Version 0.7.679 Update
In campaign, aircraft parts cannot be used in the drydock until you have purchased the runway, once purchased they may be used in either build area. Vessels impacted with extreme deformation that had been saved previously may need to be cleaned up and redeployed. It is possible to repair the extreme deformation in some cases but it may take an unreasonable amount of time. The goal with the camera changes is to make the camera movement more smooth and consistent. Vessel cameras already pass through the hull so it makes little difference to allow the Nautikins to do so as well and it prevents the majority of jarring camera position snapping due to the constant movements of the boat and infinite potential configurations of geometry. There may also be functional reasons for being able to noclip the camera inside a vessel such as examining a center of mass issue or accessing interactable parts inside the structure. Occlusion will generally only be applied for map objects now. Buoyancy proxies allow for more approximated water forces to be applied to concave shapes that would otherwise have difficulty floating or would not realistically float but need to float anyway. Parts can now have proxy meshes which represent the target the water simulation will evaluate in order to either simplify the math or otherwise alter the outcome. Examples of this would be any buoyant mesh that has concave surfaces inside of it such as an open doored aircraft hull or an animated part that curves inwards in order to support animation, but would in reality be water tight. The mod loader will search for a new keyword "BuoyancyProxy" similar to "ColliderMain" when parsing the mod parts. In cases where a buoyancy proxy is needed but not supplied behavior may occur where vessels with said part can get stuck underwater due to anti-buoyant forces being applied to the concave interior surfaces either counteracting or overpowering exterior convex forces. Aircrafts which take hull damage will no longer be able to use engines to alter the state of the vessel. This will later be replaced by damage to individual parts such as Rotors, Propellers, engines, etc. But current damage is handled as a whole until more vessel destruction mechanics are completed. This avoids problems with things like bent rotors applying thrust. Aircraft aerodynamics have been updated so that may mean that some designs may require tweaking. Part of the reason for these changes were to correct some unwanted handling problems and reduce the risk of extreme maneuvers causing aircrafts to reach speeds they shouldn't really be able to reach. Some of the math may break down at higher speeds due to the indestructability of the aircraft from airspeed and G-forces. In the future such extreme force may simply cause the aircraft to tear apart in some way or otherwise no longer be able to increase in speed. Because of the new atmosphere changes propeller aircraft will have a harder time getting to high altitudes, you will likely start to see diminishing returns around 2000 meters.
[ 2023-07-03 19:37:00 CET ] [ Original post ]
Changes
- Added server tab to operate cleanup actions
- Added flooding UI element that displays the current amount of hull flooding
- Added support for hydrofoils using plane parts
- Added new internal buoyancy proxy mechanic to allow for parts to delegate water simulation
- Added buoyancy proxy to SeaPlaneLandingGear
- Added buoyancy proxy to SeaPlaneBody
- Added buoyancy proxy to StandardPlaneBody
- Added buoyancy proxy to JetBody
- Added buoyancy proxy to StandardHelicopterBody
- Added buoyancy proxy support to mod loader
- Added a control mode switch for vessels that allows switching between Ship and Aircraft functionality such as Jets vs Rudders
- Added throttle display for ship UI
- Updated splash screen logo
- Updated aircraft status panel UI slightly
- Updated compass gimbal textures
- Parts are no longer restricted to aircraft vs ship and can be used for either
- Ship steering wheels will now animate as aircraft steering when in aircraft mode
- Aircraft steering wheels will now animate as boat steering when in ship mode
- Fixed typo in keybinding label for "Right Stick Button", RSB
- Fixed layout / alignment issue with controls view scrollbar
- Fixed some bugs with buoyancy resulting in abnormally large forces when underwater
- Fixed a config for standard plane wing that was causing inverted adjustments in some cases
- Fixed aggressive deformation when impacting vessel in some cases
- Fixed an erroneous warning message in the log related to mirroring plane propellers
- Fixed bug where you could interact with seats with inventory open
- Fixed bug where tooltip can get stuck on screen when disembarking if the new mouse position happens to be on a new interaction
- Fixed minor UI display issue with return to drydock button when launching an empty vessel
- Fixed bug with airfoil generation related to part scale
- Fixed multiplayer sync issue with hull integrity display and observers
- Saving now schedules task for the end of frame to avoid potential screenshot rendering issues.
