Version 0.9.384 Update
[previewyoutube=MCniyrfhrkE;full][/previewyoutube]
Basically only rotors will trigger vessels to display as helicopters now. The combat helicopter can lift ~10000 kg and should be made out of heavier material. The existing rear/tail rotors were consuming almost no fuel. Now they consume an observable amount of fuel which will mainly be important if you are using many tail rotors, but will obviously consume more fuel for existing designs. The new combat helicopter part unlockables in campaign will spawn randomly in pirate ship treasure similarly to the fixed bomb part. It will likely require raiding at least 2 pirate ships in order to get all of them. The heavy lift main rotor part is now broken down into 2 separate parts. Previously the turbines were permanently part of the rotor, now they are a separate misc. part. The turbines do not affect the power of the rotor in game. The "Center on vessel" uses the center of mass to calculate the camera position, it will now cache this position so that it does not update when changing the center of mass during operating (i.e. ballast, cargo, etc.). Indirect explosions that may have launched a Nautikin will now be less powerful due to a correction of a math error related to the amount of force required based on the position of the explosion and Nautikin. However, force will now be amplified the closer the explosion. If you are wearing the environment suit and fall into lava, you will die instantly, but not light on fire. Icebergs used to exist in a very early version of the game as moving dynamic objects. They were removed over concerns that they were too complicated and hard to find (as well as performance heavy). Now they are back! But, there are only a few, and they don't move much. They are really just sorta there, but they may have unlockables on them later or something. They will move with sea level, but they are essentially immovable map objects. They are not visible on the map and cannot be destroyed. If you are in the rain and then get into an airtight seat you will start to dry off. Similarly you will dry off when entering a room or something that blocks rain. This will also apply to snow. The wetness will not currently check if a given part is hidden by a roof or something. That would likely have a massive performance impact combined with unlimited configurations. The way that works may change in the future. The visual effect of the helicopter rotor forces on the water can be subtle. Depending on what you build it will obviously not be totally accurate. The desire is to have a visual indication that there is force on the water, but without affecting the water so much that other physics such as buoyancy are disrupted. Vertical speed (V-speed) is displayed in meters per second because the altitude is displayed in meters. If / when aviation indicators are added later it may display differently. Altitude will now display the height above ground instead of just sea level when above the ground (and level). The value displayed will automatically switch between above sea level (ASL) and above ground level (AGL). This switch should be mostly seamless while flying level, but since the ground scan needs to look down, it will only do so relative to the proper orientation of your vessel (which can be in unlimited configurations) so that there is no performance requirement for determining where to start looking for the ground. It may switch quickly if another vessel is suddenly below you or a cliff appears. I will likely add new displays for more aviation specific indicators later, but these labels are supposed to be simple displays for quick information, adding much more information such as AGL and ASL makes the screen very busy and can be confusing/non-intuitive to those not familiar with various acronyms. So altitude regardless of ground or sea level will simply be displayed as "Altitude" at all times. The name "LOD Bias" in general is confusing because there is another setting for non-island objects called "LOD Bias" and it is a meaningless technically term that does not describe it's function. The 2 "LOD bias" settings also happen to work in the opposite manner, so this should disambiguate the 2 and make there function more clear. The depth UI for submarines will now turn red when the vessel is too deep and may be in danger of being destroyed / out of map bounds (Abyss). Nautikins can also suffer this fate, but they are not given a depth UI. It is best to simply keep the Nautikins out of the dark water. If some sort of depth UI is added to Nautikins later it will likely work in a similar manner, however the intent is that the Nautikins have no instruments which means they are only aware of certain things (like drowning, or being on fire for example). When re-deploying a structure that has Nautikins standing on them or in seats, they had the potential to fall or be unseated while the vessel was being created. Now the build area will keep track of this similar to how the inventories are updated. If seat configurations change Nautikins may be moved to different seats. If the Nautikin is currently controlled by another player and standing on a platform they may not be moved. If for some reason you completely change the vessel, Nautikins will likely be placed in the wrong locations if they were standing on the structure. Previously, sea plane / sail boat rudders did not required direct contact with the water in order to function. This allows weird behavior were it obviously should not be interacting with the water. I have added a height check for a certain distance from sea level, they can still be a little bit out of the water (right above). It is not totally ideal for them to stop working when barely out of the water (less fun) because it can be difficult for sea planes to keep the back rudder in the water, especially if it not weighted down in the back. The new keys that allow you to center on parts only work on the rail camera settings. It will not allow you to for example move the root part out of bounds and then center on it outside the build area, it will always snap to the rail. It is more of a quick way to find what you are working with if you moved the camera away, but it will always be locked to the rail even if you are in ghost mode. "Selected" in this case refers to a part that you are adjusting with arrows active, not the part currently in your "hand" (because that always follows the mouse). By default the new keybindings will be on the numpad. There are no keybindings for centering on parts with controllers. The new sky fog is nice because it blends the clouds and the ocean better. It also helps mask immersion breaking perspectives when looking straight down in some cases. Vegetation draw / billboard should not really be at the same value, so this is now prevented. Draw should always be less than billboard. There are now 170 parts in the game.
