Notes on drag
Over the Xmas period a lot of things changed regarding the drag calculations. Drag is now applied in three axes (forwards/backwards, left/right, up/down). "Form Drag" as usual depends on speed and cross sectional area in the direction of movement (and the submersion in water of that cross sectional area) but now also contains "skin drag" components from the length of the vehicle. Sloping the vehicle can reduce the "form drag" but cannot reduce the "skin drag" components. Press V to see the form and skin drag components in the forwards dimension. Due to this series of updates both planes and ships handle slightly differently. Some of your old designs might not control very well anymore and may need some tweaks. Some tips for updating vehicles: reduce the number of propellers and size of sails; Increase size of buoyant air pumped compartments; Place keels made of lead below the center of the ship; keep heavy components as low down as possible.
Other changes
[Bug fix] AI control of cannons improved
[Bug fix] Bug fixed with display of resource costs
[New feature] Water mode with jets... jet thrusters now work too
Inventory arrangements tidied up
Default options changed (text hud enabled by default)(build marker rotation locked is now the default option)
Tutorials updated to reflect changes
[new feature] Custom jet build guide added
[new feature] Text hud shows colored filling bars where appropriate
[Bug fix] Rudders are no longer more efficient when reversing
Eyrie added for Onxy watch
[new feature] More meshes displayed in build mode (not just slopes and corners now)