Update 21.10.2020 (Alpha 271)

JohannaFB

Community Manager
Joined
Jul 22, 2020
Messages
79
#1
_ForumPatchNotes.png

Update 21.10.2020 (Alpha 271)

New Feature: Ship-to-Ship Refueling

Transferring propellant and power between two ships (resource networks) should be possible in this patch. Both resource networks need to be connected via a Resource Bridge. If the connection detects a propellant container in the network, only propellant transfer is possible, but if there is no propellant container detected, power transfer is possible. Thus, to refuel each network, a ship can have two Resource bridges: one with cable and pipe connection and one with only cable connection.

In addition to this, the transfer only works with the following configurations:
  • The Resource Bridge in the sending resource network needs to be set as "FlowOut" enabled and "FlowIn" disabled in the device field
  • The Resource Bridge in the receiving resource network needs to be set as "FlowOut" disabled and "FlowIn" enabled in the device field
  • Both Resource Bridges need to be set as "State" on in the device field and have power connected
With these configurations, ship-to-ship refueling should be possible to set up to be as easy as a press of a button, when using YOLOL.

Note: There is currently a known issue related to ship-to-ship refueling (resource transfer). Unfortunately, the resource values are not automatically updating in text panels while stationary during the transfer, so while the ship is refueling, it may not appear to be. To update the resource value information, move the ship slightly.

New features
  • Ship-to-ship refueling
  • New Halloween Special Colors in Ship Designer: Orange and Black
    • The colors are available permanently despite their current description
Animations
  • Modified rifle ADS poses while walking
  • Pistol
    • Modified standing ADS animations
    • Polished 1st person ADS starting animation
  • Revolver
    • Polished 1st person animations
  • Sprinting
    • Polished the left hand in 1st person
    • Polished 1st person pistol and revolver sprint
Audio
  • Added new music tracks for exploration music
Economy
  • Removed (inadvertently added) Electricity shop from Origin Marketplace
Gameplay
  • Made minor adjustments to player movement physics
  • Fixed ammunition being consumed if Mouse Button 1 was pressed while sprinting
Inventory
  • Fixed plates not retaining decal and color data if they were picked up to inventory
Jobs
  • Fixed being able to vacuum asteroid nuggets from Mining Job into player ships
Lots
  • Fixed lot modules not snapping to lot entrances
Ships
  • Added Resource Transferring between ships
    • Uses Resource Bridges
    • 50.000 propellant per second
    • 1000 energy per second
  • Fixed towing coordinate calculations
    • Now prevents towing to non-safezone areas and between safezones
Ship Designer
  • Added Halloween Special Colors: orange and black
  • Fixed YOLOL code modifications not saving properly, if the chip wasn't deselected before Test Flight Mode or saving
  • YOLOL chip changes are now saved when unfocusing the text field
  • Added "Enable preview overlap detection" option to Settings -> Gameplay -> Placement
  • Disabled preview overlap detection while moving, rotating or snapping an object by default
  • Added a tooltip with instructions on how to exit the Test Flight Mode
  • Improved performance when placing pipes, cables or sockets on large ships
  • Brush size visualization
    • Fixed scaling
    • Fixed visualization's edges
    • Adjusted the distance from objects to be a little closer
Ship Shops
  • Added new player-made ships
    • Dragonfly by Mutleyx (Rando 3)
    • Quartzite by Splet (Okim 2)
    • Widukund by Tyridan (Okim 2)
  • Updated Okim 1 and 2 layouts
  • Removed ships from Okim Industries ship shops due to the layout update
    • Chemosh Badger-28
    • Chemosh Ark Inventory
    • Shale MK02 Snub Fighter
    • Spiker
    • Vigo
  • Updated player-made ships
    • Modulus MN
    • Molerat
  • Moved Eurypterid from Rando 2 to Okim 1
Stations
  • Added Repair Job instance area to Work Hub (job not yet available)
Technology
  • Fixed motion vectors and some separate ghosting issues when both TAA and SSAA are enabled
Texts
  • Added descriptions for multiple items in Ship Designer
  • Edited Pilot Chair's description
  • Tweaked Mining Job's instruction texts
Tools
  • Build Tool
    • Fixed intact voxel volume calculation
Known issues
  • Laser Rifle's reticle has been removed temporarily
  • Resource values in text panels do not automatically update during resource transfer (ship-to-ship refueling) while stationary
    • Moving the ship should update the values
  • 1st person sprinting has gained a head bobbing effect, but the setting to disable it is coming next week
  • Buying Dragonfly or Widukund from the shop may not work yet
 

