Starbase Progress Notes: Week 9 (2021)

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 9 (2021)
March 1st - 5th

Hello everyone. Here are the progress notes of week 9 of 2021!

Please note that the "Progress Notes" are different from the Starbase Alpha "Patch Notes". Progress Notes are snippets from the development team and what has been worked on during the previous week, and many of the features might not be present in the current or upcoming builds of the Closed Alpha. Some features, especially in the design portion, can be subject to change as the development continues.

Design

Features
  • Ship Diagnostic Scanner has been tested: working as intended, more thorough testing continues
  • Refill Terminal UI re-design has been finished (support for multiple propellant types)
  • Large Generators preliminary design has been finished, asset design has been started
  • Work on easy build mode continues
  • Weapon balance has been worked on, tests and adjustments to small weapons have been looked into
User Interface
  • New Company missions review system for individual participants has been designed
  • Mission rating and medals and Company rank rights have been worked on
  • Features to review mission success and giving feedback have been worked on
Other
  • Locations of Okim 1 and 2 shipshops in Origin station have been swapped
  • Repair job shipwreck (Laborer) has been updated
  • The following ships were removed from Sunny ship center:
    • Gofer
    • Mason
    • Ithaca V1
    • Ithaca V4
    • Ocelot
    • Vector
    • Peon
    • Vasama
    • Twin Vasama
    • Vasama Vanette
    • Tugger

Code

Gameplay
  • The addition of two new material slots to backpack have been worked on
  • Tripod reloading has been worked on
  • Ship Diagnostic Scanner has been committed
User Interface
  • Work on the mail system has continued
    • Work on the server side support for sending item attachments has started
  • Company Mission overview page has been worked on
  • Station Manager Access page has been worked on
In-game Designers
  • Using ship showroom test flight spawns the ship at the nearest ship spawn area
  • Scene loading code placing certain ships out of bounds has been fixed
  • Furniture-category not being visible in interior designer have been fixed

Art

Animations and Emotes
  • 3rd person mid-air animations have been polished
Stations and Cities
  • Skyscraper Roof Module 03 has been finished
  • New windows have been made. Waiting for implementation
Other
  • Inventory icons for the updated ladder assets have been added
  • Inventory icons for modular button assets have been added:
    • Button 12x12, button 12x24, light button 12x12, Safety Lid button (Round), Safety Lid button (square) and Switch 12x24cm
    • Some colors have been flipped to differentiate the button variants from each other
  • Inventory icons for Ship Diagnostic Scanner have been added
  • Plasma Thruster: Snap points to the nozzle support legs have been added
  • A set of objects that connect large thrusters have been created
  • Issues with unwanted VFX sometimes appearing behind Mounted Laser barrel have been fixed
  • Work of player re-spawn effects for Reconstruction Machine has started

Gallery

Week09_2021_Large_thruster_connector_02.jpg Week09_2021_Starbase_button_icons.jpg Week09_2021_Starbase_ladder_asset_inventory_icons.jpg Week09_2021_Starbase_Large_thruster_connector_01.jpg

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!
 
Last edited:

Kenetor

Master endo
Joined
Aug 9, 2019
Messages
336
#4
oh yes Plasma Thruster Supports are looking GOOD!
Also, finally the tugger is put out of its misery! It will not be missed :p

 
Last edited:

Mutleyx

Veteran endo
Joined
May 22, 2020
Messages
146
#5
New button designs look nice. Safety button is a great idea! Ship self-destruct anyone? XD
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#8
Support for connecting multiple plasma thrusters?
We don't have enough voxel volume to use even one to its full potential...
 

runzik

Well-known endo
Joined
Aug 13, 2019
Messages
63
#9
Really nice update. And on a side note now that I got my alpha access that ship designer is so addictive I've been in there nonstop for like a week
 

MyrddinE

Learned-to-turn-off-magboots endo
Joined
Aug 9, 2019
Messages
49
#12
Ive got a ship working fine with 2 plasma thrusters
You skipped the 'full potential' part of the quote. A single plasma can support five or six superconductors, and that's enough to drive a 800M voxel ship at full speed. Using two smaller plasma thrusters is just a waste of voxels, since you add a ton of voxel overhead but it doesn't add more thrust than a single thruster with more superconductor rings.

You can certainly do it for aesthetic reasons, but that's not 'using them to their full potential'.
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#14
Ive got a ship working fine with 2 plasma thrusters
Then you wasted a lot of their potential. They get MUCH better the longer they are. I wouldn't consider second plasma before I need 20 rings in total.
And that's more than you need to push max volume ship. Maybe except some extreme cases, like huge CLB hauler.
1615223703621.png
 

Kenetor

Master endo
Joined
Aug 9, 2019
Messages
336
#18
Then you wasted a lot of their potential. They get MUCH better the longer they are. I wouldn't consider second plasma before I need 20 rings in total.
And that's more than you need to push max volume ship. Maybe except some extreme cases, like huge CLB hauler.
Dont worry, its jus a for the looks ship and the change increased the speed to max anyway, we were very happy with it
 

Naija

Learned-to-sprint endo
Joined
Aug 16, 2019
Messages
22
#19
Looking forward to weapon balance changes!!. When is manufacturing and more economy stuff?
 
Top