[b]ROUNDED FLEX PARTS[/b]
[i]Added new parts: Flex Light R and Flex Panel R
- Like flex panel/light but with circular shapes and scale setting
-- Flex Panel with style of 5-9 uses different scaling (keeps dome shape)
Reduced minimum length/width to 0.3 (from 0.5)[/i]
These parts are essentially the flex panel/light, but with a new circular base shape and new scaling parameter added. The scaling is applied before the mesh is stretched out. The Flex Panel actually isn't a panel for the last 5 styles. In that case it's a partial dome.
[b]WHEELS AND TREADS IMPROVEMENTS[/b]
[i]Added reinforce option to all wheel types and treads
Added tread/powered wheel paremeter: Auto-Braking - Changes how they behave in turns and when not pressing anything
- Also tweaked response when reversing directions
- Changed default tread track material to slippery (doesn't really affect handling), and made it actually use the material override
Added 4th mesh options for flex treads (A3 is intentionally minimal)
Fixed wheel size collision issues (tiny, giant, flex)[/i]
All treads and wheels (except the Flex Wheel) now have a Reinforce option, and it helps with joint stability. Even Steering wheels, which already had a Reinforce option, benefit from the new type of reinforcement.
The second significant change is the addition of the Auto-Braking option to Powered Wheels and treads. This lets you change how the wheels behave when turning and when no throttle/reverse is applied. The default is None, but the new options are Partial and Full. I may change the default to new parts to be Partial in the future because it feels like a better balance to me.
Treads also received a 4th mesh option for all slots (A through E). I had a couple requests for the last base mesh (A3) to be essentially empty, so that's pretty much what it is.
[b]OTHER TWEAKS/FIXES[/b]
Changed how direction sensor limit works to be consistent with other logic parts with ranges
- Should hopefully adapt previous settings to new limit style
Added proximity sensor-relative motion for Repulsor (Emitter Channel)
- If not 0, it finds the first Proximity Sensor with that channel, and applies forces/torque relative to that parts' orientation
- Useful for complex builds where you want to move something relative to another
Removed No Effects from treads (conflicted with reverse tank steering, not useful enough to keep for now)
Fixed an issue with material overrides not being used
Tweaked Breakable Connector break point strength downward to more reasonable values
The notable changes here are changing how the Direction sensor displays/uses limits, and the Repulsor Drive getting another mode. If Camera Relative is disabled, and the Emitter Channel is set to a non-zero value, the forces from the Repulsor Drive will now be relative to the first Proximity Sensor with that channel. This will make it a lot easier to move objects relative to each other without excessive amounts of logic and sensors.
That's all for this time. No predictions/etc this time about what will be next.News Liste Instruments of Destruction
[b]ROUNDED FLEX PARTS[/b]
[i]Added new parts: Flex Light R and Flex Panel R
- Like flex panel/light but with circular shapes and scale setting
-- Flex Panel with style of 5-9 uses different scaling (keeps dome shape)
Reduced minimum length/width to 0.3 (from 0.5)[/i]
These parts are essentially the flex panel/light, but with a new circular base shape and new scaling parameter added. The scaling is applied before the mesh is stretched out. The Flex Panel actually isn't a panel for the last 5 styles. In that case it's a partial dome.
[b]WHEELS AND TREADS IMPROVEMENTS[/b]
[i]Added reinforce option to all wheel types and treads
Added tread/powered wheel paremeter: Auto-Braking - Changes how they behave in turns and when not pressing anything
- Also tweaked response when reversing directions
- Changed default tread track material to slippery (doesn't really affect handling), and made it actually use the material override
Added 4th mesh options for flex treads (A3 is intentionally minimal)
Fixed wheel size collision issues (tiny, giant, flex)[/i]
All treads and wheels (except the Flex Wheel) now have a Reinforce option, and it helps with joint stability. Even Steering wheels, which already had a Reinforce option, benefit from the new type of reinforcement.
The second significant change is the addition of the Auto-Braking option to Powered Wheels and treads. This lets you change how the wheels behave when turning and when no throttle/reverse is applied. The default is None, but the new options are Partial and Full. I may change the default to new parts to be Partial in the future because it feels like a better balance to me.
Treads also received a 4th mesh option for all slots (A through E). I had a couple requests for the last base mesh (A3) to be essentially empty, so that's pretty much what it is.
[b]OTHER TWEAKS/FIXES[/b]
Changed how direction sensor limit works to be consistent with other logic parts with ranges
- Should hopefully adapt previous settings to new limit style
Added proximity sensor-relative motion for Repulsor (Emitter Channel)
- If not 0, it finds the first Proximity Sensor with that channel, and applies forces/torque relative to that parts' orientation
- Useful for complex builds where you want to move something relative to another
Removed No Effects from treads (conflicted with reverse tank steering, not useful enough to keep for now)
Fixed an issue with material overrides not being used
Tweaked Breakable Connector break point strength downward to more reasonable values
The notable changes here are changing how the Direction sensor displays/uses limits, and the Repulsor Drive getting another mode. If Camera Relative is disabled, and the Emitter Channel is set to a non-zero value, the forces from the Repulsor Drive will now be relative to the first Proximity Sensor with that channel. This will make it a lot easier to move objects relative to each other without excessive amounts of logic and sensors.
That's all for this time. No predictions/etc this time about what will be next.
Release:02.03.2022
Genre:
Gelegenheits-Spiel
Entwickler:
Radiangames
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
