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Update 01.064 – Sensor ownership recognition, View distance settings

Discussion in 'Change Log' started by George.Mamakos, Jan 8, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. George.Mamakos

    George.Mamakos Apprentice Engineer

    Messages:
    419
    Summary
    Sensors can now detect ownership and distinguish friends from enemies. Also, we added the option to set the view distance in the worlds - this will help players to improve the game’s performance. Additionally, the max speed of ships can also be modified. Lastly, we have made some improvements for the Programmable block; from now on, it respects ownership settings and requires electricity in order to function.

    https://www.youtube.com/watch?v=VDdBDfmxMsI

    Features
    - sensor ownership recognition (distinguishes friends from enemies)
    - new world setting: view distance (this will help players to improve the game’s performance)
    - added splash screen which indicates that the game is starting
    - moddable max speed for ships

    Modding guide for ship speed: https://steamcommunity.com/sharedfiles/filedetails/?id=371554858

    Fixes
    - fixed issues with asteroid mining creating tiny pieces of asteroids near surface
    - fixed amount of uranium in default respawn ships so that they are able to work in infinite worlds
    - fixed drilling memory leaks
    - fixed blueprints menu issues
    - fixed issue with clients not able to see the changes in the script
    - fixed particle effect for meteors
    - fixed advanced world settings menu layout for supported resolutions
    - fixed handler executes even after the script has already ended
    - fixed ore detector detecting ores better
    - fixed asteroids getting smaller in distance

    Programmable block changes
    - added Projector to guide
    - removed actions from ingame scripting
    - removed adding, and deleting items in inventories, only transferTo and transferFrom is possible
    - transferTo and TransferFrom respects conveyor system
    - programmable block can access only shared blocks
    - when ownership is changed, program needs to be recompiled
    - programmable block needs power
    - updated emissivity for programmable block
    - added icon for run action
    - removed system.Timer
    - fixed issue with get block with name
    - fixed crash with structs
    - fixed crash with static methods and variables
    - fixed critical component set wrongly for programmable block

    EDIT 01/09/2014
    Update 01.064.010
    - fixed issue with shaking landing gear on DS
    - fixed crash when character is sprinting
    - fixed issue with timer block control panel not working
     
    Last edited by a moderator: Jan 9, 2015
  2. Martinineter

    Martinineter Senior Engineer

    Messages:
    2,253
    Yeah, more speed for our ships! Been waiting for this since the start
     
    Last edited by a moderator: Jan 8, 2015
  3. The Voivode

    The Voivode Trainee Engineer

    Messages:
    35
    Woooooooo second
     
  4. trotski94

    trotski94 Trainee Engineer

    Messages:
    79
    Max speed changes were what i was wishing for
     
  5. Mr_Bean

    Mr_Bean Apprentice Engineer

    Messages:
    168
    Wow, early. :) cheers
     
  6. Leatherneck

    Leatherneck Apprentice Engineer

    Messages:
    336
    Interesting.
     
  7. Pingger

    Pingger Trainee Engineer

    Messages:
    53
    Nice update!
    Didn't even knew that you could transfer items without a conveyor system using the ingame programming ...
    But that is a good thing, don't know what i'd done when I knew about that ... Maybe a 1000 km long Item transport route?


    But one last thing: ARE YOU SERIOUS ABOUT JUST POSTING THIS (:woot:):
     
  8. Jarin

    Jarin Trainee Engineer

    Messages:
    78
    Hope this will be implemented with more control in the future. Something like being able to mod speed as determined by the thrust-to-weight ratio of any particular ship, rather than just a flat cap for an entire ship class.
     
  9. MarekW

    MarekW Trainee Engineer

    Messages:
    96
    Looking good!
     
  10. Blacksun

    Blacksun Trainee Engineer

    Messages:
    5
    Awesome, top speed has been changed. the worst part of the best game on steam has been fixed.
     
  11. elch

    elch Apprentice Engineer

    Messages:
    241
    Well this was unexpected.
    Nice work!
     
  12. TheKillerVII

    TheKillerVII Trainee Engineer

    Messages:
    31
    The Speed thing should be a vanilla setting... where you can type a max value (the limit for the max value should be 300.000.000m/s (speed of light))...

