|
|
This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduced a feature that will be changed during testing.
|
|
|
|
|
|
# 0.583.0:
|
|
|
- Inactive AI entities, such as cradled containers, captured ships or drones or similar, will not use up resources of the physics engine. This should improve performance in some playstyles (especially titandrift builds) significantly and prevent the throttling system introduced in 0.582.0 from cutting down the density of the rings in the event that you capture multiple drones.
|
|
|
- Adjusted internal hull shape for AT-K225 ship. This should prevent ore that manages to pierce your hull from stopping astrogation.
|
|
|
|
|
|
Feedback Focus: Performance, especially for AT-K225 drifting builds and AI quirks. As additional parts of AI now shut down when not needed, there are possible unwanted side effects. Please be on the lookout for glitches like ships, drones or lifepods not contacting you when you feel they should. When reporting performance, please include a profiler (F11) screenshot aside from logs - it contains up to 16500% more resolution than the logs.
|
|
|
|
|
|
# 0.582.0:
|
|
|
- More aggressive physics throttling system. Physics throttling is a system that, in presence of multiple simultaneous physical interactions in the simulation range will favour those that happen in the direct vicinity of your vehicle, simplifying or simply forgetting things that happen far away in that case. If you are in a frenzy of combat with hundreds of debris flying all around you, it's not really all that important what is happening to that lone undisturbed iceroid 12km back. This should vastly improve performance for some playstyles.
|
|
|
- Additional chart on the in-game profiler (F11) that shows the amount of throttling implemented by the game in real time.
|
... | ... | |