- JetIntake part can now be scaled
- Doubled the lifespan of flares in the air
- Improved character collisions when bumping into solid objects
- Improved character collisions when swimming underwater
- Improved ease of getting on ladders underwater by increasing interaction distance
- Improved aiming collisions when against solid objects
- Improved camera occlusion when looking straight up in 3rd person
- Removed automatic camera distance adjustment
- Decreased min zoom
- Nautikins that were seated when saved will now default to the exit position of the seat instead of the seat itself
- Nautikin cameras will no longer be occluded by vessel geometry or other players (ultimately less camera snapping)
- Lowered clipping threshold when in first person mode
- Mirrored engines will no longer mirror propellers
- Vessel load dialog will now search for multiple word matches
- Part search now supports multiple word matches
- Load game search now supports multiple word matches
- Selecting or adjusting a part will now deactivate the tooltip in build mode
- The rotation of piston engines such as rotors or propellers for aircraft will now save / load
- Vessel mode states are now saved
- Vessel mode engine states are now saved separately
- Water buoyancy physics will no longer start until vessel has completely initialized
- Vessel placement on launch will attempt to make the vessel kiss the water before dropping instead of initial partial submerging
- FuelTanks will now register fuel mass in design mode
- Helicopter rotors now calculate angular drag independently to allow yaw control in the water
- Helicopter rotors no longer create angular drag when the engines are not running
- Vessels with hull damage / general damage can no longer operate engines
- Updated vessel water crash / impact behavior
- Warehouse containers will now play impact sounds
- Aircraft wheels will no longer spin when airborne
- Heavy updates to airfoils and physics behaviors for aircraft to making handling smoother
- Aircraft will now respect the density of air at higher altitudes
- Lowered inertia tolerance relative to max speed to help prevent spontaneous warp speeds
- G-forces over 20 will now cripple an aircraft
Notes
In campaign, aircraft parts cannot be used in the drydock until you have purchased the runway, once purchased they may be used in either build area. Vessels impacted with extreme deformation that had been saved previously may need to be cleaned up and redeployed. It is possible to repair the extreme deformation in some cases but it may take an unreasonable amount of time. The goal with the camera changes is to make the camera movement more smooth and consistent. Vessel cameras already pass through the hull so it makes little difference to allow the Nautikins to do so as well and it prevents the majority of jarring camera position snapping due to the constant movements of the boat and infinite potential configurations of geometry. There may also be functional reasons for being able to noclip the camera inside a vessel such as examining a center of mass issue or accessing interactable parts inside the structure. Occlusion will generally only be applied for map objects now. Buoyancy proxies allow for more approximated water forces to be applied to concave shapes that would otherwise have difficulty floating or would not realistically float but need to float anyway. Parts can now have proxy meshes which represent the target the water simulation will evaluate in order to either simplify the math or otherwise alter the outcome. Examples of this would be any buoyant mesh that has concave surfaces inside of it such as an open doored aircraft hull or an animated part that curves inwards in order to support animation, but would in reality be water tight. The mod loader will search for a new keyword "BuoyancyProxy" similar to "ColliderMain" when parsing the mod parts. In cases where a buoyancy proxy is needed but not supplied behavior may occur where vessels with said part can get stuck underwater due to anti-buoyant forces being applied to the concave interior surfaces either counteracting or overpowering exterior convex forces. Aircrafts which take hull damage will no longer be able to use engines to alter the state of the vessel. This will later be replaced by damage to individual parts such as Rotors, Propellers, engines, etc. But current damage is handled as a whole until more vessel destruction mechanics are completed. This avoids problems with things like bent rotors applying thrust. Aircraft aerodynamics have been updated so that may mean that some designs may require tweaking. Part of the reason for these changes were to correct some unwanted handling problems and reduce the risk of extreme maneuvers causing aircrafts to reach speeds they shouldn't really be able to reach. Some of the math may break down at higher speeds due to the indestructability of the aircraft from airspeed and G-forces. In the future such extreme force may simply cause the aircraft to tear apart in some way or otherwise no longer be able to increase in speed. Because of the new atmosphere changes propeller aircraft will have a harder time getting to high altitudes, you will likely start to see diminishing returns around 2000 meters.
Nautikin Adventures
Revmatek
Revmatek
2023-03-31
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 35
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
6 user reviews
(6 reviews)
https://store.steampowered.com/app/2244830 
Nautikins
The Nautikins have evolved from a species similar to dolphins to inherit the planet after untold eons. Masters of boat building they have set out to dominate the seas with exploration and shipping routes.Features
- Boat building
- Buoyancy physics
- Plane building
- Helicopter building
- Airfoils / Aero drag
- Multiplayer
- Vessel building system
- Dynamic weather
- Dynamic ocean simulation (waves)
- Underwater simulation
- Many islands to explore
- Inventory system
- Vessel damage system
- Trade routes and shipping
Building
There is an elaborate vessel building interface that allows you to build sea or air vessels in an open world drydock or runway respectively.Building vessels can be complicated, so check out some of the community guides
Exploration
A massive open world / ocean map filled with islands awaits you! Be warned though! If you go to far out to sea (currently ~50km), the sea monsters may think you are lunch.Multiplayer
Multiplayer supports every feature that is supported in single player. You can build boats and deploy them and your friends will see them and be able to crew or captain them. Some functionality may be authorized only by the owner of the server depending on the effect.Chat
The game includes a very basic low profile text based chat to allow for communication during multiplayer. It is intended primarily as a quick message relay and to aid players in connecting on Discord or Steam chat.Weather
Physical weather systems (Rain, Storms, Fog, Wind, etc.) move around the map and can be monitored for your vessels safety on a journey. The further away from the protection of the islands the more intense the affect the weather will have on your vessel and the ocean waves around you. Be prepared for severe weather such as "tidal" force waves and whirlpools.MINIMAL SETUP
- OS: SteamOS. Proton 7.0
- Processor: AMD Zen 2 4c/8t. 2.4-3.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD 8 RDNA 2 CUs. 1.6GHz
- Storage: 10 GB available space
- OS: SteamOS. Proton Latest
- Processor: AMD Ryzen 5Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: AMD RX 6600 or betterNetwork: Broadband Internet connection
- Storage: 15 GB available space
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