[ 2024-10-28 18:52:23 CET ] [ Original post ]
Video
[previewyoutube=MCniyrfhrkE;full][/previewyoutube]
Changes
- Added CombatHelicopterBody part
- Added CombatHelicopterCockpit part
- Added CombatHelicopterLandingGearFront part
- Added CombatHelicopterLandingGearRear part
- Added CombatHelicopterMainRotor part
- Added CombatHelicopterRearRotor part
- Added CombatHelicopterRotorSensors part
- Added CombatHelicopterSensors part
- Added CombatHelicopterTail part
- Added CombatHelicopterTailFin part
- Added CombatHelicopterTurbine part
- Added CombatHelicopterVentralSensors part
- Added CombatHelicopterVentralStabilizer part
- Added CombatHelicopterWing part
- Added CombatHelicopterWingMount part
- Added CombatHelicopterWingRear part
- Added new HeavyLiftHelicopterTurbine part
- Added new SquareLightFixture part
- Added new unlock to campaign for HeavyLiftHelicopterTurbine
- Added combat helicopter parts to pirate loot in campaign
- Added glass window to standard helicopter sliding door part
- Added glass window to sea plane door
- Added distant volcanic smoke to Vulcanus
- Added icebergs to Congelo
- Added water interactions for the force from helicopter rotors
- Added vertical speed indicator (V-Speed) near altitude for aircraft
- Added ground check to altitude display
- Added key to center on root part in build mode
- Added key to center on selected part in build mode
- Added key bindings for new build mode keys
- Added some additional restrictions to performance settings for draw / billboard
- Fixed a bug in campaign where seek and destroy was not available until you had 2 weapons (instead of 1)
- Fixed a bug with pirate treasure part unlocks in campaign
- Fixed some unlock part item configs in campaign
- Fixed tooltip on closed door state ("Close" => "Closed")
- Fixed a bug with camera occlusion when using "Center on vessel"
- Fixed a bug where camera moves when adjusting gas/ballast when using "Center on vessel"
- Fixed a physics bug with seated Nautikins and explosion forces
- Fixed some potential issues that could prevent Nautikins or vessels from saving temporarily
- Fixed some shader issues with pilot helmet
- Fixed some UI displays that may show default values for a single frame when launching aircrafts
- Fixed a bug with re-deploying structures with seated Nautikins in multiplayer
- Fixed a bug where Nautikins killed in seats with stowed hand items were not restored
- Fixed a bug where extremely small whirlpools could spawn
- Fixed a bug with rain fog and distance fog
- Fixed a bug with island discovery and switching save file game mode
- Fixed a bug with runway unlock and switching save file game mode
- Fixed a background error with loading games with destroyed fuel pumps
- Updated outlines for various parts in build mode
- Updated outlines for various interactable parts when deployed
- Updated the standard main rotor part mesh
- Changed some helicopter flags for various helicopter parts
- Changed ice bullet impact effect
- Changed island performance setting "LOD Bias" to "Polygon reduction"
- Changed the object graphics settings "LOD Bias" to "Object detail"
- Changed some configs on beacon part to support outlines
- Removed some "Cosmetic" tags from jet parts that affect drag
- Adjusted fuel usage for rear rotors
- Adjusted probability of bomb part blueprint spawning in pirate loot
- Adjusted water behavior of sea plane / sail boat rudders
- Update heavy lift rotor icon
- Nautikins that die in fire instantly, will now light on fire (i.e. lava)
- Build mode will now autocorrect the mirror part position if you had moved it previously with mirror mode off but it is now on
- Nautikins in airtight seats will no longer get wet from rain
- Nautikins will no longer get wet when standing under physical cover like a roof
- Boundary enforcers are now aware of airship gas
- Improvements to launch precision with landing gear
- Aircraft steering will now invert for specific parts that are intentionally placed upside-down (wings, rudders, etc.)
