Hi all,
Here's this week's work, including the long awaited era-switching in the sandbox.
Your cannons and transmissions might need tweaking.
Additions
- You can now change the era in the sandbox.
- Added HD textures for the riveted applique panel.
- Added more applique panel variations.
- You can now place on track panels.
- Added decals: Chinese star, Japanese flag, German cross variation, Polish emblem and a red star variation (all made by Drift).
- Added more notifications for why your crew setup isn't working.
- Counterweights can now be configured for cannons, allowing much larger/longer barrels.
- Muzzle brakes now add mass, helping with cannon balancing.
- Added cheat to allow era switching in scenarios.
- The sandbox current era will automatically switch to the loaded vehicle's era (this wont happen for vehicles from a previous version).
Fixes
- Shot-off fuel barrels no longer stick around and become magenta when their original vehicle has been despawned.
- Losing the scenario at the same time as returning to designer no longer makes the defeat screen stuck until the game is restarted.
- Artillery health now resets correctly on "No Tank's Land" scenario.
- Vehicle dirt colour now correct on parts loaded from a blueprint.
- Typing text no longer triggers hotkeys.
- The sandbox spawn menu can no longer be opened in the designer.
- Removing crew members now removes the roles on the "Essentials" checklist correctly.
- Tracks shouldn't be changing shape (sometimes) when a vehicle is loaded.
- External fuel now adds mass to the vehicle.
- Fixed issue causing faction selection screen to not load correctly.
- Stopped malformed belt segments appearing on the track belt sometimes.
- Barrel kill markings now wrap all the way around larger calibers.
- Stopped an option potentially sticking around in the AI command menu.
- Drivers in the turret no longer work for AI vehicles.
- Fixed issues with file-manipulated track blueprints locking-up the game.
- Fixed clutch braking tightest turning radius not functioning correctly. This was also causing AI casemates to face the exact opposite direction of their target.
- HVSS (2nd suspension type) no longer has downtravel, the arm no longer goes below horizontal.
- Fixed incorrect initial values on turret and cannon design HUD.
- Fixed crew not using space after loading from one casemate to another.
- Fixed bright dome caused by engine fires with the circular engine vent.
Changes
- The current era is now attached to each blueprint, meaning WW1 vehicles can be used in latewar.
- Increased the maximum size of sideskirt and applique panels.
- Removed engine design fuel display until it's more useful.
- Increased shell maximum length from 1m to 1.2m
- Made braking less twitchy.
- Moved the trunnions(pivots) of various mantlets back.
- Engines now encounter resistance around their max rpm. Top speeds are more predictable and correct gearing is more important to unlock full speed potential.
- Halved engine health in response to lower damage from overstrain.
- Clutch brake hard brake turns can now be done in reverse.
- Lowered damper max by a factor of 10.
- Broken tracks affect vehicle movement more.
- Updated all enemies.
Optimizations
- Improved performance with high quantities of attached parts.