats - APS 1x1 Elevation Mantlet AC buffed to 20 (Was 12) Health Increased to 500 (Was 300) Stats - APS 1x3 Elevation Mantlet AC buffed to to 20 (Was 15) Health increased to 1500 (Was 900) Stats - APS 1x2 AA Mantlet AC buffed to 20 (Was 12) Health increased to 750 (Was 450) Stats - Drill (Controller) AC buffed to 15 (Was 5) Health increased to 500 (Was 300) Stats - Extension AC buffed to 15 (Was 8) Health increased to 300 (Was 150) Stats - Verical/Horizontal Splitter AC buffed to 15 (Was 8) Health increased to 300 (Was 150) Stats - Small Drill Bit AC buffed to 25 (Was 15) Health Increased to 700 (Was 200) Stats - Large Drill Bit AC buffed to 25 (Was 15) Health increased to 6300 (was 1800) Cost increased to 100 (Was 60) Stats - Power Input AC buffed to 10 (Was 4) Health increased to 300 (Was 150) Stats - Torque Amplifier AC buffed to 10 (Was 4) Health increased to 300 (Was 150) Stats - Wing force per speed increased from 0.05 to 0.1. Cost increased to 5 Stats - Aileron force per speed increased from 0.1 to 0.2. Cost increased to 5 Stats - Aero Rudder, Aero Plane, Tailplane force per speed increased from 0.2 to 0.4. Cost increased to 5 Stats - Simple Laser cost from 40 to 100, Ammo usage from 10 to 40 Stats - Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150) (For 1x1x1) Stats - 3x3 One Axis Turret; 7200 Health Stats - 5x5 One Axis Turret; 20,000 health Missile - Interceptor kill strike range increased and damage increased Missile - HE warheads no longer detonate other missiles and instead push them away Missile - Thumper head Effective AP 6 > 10 Missile - duration reduced to 30 seconds (From 1 minute) Missile - Torpedo HE bonus damage reduced from 4x to 3x PAC - Impact effective AP 10 > 15 PAC - Pierce effective AP reduced 20 > 15 PAC – Explosive Shock damage percentage changed from 10% to 100% PAC - EMP, Damage reduced by 50% Ram - (Simple Weapon) Frontal drag reduced to 0.3 CRAM – Duration before projectile deletion increased from 20 seconds to 30 seconds APS & CRAM – “Heavy” Basic barrels added: AC 25, HP 900, Weight 200, Cost; 70 APS & CRAM – beamed(4m) barrels added, Heavy and normal variants APS – Flak Radius increased to 6x HE Radius (Was 2x), Damage reduced to 30% of HE (Was 50%) (APS) APS – Accuracy penalty removed from Disruptor shell caps APS - HEAT and HESH now explode on impact, and cannot ricochet APS - HEAT Air gap pen metric drain increased to 60. AP 6 from 10 (molten metal isnt known for its AP) APS - HESH cone angle 60 from 30 APS - HESH will also create spalling at 5 other airgaps randomly selected from the forwards hemisphere APS - Squash head thump effective AP is now 10 APS - Hollow Point Effective AP 6 > 10 APS - Hesh frag number divided by the square rooted AC of the armour it passes through instead of the raw AC. (HA=6.3, Metal = 3.6) APS – All fuse module kinetic stats increased to; (Excluding Inertial Fuse) APS – Shell health factor – 1.0 (Was 1.0), Kinetic damage factor – 2.5 (Was 0.5), Armour Piercing factor – 1.5 (Was 0.2), Speed factor – 1.1 (Was 1.0) APS – Stabilizer Fin Kinetic stats increased to; Shell health factor – 1.1 (Was 0.95), Kinetic damage factor – 3.0 (Was 0.7), Armour piercing factor – 1.5 (Was 0.5), Speed factor – 1.0 (Was 0.95) APS – Super Cavitator Base Kinetic stats increased to; Kinetic damage factor – 1.5 (Was 0.6), Armour piercing factor – 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm APS – Grav. Compensator stats increased to; Shell health factor – 1.1 (Was 1.0), Kinetic damage factor – 1.5 (Was 0.6), Armour piercing factor - 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm APS – Skimmer tip Speed modifier - 1.75 (Was 1.5) APS – Reduce propellant burn barrel length requirement from 12*(Shell length)^0.75 to 6*(Shell length)^0.75 APS - Autoloaders start loaded; inputs start at max count down so they immediately load APS - Clips HEAT Vulnerability, 3m is now 33% (Was 0%), 6m is now 16% (Was 0%), 8m is now 13% (Was 0%) APS - 8m Autoloader, removed health loss from HEAT penetration (To match the rest of them) APS - New APS recoil absorber system; now has total recoil capacity which refreshes over time. Smaller absorbers refresh faster but have lower capacity RTGS - Produce energy 5 times a second rather than once a second (same total per second) Batteries - start full rather then empty Lasers - less engine power usage while game is slowed down bug fix Lasers - Wavefront no longer pierces multiple layers of smoke with its full potential, its now iterative per smoke as per the laser shields Lasers - frequency doublers AP bonus now scalar with pumps: AP = doublers x (400 / pumps) Lasers - Storage Laser Cavity health loss from HEAT penetration reduced to 40% (Was 100%) Lasers - Q Switch EMP Susceptibility Reduced to 40% (Was 60%), This now matches other laser components Laser - Steering optics & regular optics, removed health loss from HEAT penetration AI - General Purpose Processing Card, added EMP Susceptibility of 60% With protective drainage of 10 AI - Laser Warner EMP Susceptibility reduced to 40% (Was 60%) Health increased to 200 (Was 100) AI - Smoke Dispenser – Removed health loss from HEAT penetration Propulsion - Jet Engine (Small) & Jet Engine (Large) Removed health loss from HEAT penetration Propulsion - Ion Engine (Small) & Ion Engine (Large) Health loss from HEAT Penetration reduced to 50% Propulsion - Propellers speed cap increased to 100 (Was 50) Lua - Return for pitch has had the rotation state fixed for 90 degrees