- Submarine depth will now turn red when too deep
- Build areas will now restore crew to seats / platforms when re-deploying structures
- Increased the timeout required for the fire extinguish progress to disappear
- Distance fog will now become more intense the higher you fly
- Improvements to ocean height LOD
- Improvements to fog related weather transitions
- Draw/Billboard in performance settings will now snap to increments of 50
Notes
Basically only rotors will trigger vessels to display as helicopters now. The combat helicopter can lift ~10000 kg and should be made out of heavier material. The existing rear/tail rotors were consuming almost no fuel. Now they consume an observable amount of fuel which will mainly be important if you are using many tail rotors, but will obviously consume more fuel for existing designs. The new combat helicopter part unlockables in campaign will spawn randomly in pirate ship treasure similarly to the fixed bomb part. It will likely require raiding at least 2 pirate ships in order to get all of them. The heavy lift main rotor part is now broken down into 2 separate parts. Previously the turbines were permanently part of the rotor, now they are a separate misc. part. The turbines do not affect the power of the rotor in game. The "Center on vessel" uses the center of mass to calculate the camera position, it will now cache this position so that it does not update when changing the center of mass during operating (i.e. ballast, cargo, etc.). Indirect explosions that may have launched a Nautikin will now be less powerful due to a correction of a math error related to the amount of force required based on the position of the explosion and Nautikin. However, force will now be amplified the closer the explosion. If you are wearing the environment suit and fall into lava, you will die instantly, but not light on fire. Icebergs used to exist in a very early version of the game as moving dynamic objects. They were removed over concerns that they were too complicated and hard to find (as well as performance heavy). Now they are back! But, there are only a few, and they don't move much. They are really just sorta there, but they may have unlockables on them later or something. They will move with sea level, but they are essentially immovable map objects. They are not visible on the map and cannot be destroyed. If you are in the rain and then get into an airtight seat you will start to dry off. Similarly you will dry off when entering a room or something that blocks rain. This will also apply to snow. The wetness will not currently check if a given part is hidden by a roof or something. That would likely have a massive performance impact combined with unlimited configurations. The way that works may change in the future. The visual effect of the helicopter rotor forces on the water can be subtle. Depending on what you build it will obviously not be totally accurate. The desire is to have a visual indication that there is force on the water, but without affecting the water so much that other physics such as buoyancy are disrupted. Vertical speed (V-speed) is displayed in meters per second because the altitude is displayed in meters. If / when aviation indicators are added later it may display differently. Altitude will now display the height above ground instead of just sea level when above the ground (and level). The value displayed will automatically switch between above sea level (ASL) and above ground level (AGL). This switch should be mostly seamless while flying level, but since the ground scan needs to look down, it will only do so relative to the proper orientation of your vessel (which can be in unlimited configurations) so that there is no performance requirement for determining where to start looking for the ground. It may switch quickly if another vessel is suddenly below you or a cliff appears. I will likely add new displays for more aviation specific indicators later, but these labels are supposed to be simple displays for quick information, adding much more information such as AGL and ASL makes the screen very busy and can be confusing/non-intuitive to those not familiar with various acronyms. So altitude regardless of ground or sea level will simply be displayed as "Altitude" at all times. The name "LOD Bias" in general is confusing because there is another setting for non-island objects called "LOD Bias" and it is a meaningless technically term that does not describe it's function. The 2 "LOD bias" settings also happen to work in the opposite manner, so this should disambiguate the 2 and make there function more clear. The depth UI for submarines will now turn red when the vessel is too deep and may be in danger of being destroyed / out of map bounds (Abyss). Nautikins can also suffer this fate, but they are not given a depth UI. It is best to simply keep the Nautikins out of the dark water. If some sort of depth UI is added to Nautikins later it will likely work in a similar manner, however the intent is that the Nautikins have no instruments which means they are only aware of certain things (like drowning, or being on fire for example). When re-deploying a structure that has Nautikins standing on them or in seats, they had the potential to fall or be unseated while the vessel was being created. Now the build area will keep track of this similar to how the inventories are updated. If seat configurations change Nautikins may be moved to different seats. If the Nautikin is currently controlled by another player and standing on a platform they may not be moved. If for some reason you completely change the vessel, Nautikins will likely be placed in the wrong locations if they were standing on the structure. Previously, sea plane / sail boat rudders did not required direct contact with the water in order to function. This allows weird behavior were it obviously should not be interacting with the water. I have added a height check for a certain distance from sea level, they can still be a little bit out of the water (right above). It is not totally ideal for them to stop working when barely out of the water (less fun) because it can be difficult for sea planes to keep the back rudder in the water, especially if it not weighted down in the back. The new keys that allow you to center on parts only work on the rail camera settings. It will not allow you to for example move the root part out of bounds and then center on it outside the build area, it will always snap to the rail. It is more of a quick way to find what you are working with if you moved the camera away, but it will always be locked to the rail even if you are in ghost mode. "Selected" in this case refers to a part that you are adjusting with arrows active, not the part currently in your "hand" (because that always follows the mouse). By default the new keybindings will be on the numpad. There are no keybindings for centering on parts with controllers. The new sky fog is nice because it blends the clouds and the ocean better. It also helps mask immersion breaking perspectives when looking straight down in some cases. Vegetation draw / billboard should not really be at the same value, so this is now prevented. Draw should always be less than billboard. There are now 170 parts in the game.
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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