PT3.26
Features New spectator cam — unify F11 / death cams Fixes Potential fix for a vram memory leak related to the HUD NavMeshTraversalCache skip in builder fix rejoin behavior in sandbox
Developer posts and news about this game.

Features New spectator cam — unify F11 / death cams Fixes Potential fix for a vram memory leak related to the HUD NavMeshTraversalCache skip in builder fix rejoin behavior in sandbox

More small tweaks to (hopefully) improve performance with physics sync new Remote Sync options in debug settings Fixed terrain generation not conforming to roads well fixed rocks sometimes spawning over roads fixed some music tracks not getting added/ removed some old builder tra

Reverted to previous syncing setup by default, with new hull/traverse syncing in "Debug" settings fixes to clientside physics performance fixed disconnect behavior on gamemodes, longer grace period before getting replaced with a bot (~2 mins) Fix some missing music

Button to hide the chat Chat visibility tweaks Fixed some odd chat behavior extra debug options for profiling

New chat UI Test Drive debug (f9) menu shell impact visuals show AoE Map overlay stuck after leaving test drive Hard-synced turret physics stutter, new handling behavior Shell analyzer not showing visuals when ricocheting into the ground Input mix window edits not triggering save

- Added a loader indexer module - Assign to cannon and a traverse part - Operated by loader - Adjustable index angle setting - automatically actives when assigned cannon starts a reload - A major discrepancy was found regarding return rollers causing some tracks to over perform t

Fix model on T50 tracks (just visual not hitbox) Fix empty supply bins costing 0LP Fix Siege mission script nuking the player cache whenever a convoy is cleaned up in testing, this appears to solve hotjoining issues in Siege, but will need to confirm on the main server Fix tonnag

Fixed LC calculation for Armor Hole for large structures vs. equivalent volume of 3d armor this was a mistake, the last setup was only tested vs. specific thin setups and we forgot to account for the high end. for example, multiple plates of 2d RHA should be close to a similar sh

Fixed square hatch face angle Fixed the wrong crew sometimes being selected for tasks (sorting bug) Fixed motd command not working with a blank motd Added a lock/unlock input to hatches, which when triggered will force the crew out of the hatch Added an optional assignment on cre

This is going to act as a preliminary balance & content patch before a larger balance update coming later. (PT3.5) Content New Rank II Light Track - T-50 New Rank II Medium Wheel (Duel) Added Left-Side Trunnion options for both A & B Styles New Truck/Car Style Driver Posi

Added transmission debug panel in the F9 > debug panel manager menu Added "debug" tab in the settings panel Fix: ribbon area blocking mouse input in designer Test fix: move around some deployment logic on server join

This is a preview to fix a lot of performance and connectivity issues, we need to make sure there were no regressions. Games that are hotjoined are handled differently per mission atm (Siege in general has a lot more going on which can significantly affect lower-end clients joini

original post here: View game page Greetings Everyone! Nice to see all the new players and all the feedback! Keep mashing that feedback button we read every one. We'd like to give a little status report on our current plans for the Playtest and what we have in store for the futur

This is a quick hotfix on a specific reported bug, we are working on a larger update in the meantime, please report any strange shell interactions as a result of this (especially regarding UFP/roof armor) disabled smoke for unit turrets to improve performance fixed a strange inte

Networking adjustments to handle high load better New bug reporter UI and behavior fixes Added a "Files" Button on the garage UI that opens the MyVessels folder, fixed behavior on linux Fix for inconsistent transform panel in the builder

Added more capture points to the Siege map General nerf on HEAT shells Reduced armor damage to None from Light Reduced blast damage by 15-25% Reduced volumetric efficiency on blast wave Fixed unsafe thread access with UI text causing crashes Fixed inconsistent restock behavior Fi

Added F1 vessel controls help menu Added armor variant swapping to hole armors Added some extra logging so we can find annoying crashes easier. Please keep sending in reports, they are very useful. Turret ring physics bug definitely fixed this time, for real, 100% (probably) Fixe

- Fixed physics glitch in testdrive proper - Made friendly marker more readable/improved behavior - Reduced setup cooldown on traverse parts

Duel gamemode — test gamemode, returned with the ability to vote for bots Adjusted cash gain in siege More defensive measures against some crashes Test: extra checks and a 4s warmup on traverse parts when entering test drive, might help find that weird physics bug Fixed Delete wh

fixed the issue where designs get thrown into the void not getting pushed to steam fixed the fix for the restocking issue not getting pushed to steam more crash prevention and logging related to UI text