Released
2015-03-20 - 9 years ago
Additions
Gameplay
- Added Free Flight Multiplayer
- Added backend functionality for IFCS to turn off when a ship lands
- Added Landing/Docking mode to Free Flight (engaged using N)
- Added ability for ships to request landing permission in Free Flight (engaged using middle mouse button while Landing/Docking is active)
- Added Automatic Approach landing mode to Free Flight (engaged using M when in range of a landing zone after having been given permission to land)
- Added groundwork tech for new ship damage state system
- Added the Rental Equipment Credits system. Our community team have a walkthrough here
- Added a system for ships to generate turbulence when using their thrusters to hover over something
Ships
- Gladius is now combat ready
- Added new ship damage state system to the Gladius
- Retaliator is now hangar ready
Components
- Added Aurora SXSW paint skin
- Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition
User Interface
- Added a visual overheat warning to the HUD to accompany the auditory warning
- Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm
- Added HUD element to display status of ESP toggle (no keybinding option yet but it can be turned on and off in the Main Menu)
- Added HUD element to display when landing gear is deploying and deployed
- Added an altimeter for Landing/Docking mode to show ships how far away from the platform the ship is
- Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over)
- Added ping value to scoreboard (currently doesn't work)
- Added custom sensitivity curves to control options
- Added backend support to allow the creation of subgroups within subgroups in control options
Environment
Balance/Tweaks
Gameplay
- Increased number of landing platforms in Free Flight to 8
- Changed friendly fire system – Pilots now receive "Infractions" for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game
- Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift
- Scoreboard is now bound to the tab key
- Freelook is now bound right ctrl+tab
- Crouch is now bound to ctrl
- G-safe now limits based on ship velocities rather than set points
Ships
- Adjusted handling for multiple ship families
- Updated lighting system for 300 series
- 300 series have had their wing mount size changed to the correct value of size 2
- Aurora headlights system updated to use multiple light sources
- Hornets have had their ball turret weapon mount size changed to the correct value of size 2
- Hornets now fold their wings back while landing
- The Cutlass have had their turret weapon mount size changed to the correct value of size 2
- M50 can now mount size 2 weapons on its wings if it is not using gimbals
- Mustang nose turret adjusted to hold size 1 weapons
Components
- Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser)
- Gimbaled weapon mounts have been adjusted so that they now hold weapons that are one size smaller than the mount
- Fixed mounts are now a part of the ship and allow weapons equal to the slot size to be attached to the ship without the need of an additional equipment
- Adjusted damage and heat per shot for Sledge II to normalize it vs other size 1 weapons
- Adjusted missile mass to a more realistic value
- Rattler second stage rockets are slightly faster and have better acceleration
User Interface
- Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu)
- Removed landing pads from ship radar sphere unless ship is in landing mode
- G-safe light deactivates when boost is held down
- Self-destruct is now a customizable binding
- Holotable now sorts items based on type, subtype (where applicable) and name
- Holotable can now be interacted with after pressing F (no longer need to press tab)
- Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback
Fixes
(PTU) – Denotes an issue from PTU that was fixed
Gameplay
- REC now reports to the website(PTU)
- Ships are now able to take off if a pilot reenters a seat after they land using automatic approach(PTU)
- Fixed multiple issues where landing a ship would prevent it from being able to take off(PTU)
- Fixed issue where using AMD crossfire would cause the new damage state system to display incorrectly(PTU)
- Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid
- Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale
- Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship
- Fixed issue that was causing thrusters to twitch back and forth
- Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm
- Enemy and friendly NPC ships are now spawning correctly in Dying Star Vanduul Swarm(PTU)
- Fixed an issue that was causing time played to be reported incorrectly
- Fixed an issue where opening the holotable after equipping certain weapons would cause the game to crash(PTU)
- Increased distance that ships will deploy their landing gear to prevent them from pushing themselves off the landing platform(PTU)
- Fixed an issue where passengers entering a ship while the pilot is still sitting in the cockpit will cause the pilot to go through the same animations(PTU)
- Characters should now die when hitting collision at high speed instead of going through it(PTU)
- Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
- Fixed issue where character will sometimes spawn with the helmet on backwards
Ships
- 300 series have their starboard cooling components back
- 350r now respawns without damaging its components
- 350r center of mass was in the wrong location and has been corrected*
- Mustang Beta will no longer have one of the doors in the cabin float above it if it's used
- Mustang variant ships were using the incorrect thrusters(PTU)
- Retaliator now appears in the hangar(PTU)
Components
- Fixed several shield generators having visible one sided geometry in the holotable
- Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired
- MaxOx NN-13 Neutron Cannon has had its name corrected
- Tigerstriek is no longer missing collision
User Interface
- Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar
- Fixed an issue that was causing the scoreboard to appear when modifier keys were pressed with the tab button
Known Issues
Gameplay
- Network divergence can cause situations where it appears like a ship is not taking damage when the shots are actually missing
- A combination of sprinting and shaking the mouse can cause the character to clip through a number of game objects
- Sprinting and jumping into walls will sometimes cause the character to fall out of the game world
- Weapons fire can appear offset from weapon muzzle when fired while moving
- Entering or exiting a ship will cause other clients to see the character T-pose
- Characters rolling while prone is not seen by other clients
- Characters will sometimes fail to animate correctly when exiting the pilot seat after landing
- Lateral G-Force head animation is too fast which causes the camera to jerk around while strafing
Ships
- All ships aside from the Hornet are missing ship trails when carrying a Core
- Multiple ships will sometimes tilt back when landing on landing platforms
- 300i jitters after having landed on a landing pad
- Aurora intakes aren't displaying paint
- Aurora are not showing lateral G-force animations for the character
- Avenger has some doors that cannot be opened in multiplayer
- Entering the back seat of the Gladiator plays the animation for entering the front seat.
- Freelancer loading ramp has no collision
- Cutlass isn't attaching its Trireme thrusters for its default loadout
- Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use)
- Character is sunk into the seat when sitting in the Cutlass Blue and Red
- There will sometimes be an invisible block of collision in the cargo area of the Cutlass after landing the ship
- Freelancer loading ramp has no collision
- Freelancer main thrusters are missing
- Multiple objects in the Retaliator are missing use prompts
- Retaliator maneuvering thrusters are not in landing mode when in the hangar
Components
- User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
- Rattler Cluster missile second stage rockets will all use the same trajectory
- Missiles aren't inheriting velocity from the ship that launches them
- Seal Corporation shield generators will not be visible when equipped to Hornets
User Interface
- Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)
- Scoreboard is not able to be opened when in spectator mode
- Shield hardpoint in the holotable is too small for Mustangs and 300 series
- Ship status HUD for Gladius will display damage incorrectly
- Missiles have a small portion of the ship targeting UI on them after being launched
- Multiple in game items and ships are missing text and are displaying their internal names
- Paint objects in the holotable are placeholders
- Loading back into a lobby will reset the ship selection to its default (sometimes this doesn't happen visually but still happens on the backend)
- Power throttle doesn't work
Environment
- There are several locations in the hangars where the character can fall out of the world