0.2.13 - Laying Drive Rework (Geometrics Alpha)

Sprocket

Carefully balance mobility, firepower and armour in a dedicated tank designer. Then uncarefully put them to the test in a series of combat scenarios progressing through the ages of the tank. Here, your limit is what you can fit inside your hull and turret while still being able to move forwards.

Hi all, Took a look at the laying drive issues in this one, in preparation for the return of the other mantlets in the next week. This patch is for the alpha branch. You'll need to opt-in to play it: [img]{STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png[/img] [h2]Fixes[/h2] [list] [*] Fixed spare tracks and wheels not updating to the currently selected model after being duplicated. [*] Fixed armour mass for faces with non-uniform thickness being much lower than it should be, negative in some cases. [*] Fixed aim jitter not caused by vehicle movement. This allowed the traverse hard acceleration limits (15deg/s/s) to be removed. [*] Fixed an issue causing scope view to appear to have lower framerate than the rest of the game. It's nice and smooth now. [*] Turret rotation constraints are now visualized again. [*] Fixed camera movement speed being tied to framerate. Unfortunately this will affect your sensitivity settings if you weren't running at 60fps. This also fixes the camera jumping after a lag spike. [*] Fixed scope crosshair not always moving perfectly to the point you're aiming at. [*] Fixed screen flickering upon scoping in. [/list] [h2]Changes[/h2] [list] [*] Cannons are now much easier to move. Utilizing a more accurate mass distribution estimation provided by A1exAndro from the community. This allows laying drive motors to have more realistic torque. [*] Laying drive motors are now always hand-cranked, with a non-editable torque of 125Nm. Added a torque multiplier in laying drive blueprints to preserve file-editing. [*] Laying drive max traverse speed raised from 30d/s to 180d/s [*] Laying drive gear ratio limit raised from 30:1 to 1000:1. Slider maximum raised to 100. [*] Laying drives will now accelerate faster depending on which side the trunnion's centre of mass is on. [*] Removed cannon counterweights. These shouldn't be necessary anymore. [*] Laying drive angle limits given another decimal place. [/list] Still some weight issues with custom mantlets/plate structures on cannons to figure out. Also added an invisible belt segment part in the game files: "Sprocket_Data/StreamingAssets/Parts/invisibleTrackSegment.json" For it to show up in-game, you'll need to add the "trackBeltSegment" tag. Open the file in a text editor (notepad will do) and add "trackBeltSegment" inside the [] after the "tags" so it looks like this: [img]{STEAM_CLAN_IMAGE}/40992535/5a2ae1859a783124e213a9a201cb5b7ef89c7206.png[/img] This'll make the track belts invisible and disable their thickness (A hacky way to build wheeled vehicles until official support is added). - Hamish