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Update 01.046 - Sensor block, Flashing lights

Discussion in 'Change Log' started by George.Mamakos, Sep 4, 2014.

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

    Messages:
    420
    Summary
    The sensor block has been added; you can configure what happens when something enters or leaves from the sensor’s field - the configuration is similar to the button panel. It's also possible to set a filter, so it will trigger events only for small ships, large ships, floating objects or characters. In the future we will add an option to allow filtering based on friend/foe status. Also, flashing options have been added for lights; you can create navigation lights and runways - multiple lights can be synced. Warhead has now timer and also can be detonated remotely through the terminal.

    https://www.youtube.com/watch?v=5_Nz2h1PEok

    Features
    - sensor block
    - flashing lights
    - warhead terminal controls

    Fixes
    - added multiplayer lag/slowdown compensation (helps with rubber banding)
    - added possibility for name change during dedicated server setup
    - fixed issue when character moved objects locally by pushing (server ignored it)
    - fixed connector still yellow when turned OFF
    - fixed turret rectangle visibility
    - fixed unlocked connectors allowing item transfer
    - fixed rocket launcher not remembering option to use conveyor system
    - fixed crash when locking connectors
    - fixed completed solar panels do not have sun reflection
    - fixed gravity generator model bug
    - fixed landing gear attached to pistons could not be unlocked

    *Known Issues*
    - changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates.
    - you can't assign the same sensor action for both entering and exiting the sensor's field


    EDIT 09/05/2014:
    Update 01.046.014
    - fixed spotlight cone visible during flashing
    - fixed flashing control tooltip text
    - fixed faction screen crash
    - added different icons for action toggle/on/off
    - fixed character crash
    - fixed sensor toolbar sync
    - fixed sensor station detection
    - fixed terminal crash
     
  2. Martinineter Senior Engineer

    Messages:
    2,253
    Omg, we didn't suspect that (or did we?)
     
  3. Conradian Senior Engineer

    Messages:
    2,596
    Hell yes!
     
  4. TheEnd Trainee Engineer

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    28
    Geez... ''Red Alert , all hands to battle stations! We are approaching an enemy minefield!''
     
  5. Xocliw Public Relations Staff

    Messages:
    2,614
    Nooiiicee one :D!

    https://www.youtube.com/watch?v=YuUkJzMxPEQ
     
  6. Bad_Idea Apprentice Engineer

    Messages:
    498
    Wooooo!
     
  7. Bamse5b Trainee Engineer

    Messages:
    44
    I can finally create a automatic base!
     
  8. Randomness Apprentice Engineer

    Messages:
    278
    Nobody expects the update inquisition!
     
  9. Archon Trainee Engineer

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    4
    Epic
     
  10. Ceetec Trainee Engineer

    Messages:
    22
    WOOOOHO
     
  11. Kane Junior Engineer

    Messages:
    570
    Thanks :)
     
  12. Mr_Bean Apprentice Engineer

    Messages:
    165
    YAY, awesome... much love for the devs :)
    Now to try it all out :)
     
  13. CrazyMonky Trainee Engineer

    Messages:
    7
  14. Sentinel-Ghost Trainee Engineer

    Messages:
    87
    flashing lights.. Hell Yea!
     
  15. Replic TuaniOne Apprentice Engineer

    Messages:
    481
    This is awesome!
     
  16. MaverickSawyer Trainee Engineer

    Messages:
    44
    Hot damn! I can have some fun with this!
     
  17. Vxvl47 Trainee Engineer

    Messages:
    84
    YAAAAAY
     
  18. pardusian141 Apprentice Engineer

    Messages:
    107
  19. THE_VB Junior Engineer

    Messages:
    511
    Okay, now when everything is going to be automatic I will not feel myself alone.
     
  20. waterlimon Senior Engineer

    Messages:
    1,499
    They fixed sliders :D :D :D
     
  21. DanDuncombe Apprentice Engineer

    Messages:
    333
    Mispelt length and the sensor options are referred to as 'generator' (from what I have seen in the video). Other than that, cool.
     
  22. The_Director Junior Engineer

    Messages:
    756
    Ye ha! another top notch update!
     
  23. joebopie Apprentice Engineer

    Messages:
    291
    YAY MORE CRAP. can i have my money back please when i baught this game it ran fine. for half a year now a atleast its been unplayable becuase of the horible juddering making me feel ill. And i havent EVER seen KHS acknowledge it in any of the post or acknowledge ANYTHING except people complaining about MP. niceone KHS i now hate you guys for WASTING MY money! o and WHOS money is paying for the xbox eddition? it better not be my money!
     
  24. coonsaa Trainee Engineer

    Messages:
    48
  25. Mad Mike Apprentice Engineer

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    265
  26. Commander Rotal Master Engineer

    Messages:
    4,918
    ... Not to be TOO negative but can we bake that sensor into our interior doors please? Not only is this yet again an extremely tiny item that takes up an entire block, there's also a problem with the G-menu. Specifically: it's too small. If i wanted to drag and drop Door number 345 into the Sensor's bar it's going to be a gamble whether or not Door 345 actually appears in the G-menu or not because the space limitation means that only a fraction of it's blocks are displayed. And i don't feel like making a Group for every single door i'd like to open by itself (which would be all of them), which would just cause the same problem with Groupings instead of individual blocks anyway.

    Highly giddy for the flashing lights. Haven't looked too closesly in the video; here's hoping they can blind slower than that.
     
  27. Vxvl47 Trainee Engineer

    Messages:
    84
    Qoot woot in the boot
     
  28. THE_VB Junior Engineer

    Messages:
    511
    Okay, now when everything is going to be automatic I will not feel myself alone.
     
  29. Krakanu Trainee Engineer

    Messages:
    45
    So now we could make "real" booby trapped cargo ships with sensors/warheads? Yesssssss *cackles maniacally*

    Or missiles that self detonate on proximity.
     
  30. Staxed Trainee Engineer

    Messages:
    86
    Just recently started playing again after a few months of other stuff...just in time I say...automatical hangar doors here I come.
     
Thread Status:
This last post in this thread was made more than 31 days old.