Okim

Frozenbyte Developer
Frozenbyte
Joined
Sep 11, 2019
Messages
44
#3
  • Shale MK02 Snub Fighter
  • Spiker
Where did these ships go? They were on the layout schemes we've provided.

Oh damn! I've made a really bad mistake :(
On the scheme the 'Striker' is Nate's Spiker and 'Slate' is splet's 'Shale'!

My bad, sorry!
 

JohannaFB

Community Manager
Joined
Jul 22, 2020
Messages
79
#4
  • Shale MK02 Snub Fighter
  • Spiker
Where did these ships go? They were on the layout schemes we've provided.

Oh damn! I've made a really bad mistake :(
On the scheme the 'Striker' is Nate's Spiker and 'Slate' is splet's 'Shale'!

My bad, sorry!
The removal was likely related to the layout update and the name confusion, but I believe the info has already been passed on about the mistake so no worries, they'll make their way in again eventually!
 
Joined
Sep 28, 2019
Messages
7
#7
If the connection detects a propellant container in the network, only propellant transfer is possible, but if there is no propellant container detected, power transfer is possible. Thus, to refuel each network, a ship can have two Resource bridges: one with cable and pipe connection and one with only cable connection.
Does this mean that both the refueling ship, and the ship being refueled both need to have two resource bridges? or does it need to detect a propellant container on both sides before deciding to transfer propellant?
If one ship has a single resorce bridge, connected to both cable and pipe, and the other ship had two seperate resource bridges, would it be possible to refill both propellant and power through the same resource bridge?
 

XenoCow

Master endo
Joined
Dec 10, 2019
Messages
588
#9
To update the resource value information, move the ship slightly.
This isn't so bad. It's not really all that different from the fuel gauge on your car not changing until you turn it on after filling up.
Added Resource Transferring between ships
  • Uses Resource Bridges
  • 50.000 propellant per second
  • 1000 energy per second
Can this rate be increased by adding more bridges?
Fixed plates not retaining decal and color data if they were picked up to inventory
Thank you very much. This will help with repairing and otherwise taking apart ships to get inside. :)
 

JohannaFB

Community Manager
Joined
Jul 22, 2020
Messages
79
#10
Does this mean that both the refueling ship, and the ship being refueled both need to have two resource bridges? or does it need to detect a propellant container on both sides before deciding to transfer propellant?
If one ship has a single resorce bridge, connected to both cable and pipe, and the other ship had two seperate resource bridges, would it be possible to refill both propellant and power through the same resource bridge?
I double-checked this and this is good clarification for everyone:
  • The check for which resource (propellant/power) can be sent happens in the sending network
  • The sending network is the one required to cut the access to the propellant containers if they want to transfer power
So, it is the sending ship that may find it easier to have 2 Resource Bridges, one connected with cable and pipe, and another only connected by cable.

The receiving ship should be fine with only 1 resource bridge (connected to both), it'll take whatever it can get.
 

XenoCow

Master endo
Joined
Dec 10, 2019
Messages
588
#12
More bridges does not necessarily equal increased rate of transfer as there can be only one connection between two resource networks.
So, if a ship had many gas resource networks (that were connected to each other in series, using bridges like one-way check valves), then if all of them are disconnected each could be filled with a separate bridge connection to an outside source?
 
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