Starbase Progress Notes: Week 49

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 49
Last week's notes on the development progress, take a read and enjoy!
December 2nd - 6th

Design

Features
  • Testmap built for cargo lock frame and cargo beams: electricity consumption tested for both cargo solutions
  • Mining backpack tested: compression rates and processing speed for the backpack configured
  • Ship weapon prices adjusted to more reasonable values and crafting material requirements updated
  • Economy adjustments: material and resource value calculations and price corrections and profit margins adjusted in configurations
  • Improvements to joint motor behaviour design to prepare for new types, allowing cable connections on both sides for data and power
  • New UI created for creating and joining a Company
  • Design for Team hierarchy for Companies, player placement in Teams and ship rights for teams worked on
  • Design worked on for new storage UIs and interaction
  • Performance test done with the scaled thruster effects
  • New bolt points added for the bolt profile in the large hardpoint corners
Starbase Spaceship Creator
  • Pre-cabled module tests: Carrier module test -> module modified and now there is enough lock beams for small fighter ship
Other
  • Plug component added to Navigation Receiver: bigger receiver now works on hardpoint without turntable (smaller receiver already had this connection possibility)
  • Docking to the carrier with smaller ship tested:
    • Some issues with docking to a moving ship: the smaller ship needs to be in a specific spot to be locked with the lock beams

Code

Gameplay
  • Building tool autofill feature, which will keep building an object even when not actively painting the targeted object, worked on
  • Simplified and modified inventory code even more to better support moving items between player and station inventories
  • Player mass now slows down ships and makes them heavier in collisions
  • A separate manager was developed to handle thruster-like sounds of distant ships
  • A visualization error in the Range Finder's laser beam effect fixed
  • Cargo beams now consume power based on how much they are holding
  • Power consumption of Cargo Lock Frame adjusted
  • A render bug in asteroids fixed, asteroids remain invisible until the fracture swapping is completed, so the inner material won't flash across the surface when spawning in
  • Building tool resources requirements estimation tweaked: maximum voxel volume is now the tool brush volume which reduces the possible error in materials consumption
User interface
  • Issue with UniversalTool having an invisible panel somewhere in the world when not activated fixed
  • Ore compression support added:
    • Inventory entries can be tagged with massCompressed & volumeCompressed
    • Inventory slots have more space for items which volume is compressed
    • Mass & Volume can be configured and fetched from MaterialCompressionSettings
    • UI displays compressed ores with "Compressed"-prefix and their amount is divided by compression multiplier
  • Different mining backpack configurations support added: automatic processing removed from backpack that has no processing slots
  • Functions created for saving and loading the player's CV state from server
  • Company description boxes set to have active input when they are opened
Starbase Spaceship Creator
  • "Locate in 3D view" button added to the scene view window
  • Increased allowed blueprint version file size on the blueprint server
  • Issues with autosaving have been fixed (sometimes not clearing the stash or clearing it when it shouldn't)

Art

Stations
  • VIS loading docks decorations continue, focusing on outer decoration draft with loading docks
  • VIS main hall dock decoration parenting and polishing
  • Storage floor decorating continues; decals, plates and lights added
  • Modeling and UV mapping completed for command center LODs
Weapons
  • Assault Rifle retopology worked on
  • Visual tweaks to the Torpedo Launcher, some details removed
  • All the material cubes edited to have similar bolting holes as the biggest version
  • Revolver, Antigel, Rail rifle textures updated: paintjobs updated for better combinations
Other
  • Small asteroid rocks and clusters created

Gallery

THUMBWeek49_Small_asteroid_rock_clusters.jpg
THUMBWeek49_Starbase_torpedo_launcher_update_04.jpg
THUMBWeek49_SSC_carrier_test.jpg
THUMBWeek49_Starbase_assault_rifle_new_preview.jpg


Click for full sized images:
Week49_Small_asteroid_rock_clusters.jpg Week49_Starbase_torpedo_launcher_update_04.jpg Week49_Starbase_assault_rifle_new_preview.jpg Week49_SSC_carrier_test.jpg


Videos



As always, feel free to ask any questions regarding these progress notes!
And if you haven't yet, go add Starbase to your Steam wishlist!
 

Bob Ross

Active endo
Joined
Dec 9, 2019
Messages
34
#11
Drag on the fighters, but also the carrier ship gets a lot faster without having to drag the fighters around.
That definitely makes sense. The speed change just seems so large, so the fighter must either weigh a lot or drag must be really high.
 
Top