Premature missile explosions
The mysterious case of premature missile explosions when being launched from an AI fighter was amusing when I first witnessed it, yet it seemed more prevalent in the Gauntlet scenario than I have ever seen before, and only for AI fighters.
The problem was down to re-using pooled assets, a neat performance trick to avoid garbage collection. However, an important value was not getting updated, resulting in a premature missile explosion on launch.
Maintenance teams have been made aware of this oversight and will be applying firmware updates to all missile launchers to avoid any further occurrences.
Projectile weapon performance
For improved effectiveness at long-range combat, Laser and Neutron bolt projectiles have increased range and muzzle velocity. The hitboxes surrounding all fighters have been increased, making fighters easier targets.

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Version 1.0.2 (20200906) Patch Notes
Overview - Efforts towards reducing the frustration of missing targets when guns are locked onto the lead indicator. Maintenance crews received additional training to ensure missiles do not explode immediately on launch. Bug fixes to the Level Editor.
General
Amend - Removed reliance on Gun classes finding Vessel parent class, now parsed as required
Amend - Removed unused model mesh colliders from fighters that still had them
Input
Amend - Moved Balance Power control from keyboard key 'Shift + `' to 'Shift + 4' to avoid accidentally activating the Steam Overlay
Amend - Moved Match Speed Mode Toggle from keyboard key 'Shift + 5' to '5'
Gameplay
Amend - Increased projectiles muzzle speeds for improved effectiveness at long-range combat against more maneuverable targets as below:
- - Laser Bolt from 900 to 1200
- - Neutron Bolt from 750 to 1000
- Amend - Increased projectile ranges to provide extra flexibility as below:
- - Neutron Bolt from 800 to 1400
- - Particle Bolt from 800 to 1000
- - Plasma Bolt from 600 to 800
Amend - Shield Bubble Colliders for fighters scale increased for larger hitboxes as below:
- - Agria: individual mesh colliders removed and added the expected Agria Shield Bubble collider (scale 2.5,2.75,2.5)
- - Argonaut: scale increased from 1,1,1 to 1.3,1.3,1.2
- - Drosophila: scale increased from 1,1,1 to 1.4,1.4,1.4 (pos. offset from 0,0,0 to 0,0,-0.5)
- - Furax: scale increased from 1,1,1 to 1.3,1.5,3
- - Gladius: scale increased from 1.25,1,1 to 1.5,2,1.3 (pos. offset from 0,0,0 to 0,-0.5,-1)
- - Guardian: scale increased from 1,1,1 to 1.2,1.4,1.3
- - Raider: scale increased from 1,1,1 to 1.1,1.3,1.3 (pos. offset from 0,0,0 to 0,-0.25,0, rot. offset 0,180,0)
- - Raptor: scale increased from 1,1,1 to 1.2,1.6,1.2
- - Sarcophaga: scale increased from 2,2,2 to 2.5,2.75,2.2 (pos. offset from 0,0,0 to 0,0,-0.5)
- - Sarcophila: scale increased from 2,2,2 to 2.5,3,2.2 (pos. offset from 0,0,0 to 0,0,-1)
- - Vomitoria: scale increased from 1,1,1 to 1.5,1.75,1.2
Amend - Gauntlet scenario corrections:
- - Mission 8 Wave 1: Guardian ship names now correct
- - Mission 9 Waves 2: Now spawns all 4 Drosophila (instead of adding 3 x Vomitoria to 1 x Drosophila)
Fixed - A spawned in AI fighter, with a launcher used previously on another fighter from the asset pool, firing off a missile from that launcher causes the missile to explode immediately
Level Editor
Amend - Player Preset/Loadout Preset 'Save As' dialogue prompt title has been corrected to reflect saving loadout presets
Fixed - Clicking Launch button without saving a new mission first locks player into an eternal Loading screen
Fixed - Preset Names with '_' in their name are not listed but still saved