Version 0.9.247 Update
The new bot submarine stuck surfacing works on the same principle as if the bot thought the boat is stuck on something, it will wait a few moments before making the choice to reverse engines and attempt to return to the surface. Nautikin butt physics is now disabled while they are seated because depending on the velocity the butt tends to stretch through the chair. This behavior is meant to show the effects of wind and what not on the Nautikin, however it will still be enabled on the belly so you will be able to see the air blowing against the Nautikin. Another reason for this is so that chairs do not need to be redesigned. These physics are already disabled for airtight seats. Butt physics will still be enabled for certain seats that do not have backs, like the steering wheel or hand motor. You can now use hotkeys for things like mirror mode and snap to grid in build mode. Previously the defaults for these keys (numpad) were used as a second set of mappings for transform hot keys (move, stretch, scale, etc.), the aux keybindings for the transforms have also been removed. These do not apply to controllers. Anchors have been adjusted so that they fall into the water at a more realistic speed (faster). There will still be some goofy physics when retracting, especially while moving (don't do that). I have added a backlog task to improve this, but it will be a significant amount of work that I can better spend on other things at the moment. The purpose of the view distance fog changes is to mask the clipping of the ocean with lower view distances, there is obviously still a lower view distance when set very low (2000-10000), but it looks much better. All anti-aliasing is done via post processing, disabling post processing will be the same as setting anti-aliasing to "None". On earlier versions of the crane, lights were included. However, during development lights were removed to make way for other changes being made and required more work but the fixtures remained on the model. More recently, vessel lights were introduced and there is a further intent to add back a day night cycle which (which was removed for similar reasons). It is very cool to have the lights back after being removed for so long! The lights were originally intended to aid for night time operations, but they look really cool underwater and in storms too. You can also change the colors with material groups similar to the light parts. The tasks completed in this build related to the crane mostly mark the finishing touches on the crane. Some default materials on the boat crane may look slightly different than the dock cranes due to the addition of material groups. Crane cable materials cannot be changed. You cannot build things on the lift. Switching cameras can change the height of the shader reference for sand trails, since this is buffered on the GPU, it cannot be corrected if there is some sort of dramatic height change without correcting a punch of pixels in a very slow manner. In any case these trails are meant to fade anyway so they will now disappear instantly when switching cameras to avoid cases where that switch was made to a different depth nearby causing giant sand smears. I may improve or replace this feature in the future because it has other problems like falling behind / pixelating when other things are happening on the GPU. A similar fix was made for world movement where the depth will be retroactively cleared if over a certain threshold. Ideally these changes should eliminate giant sand smears. At some point I will update the workshop version of the pirate base crane to match the new color scheme.
[ 2024-08-26 18:50:34 CET ] [ Original post ]
Changes
- Added shift click quick move to inventories
- Added hot keys for build mode features to numpad
- Added "Reject all" button to activities
- Added anti-aliasing settings
- Added performance setting to always render underwater
- Added labels to rescue activity indicators
- Added labels to delivery activity indicators
- Added tooltip to part groups button
- Added lights to crane travel lift
- Added material groups to boat cranes
- Added crane cables and lift to design view
- Removed redundant transform hot keys from numpad
- Fixed some camera problems at high altitudes
- Fixed a problem with undoing cloned parts
- Fixed a bug with "tell bot to go here" aircraft height
- Fixed a bug with default bot configs
- Fixed a null reference from older save files and bots
- Fixed some minor height problems with vessels that spawn for activities
- Fixed a bug with bot airship elevation
- Fixed a bug with bot submarine elevation
- Fixed a bug with AI takeoff where landing gear would not retract when also using fixed landing gear
- Fixed a problem with underwater fog when controlling something underwater far away
- Fixed a bug where empty inventory slot can still have a tooltip
- Fixed a bug with crew allocation where vessel is not controlled with 2 drivers seats on launch
- Fixed a bug with crew allocation and switching views with multiple driver seats
- Fixed a bug with missile cameras being removed after switching views
- Fixed a weird tree LOD problem with some palm trees
- Fixed some UVs on the crane
- Fixed some UVs on the drydock
- Fixed some shadows with crane lift
- Fixed a bug with getting in seats while currently on a ladder
- Fixed a bug where AI attempts to use certain fixed weapons even though they are not supported
- Fixed a bug with boundary enforcer fuel sync
