Hey everyone! Its time for round 3 of the 1.7 beta. It should now (or very soon) be available on Google Play, Steam, and GOG. The version number should be 1.7.0.2
For those of you that missed the first round of the beta, information on what it includes and how to get it can be found here. The forum post for round two can be found here.
Because I know many of you will ask...
The release date is 'when its ready' - probably a week or two from now
The beta is not available on iOS or Amazon
We logged a lot of feedback and bug reports from the last couple rounds of beta. We are still working through it. This round of the beta is still going to have a few remaining known issues. If you have already reported or seen a bug reported in the previous betas, no need to mention it again unless we listed it as fixed in the change log below. If you noticed any new bugs, particularly related to the list of changes below, please let us know and provide as much detail as possible. It is especially helpful to provide us with links to planes related to any bugs you encounter.
Here is the list of changes since the last beta.
- Flak should no longer explode underwater.
- The collider for rockets has been shrunk a little bit.
- The rocket pod now uses a capsule collider rather than a box collider.
- The fuselage rise/run limits have been increased to 5.
- The show/hide damage should function correctly now in all scenarios.
- Fixed a bug with part property sliders sometimes showing an incorrect slider position.
- The countermeasure dispenser now has a default of 16 ammo.
- The effectiveness of the countermeasures has been cut in half.
- Fixed an issue with scaled torpedos sinking underwater.
- Fixed a bug with scaled rotators not rotating parts correctly.
- Fixed a bug with incorrect calculations for control surface deflection.
- The propeller engine no longer restrics modded engine power to within normal range when selected.
- Added the Cleaver missile to the part list.
- Moved the attach point for the Cleaver missile.
- Made some tweaks to the missiles related to them traveling at thier specified max speeds. Missile XML now supports a 'maxSpeed' attribute. Existing planes (but not new ones) with low mass missiles will now auto-upgrade to a higher than normal max speed.
How did I get back here again?
@tomtaj123 with the camera option how do u acess it on phone
I thought they where going to make it so you can do multiplayer without downloading the mod! :(
Will this update ever be available on iOS, even after the beta period is over?@HellFireKoder
@TFM8 yikes! Thanks for catching that, should be fixed next beta.
@icantake that is normal they yaw to make sure they will hit you but its a 50/50 chance of not getting hit most of the time
@NathanMikeska I play on my Samsung Galaxy S5 mini and I have the shadows on normal all the time. I try it on High but it's doesn't work :( and before i had the Update the shadows was so good. I need the shadows for landing and for my stunt's and for Low pass fly.
updates are fantastic. keep it up. howewer, there is a bug with AI behavior. when fighting against ai, he just rudders left and right while shooting at me. doesnt matter if head-on or behind me.
https://steamuserimages-a.akamaihd.net/ugc/867362805682131131/223940B49A7948781B57FB2AF85E80F8F0302385/
seems that the singular rocket part needs to be tweaked a bit
@HellFireKoder 1366x768
@HellFireKoder Could you add Deacl system into the game and we will never use fuselage to painting XD
YES! ALL OF MY YEARS OF BEING SASSY HAVE PAID OFF!
Id agree or a block that creates a hole in the plane that matches the block's shape and I would love to see a way to attach something to the other side of the sizable wheels too
@henryscp @HellFireKoder
Pls make hollow parts and endless rotator
It's possible that they may have gone under. My distance from the ship was a little short, but I do remember seeing the trails surface for a few seconds at first. I'm not sure if one torpedos path can be affected by another's explosion, but if so, it may have also been pushed underwater by the previous one. Thanks for your cooperation on this, and keep doing what your doing @HellFireKoder
@TheOwlAce and "Display Resolution"?
@HellFireKoder Its at Small.
@Elicushman it sometimes looks like torpedoes go through the ship, when they actually went under.
When launching all at once, but only one/some going through, this could be due to rotation of the plane, placement of torpedoes, or some minor inconsistencies elsewhere.
If you're sure they're not going under, or they definitely shouldn't be, could you please provide a link to a design which can replicate the bug, with instructions on launching (e.g, distance from the ship, height above sea level, approximate speed at launch, etc) for best replication?
Thanks!
Suggestion.. Can you make fusalge "health" XML Edited?since your an epic modder @HellFireKoder
Do you like my Gravater? Lol :3 @HellFireKoder
@TheOwlAce what's your resolution? In the settings, what is you "User Interface Size" set to?
@NathanMikeska Yes a higher thrust force would help though I don't know quite well your missile flying machanism. Also I wish it to have a higher normal acceleration (a smaller turning radias), if not the missile can fly few times faster then the plane but is just not able to catch it.
The cleaver and the other new bits are great I was wondering if the plane gets lighter after dispensing weapons/onboard fuel
@NathanMikeska Im on PC, I have maybe 50+ aircraft saved. And yes, a %100 percent of the time.
@NathanMikeska My bad, I fixed it now... user error, but how does self destruct work? Or is that rockets only?