    ;)
     
    Last edited by a moderator: Jan 8, 2015
  13. Farindark

    Farindark Apprentice Engineer

    Messages:
    418
    Greetings

    Any updates or fixes are good! But I'm a little sad it wasn't an in game navigation/radar thing. :bawl:

    P.S. I know there's alternatives from modders and some clever things like the drone someones made for searching. I just prefer things properly applied to a game rather then mods, they generally are easier to use and function better. :D
     
  14. Bobylein

    Bobylein Apprentice Engineer

    Messages:
    201
    Nice update! Thought I am still waiting that the actionbar is bound to a control chair for all players and over server sessions on DS. Would make life so much easier :)
     
  15. demolish50

    demolish50 Senior Engineer

    Messages:
    1,434
  16. cedi

    cedi Apprentice Engineer

    Messages:
    307
    Currently the speed can be from 0 (negative values will be set to 0) to half of the speed of light.

    lol. "be reasonable, they said."
     
    Last edited by a moderator: Jan 8, 2015
  17. MiChAeLoKGB

    MiChAeLoKGB Junior Engineer

    Messages:
    763
    Well, if you go faster than 200 on DS, you will just warp trough blocks. So yeah, be reasonable :D
     
  18. Masked Death

    Masked Death Apprentice Engineer

    Messages:
    315
    The ship speed needs to be a setting when creating a world.
    Also, up to half the speed of light?
    Did I read light? :eek:ops:
     
  19. Masked Death

    Masked Death Apprentice Engineer

    Messages:
    315
    At this speed it should just turn the ship into a cube, check the nearest blocks (how many somehow calculated using length and speed) that will be on the way of the ship, then remove the ship and destroy the blocks.
     
  20. Wanderduene

    Wanderduene Apprentice Engineer

    Messages:
    190
    Speeeeeeeeeeeeeed :)
     
  21. Kémy IronGator Bergeron

    Kémy IronGator Bergeron Trainee Engineer

    Messages:
    63
    yey! faster ships! :D

    YEY FASTER CRASH IN ROIDS :D
     
  22. Kuu Lightwing

    Kuu Lightwing Senior Engineer

    Messages:
    1,503
    What do they mean by "removed actions"?
     
  23. Malware

    Malware Master Engineer

    Messages:
    9,867
    What is the point of static members in PB if I can't access them from anywhere else anyway? A genuine question, not a criticism.
     
  24. Shade

    Shade Trainee Engineer

    Messages:
    17
    I want to see the mod they used in the video posted on the workshop so we can test it out for a bit. let them take it down after a week or two, but let us taste, don't dangle the steak in our face
     
  25. Kuu Lightwing

    Kuu Lightwing Senior Engineer

    Messages:
    1,503
    yeah, it's kinda sad that they only made it only a moddable value...
     
  26. GrynnReaper

    GrynnReaper Trainee Engineer

    Messages:
    32
    Relinquish the steak!
     
  27. trotski94

    trotski94 Trainee Engineer

    Messages:
    79
    A useless static member is still better than one that's unusable
     
  28. Legofreak

    Legofreak Apprentice Engineer

    Messages:
    244
    so if you can go 150 million m/s and the "infinite" maps are 1 million km wide, does that mean it will only take about 2 hours to fly across?
     
  29. Keterei

    Keterei Trainee Engineer

    Messages:
    56
    I was just looking through the sensors suggestions thread before this, as I think they need some more love.

    What good is the sensor for detecting enemy ships or players if it can only reach 50m?
    (When turrets detect enemy grids as far as 800m)

    I think that the sensor should be able to utilize the antenna array in the same fashion as the ore detector.

    It should be able to broadcast what it senses across a network

    It should also be able to benefit from increased range if a ship's grid has an antenna. <-

    Range is the biggest issue I have with sensors. As of now, I don't see them having much practical use aside from opening doors automatically because they're so limited in detection range.

    With the addition of exploration I think a way to scan and probe space for anomalies would be needed.
     
    Last edited by a moderator: Jan 8, 2015
  30. Communist Penguin

    Communist Penguin Apprentice Engineer

    Messages:
    148
    Will higher max speeds cause problems with things like collisions? Could higher impact speeds cause clipping?

    Also, I would like to see someone just try and get to half the speed of light, just so people can appreciate just how flipping fast it is.
     
Thread Status:
This last post in this thread was made more than 31 days old.