- Fixed a bug with fuel usage on clients in multiplayer
- Fixed a bug with refueling on clients in multiplayer
- Fixed a bug where fuel cables colliders were erroneously included in vessel when joining as client
- Fixed a bug with rain when at Spiculum
- Fixed some gaps on edges of Desertum
- Fixed some landing gear desync when 1/n landing gear is destroyed
- Fixed a bug with aircraft fuel that would allow engines to start after fuel tank was destroyed
- Fixed a bug with paint mode/UV unwrapping and vessel optimization
- Fixed a bug that caused errors when picking up an item while another player was standing on it on a vessel
- Fixed a rare bug where you can control a vessel without a crew member if assigned at the exact moment on server
- Fixed a bug with sand smears when moving quickly through he world
- Changed the way that fuel syncs in multiplayer to mitigate fuel desync
- Changed the way the world y-axis updates while in the sky
- Various refactoring for Y-axis changes
- Improvements to airship AI
- Improvements to submarine AI
- Bot submarines will now surface if they think they are stuck
- Ocean shader patches
- Butt physics are now disabled while seated
- Minor improvements to anchor physics
- Distance fog will now adjust for lower view distances
- View distance slider will now snap to increments of 1000
- Purchasing items with no cost will no longer trigger a notification
- Nautikins touching other Nautikins, which are currently on fire, will now light on fire.
- Resetting / initially opening the map will now center perfectly on Portus
- Tweaks to vessel lights to support embedded crane lights
- Updated crane materials on Large Pirate Base
- Sand trails will now clear when switching Cameras/Nautikins
Notes
The new bot submarine stuck surfacing works on the same principle as if the bot thought the boat is stuck on something, it will wait a few moments before making the choice to reverse engines and attempt to return to the surface. Nautikin butt physics is now disabled while they are seated because depending on the velocity the butt tends to stretch through the chair. This behavior is meant to show the effects of wind and what not on the Nautikin, however it will still be enabled on the belly so you will be able to see the air blowing against the Nautikin. Another reason for this is so that chairs do not need to be redesigned. These physics are already disabled for airtight seats. Butt physics will still be enabled for certain seats that do not have backs, like the steering wheel or hand motor. You can now use hotkeys for things like mirror mode and snap to grid in build mode. Previously the defaults for these keys (numpad) were used as a second set of mappings for transform hot keys (move, stretch, scale, etc.), the aux keybindings for the transforms have also been removed. These do not apply to controllers. Anchors have been adjusted so that they fall into the water at a more realistic speed (faster). There will still be some goofy physics when retracting, especially while moving (don't do that). I have added a backlog task to improve this, but it will be a significant amount of work that I can better spend on other things at the moment. The purpose of the view distance fog changes is to mask the clipping of the ocean with lower view distances, there is obviously still a lower view distance when set very low (2000-10000), but it looks much better. All anti-aliasing is done via post processing, disabling post processing will be the same as setting anti-aliasing to "None". On earlier versions of the crane, lights were included. However, during development lights were removed to make way for other changes being made and required more work but the fixtures remained on the model. More recently, vessel lights were introduced and there is a further intent to add back a day night cycle which (which was removed for similar reasons). It is very cool to have the lights back after being removed for so long! The lights were originally intended to aid for night time operations, but they look really cool underwater and in storms too. You can also change the colors with material groups similar to the light parts. The tasks completed in this build related to the crane mostly mark the finishing touches on the crane. Some default materials on the boat crane may look slightly different than the dock cranes due to the addition of material groups. Crane cable materials cannot be changed. You cannot build things on the lift. Switching cameras can change the height of the shader reference for sand trails, since this is buffered on the GPU, it cannot be corrected if there is some sort of dramatic height change without correcting a punch of pixels in a very slow manner. In any case these trails are meant to fade anyway so they will now disappear instantly when switching cameras to avoid cases where that switch was made to a different depth nearby causing giant sand smears. I may improve or replace this feature in the future because it has other problems like falling behind / pixelating when other things are happening on the GPU. A similar fix was made for world movement where the depth will be retroactively cleared if over a certain threshold. Ideally these changes should eliminate giant sand smears. At some point I will update the workshop version of the pirate base crane to match the new color scheme.
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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