BallisticNG 1.0.3 is now out!
If you have uploaded a CSF ship to the workshop you are going to need to update your Unity project with the latest Unity Tools package and re-upload them. Changes to how the game handles CSF ships in this update requires all file names to be unique which originally uploaded workshop CSF files do not have. If you've downloaded CSF ships from the workshop and they haven't updated then the game won't load them and details will be printed to the game's console. Apologies for the inconvenience.
If you want the quick rundown of what's new, here are the highlights:
User Interface
[ 2019-02-16 19:50:45 CET ] [ Original post ]
1.0.3 has just released! We have some fixes and other improvements that we wanted to get out while we're working on 1.1. Stay tuned as we'll be unveiling what's to come in the games first content update soon!
Note to ship creators
If you have uploaded a CSF ship to the workshop you are going to need to update your Unity project with the latest Unity Tools package and re-upload them. Changes to how the game handles CSF ships in this update requires all file names to be unique which originally uploaded workshop CSF files do not have. If you've downloaded CSF ships from the workshop and they haven't updated then the game won't load them and details will be printed to the game's console. Apologies for the inconvenience.
Highlights
If you want the quick rundown of what's new, here are the highlights:
- Survival now has leaderboard support
- Improved collision detection and made bottoming out more consistent
- Updated several of the games sounds
- Model B ships now have animated airbrakes
- Fixed several issues related to CSF format custom ships
Changelog
User Interface
- You can no longer select Model B tracks when playing eliminator
- Added support for Survival leaderboards
- Removed leaderboard support from race based gamemodes
- Added a close button to the console
- Drastically improved the consoles rendering performance
- Added animated airbrakes to the Model B Ships
- Fixed each Model B ship now having a default livery name
- Fixed ghost ships using the vertex wobble offset in the energy wall shader
- Fixed some inconsistent behaviours with heavy wall impacts
- Fixed distorted UVs around Caliburns right airbrake
- Ghost ships now use the ships frontend mesh when available
- Scenery walls not aligned with a track sections right vector now allow heavy wall impacts
- The collision sparks now inherit the ships impact velocity
- Bottoming out is now handled upon collision with the track floor instead of being triggered by a hover threshold. This provides more consistent floor bounce behaviour across all ships
- Ships now use continuous collision detection, this prevents ships with sharp wings like the NX from clipping through walls
- Fixed the holograms shader ignoring the clipping distance setting
- Fixed the plasma bolt spawning in the wrong location for certain CSF format custom ships
- The spawn position for the plasma bolt projectile is now determined using the ships mesh length instead of a static offset
- Fixed the pitch input not being reset to zero when an AI takes control of a player ship
- Rewrote the ship-ship collision avoidance to make it more effective by letting AI react to the player ahead of time
- Fixed the afterburner sound playing multiple times on some inputs and also playing when pressing the input in the pitlane
- There is now a delay threshold between playing track impact sounds, sometimes collisions can happen very close together so this prevents sounds from overlapping each other
- Update several sounds:
- Wall impacts (now also used for bottoming out)
- Wall scraping
- Start boost
- Start boost fail
- Airbrakes
- Turbo pickup use
- Energy wall bolt fire
- CSF ship bundles are now fully unloaded when navigating the ship turntable and a lock system is now in place which prevents assets currently being used from being unloaded.
- Bottoming out on the track now spawns the collision hit particle effect
- The minesweeper achievement is now achievable if you destroy a mine while the mines destroyed stat is above the achievement target.
- Custom achievement unlock statuses are no longer forgotten if you disable the mod they belong too.
- Fixed CSF ships not loading if a player selects a livery that has an index higher then your own local copy of the same ship. The game will now load the default livery if this occurs.
- Fixed the BallisticNG/CustomShipCull shader not being translated to the in-game version upon custom ship loading
- If duplicate files are found in the myships/mytracks folders when categorizing root files the game will now replace the already categorized files with the uncategorized version.
- Fixed side snapping to a track route traversing in the opposite direction resulting in vertices connecting to the opposite side of the track
- Updated all video assets to use VP8 encoding, this should fix crashes on Linux once custom tracks have been updated by their authors
- When uploading a CSF to the workshop the temp file it generates to upload is now given the workshop ID as a file name
- Linux builds now stores all settings in the game's ini file instead of using Unity's PlayerPrefs system. The game now also manually retrieves the desktops resolution to assign on first launch.
BallisticNG
Neognosis
Neognosis
2018-12-14
Indie Racing Singleplayer
Game News Posts 99
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(1793 reviews)
https://neognosis.games/
https://store.steampowered.com/app/473770 
The Game includes VR Support
Keyboard & mouse
 1 
Gamepad support
 1 
Seated
 1 
BallisticNG Linux 64-bit [1.52 G]
BallisticNG - Bling Pack
BallisticNG - Neon Nights
BallisticNG - Outer Reaches
BallisticNG - Maceno Island
BallisticNG is an action packed anti-gravity racer developed as a lover letter to the original Wipeout trilogy. Set in the year 2159 you glide through futuristic race courses armed to the teeth with deadly weapons to aid you in taking first place.
Features
- 17 tracks set in unique locations, 11 of them reversible for a grand total of 28 playable tracks
- 13 teams and a lineup of super fast drag ships
- 14 pickups for all your combat needs
- 6 gamemodes (Race, Time Trial, Speed Lap, Survival, Knockout and Eliminator)
- A singleplayer campaign to challenge your skill
- Two player splitscreen with dual-monitor support
- A thumping 90s inspired soundtrack featuring 34 tracks spanning across Techno, Jungle, Neurofunk and Drum and Bass
- A modding tool suite to import your own ships, build your own tracks and program your own gamemodes, weapons and more
Physics
BallisticNG recreates the physics of a time long gone. Playing the game is all about getting into the zone and becoming one with the ship, practicing every nook and cranny of every track until you can do it with your eyes closed. Feeling the speed isn't about what the HUD tells you, but how the environment swooshes past you and timing the right maneuvers at the right time to keep the flow going. If you're looking for a quick game, lower speed classes provide you with a more laid back experience. You can even disable weapons if you want a good clean race.Visuals
The game is built as if it were running on real 90s hardware. Low poly ships and environments create simple yet visually rich scenes that can run on most hardware. Retro 3D options are available to emulate hardware limitations from the 90s, modern effects are also available so you can make the game look old, new or anywhere in-between.VR Support
BallisticNG has beta VR support with no compromises on game functionality. All modes, tracks, ships, online and mod content are supported! Tweak the game with the VR options to get the most comfort out of your experience.Cockpit Mode
Each ship has a unique cockpit which reflects the design you see on the exterior. When in cockpit mode the game processes the audio to make it sound authentic, complete with the sound of rain splashing on the canopy and displays flickering as you take damage from weapons, everything you need to get cosy in your high speed future racer.MINIMAL SETUP
- OS: 64-bit distroMemory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Memory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- OS: 64-bit distroMemory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
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