Join us for the next public playtest today (Monday) at 7pm ET.
This update focus on airship turning. Changes eliminate physics based effects to bring rudders away from reality and closer to expectation. Other turning changes like the addition of prop turning work to make building a ship that turns well much easier.
1.4.6
Major Features
- Upright rudders now apply forces as if a "ghost rudder" was in the exact opposite position. Placing rudders solely in the front or back of your ship will function the same as placing them in the front and back.
- A ship with no rudders will use it's propellers to turn. Reversing functions as it would with tank controls (A/D controls pivot direction) rather than car controls (A/D controls turning circle position). A ship built with rudders that loses them will switch to this scheme.
Minor Features
- Added an angular speedometer needle so pilots can more precisely control angular velocity.
- Reduced forces of rudders without reducing their top speeds. This lengthens the time it takes to reach top turning speed which was previously near instant. They will also diminish speed slower now making ships drift more (stabilizers reduce drift).
- Increased beam HP by 300-200 so they are not a poor choice over the 3x1 armor root as a mounting point.
- Added more built-in angular drag around only the airship's forward and right axis.
- Small torques created by asymmetrical propeller placement will not turn the ship when moving forward or backwards.
- Stabilizers will not apply force if it would work against user input. Use to make an airship slow its turn speed faster.
- Added a "Join the Discord" button to the server browser scene to help bring players to the Discord community. This button opens a webpage to the server.
