Name | BallisticNG | ||
Developer | Neognosis | ||
Publisher | Neognosis | ||
Tags | |||
Release | 2018-12-14 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  8  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  100,000 .. 200,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 4 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 4 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | BallisticNG Linux 64-bit [1.52 G] | ||
DLC | BallisticNG - Bling Pack BallisticNG - Neon Nights BallisticNG - Outer Reaches BallisticNG - Maceno Island |
The last month of development has been busy as we start to standardise the game across the PC and Switch builds. This beta isn't focused on a single feature, but is instead more general in getting an engine upgrade to Unity 2020.3.5 available to everyone.
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. What's changed? [h3]Engine Upgrade[/h3] After 3 long years we have finally updated to the latest and greatest version of Unity! We were originally going to only be using the latest versions of Unity for the Switch, but there's plenty of new useful features that we can take advantage of so we decided to upgrade the PC version to it too. The game is backwards compatible with all content mods developed on the Unity 2018.3.8 based tools so you do not need to upgrade Unity to make mods for this beta. In fact, the Unity Tools for the new version of Unity are not available yet, so don't upgrade until the final 1.3 release or you will break your projects! Note that certain parts of the Unity API have been removed in this new version of the engine, which could impact code mods that make use of it. [h3]Moving to asset bundles[/h3] We've made pretty extensive use of Unity's resource folders for a lot of our on-demand asset loading. On PC this has been fine since the size of it is fairly small and a modern desktop computer can power through its initialisation pretty much instantly. On the Switch we don't have this luxury however, so across both platforms we're extracting our assets out into Unity Asset Bundles so we can load our asset when we need them. So far we have moved out ship prefabs, and while they're not part of the resources folder we have also moved out all of the internal tracks too. This gives us faster build times and allows us to better compress the assets to use even less disk space then they did before. [h3]Fix for a long standing hover issue[/h3] If you've played BallisticNG long enough you've probably noticed that ships get really shaky at the top of their hover height when they're moving slowly, and when landing at higher speeds while pitching up it can feel like the ship is hitting a solid surface. This is now fixed! Ship hovering is now in general much smoother and works better across a wider range of track geometry. [h3]External Mods[/h3] Mods can now be loaded from any folder on your computer! This is done by creating an external.txt folder in the internal mod folder and pasting a directory path per line. Each directory is treated like the internal directory, so for instance if you point the game to an external tracks folder then the game is going to expect that folder to have sub-folders which will become categories on the menu. Valid external.txt files are: User -> Mods -> Tracks -> external.txt User -> Mods -> Ships -> external.txt User -> Mods -> Liveries -> external.txt User -> Mods -> Sounds -> external.txt User -> Mods -> Ingame Music -> external.txt User -> Mods -> Menu Music -> external.txt User -> Mods -> Campaigns -> external.txt Changelog Asset Bundles
User Interface
Music
Physics
Audio
Ships
Engine
Controls
Tracks
Photo Mode
Options
Layout Creator 2.0
VR
Debug Hub The Debug Hub is a new WIP debug interface to provide tools for modding with expandabiility through code mods. It currently has a logger and will be expanded with more built in tools in the future. The hub can be opened and closed by pressing F9. |