In this update6
Full notes
Full BallisticNG update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Performance
BallisticNG changes
With BallisticNG 1.3.3 out of the door, we've now wrapped up 1.3 and are ready to move onto 1.4! Originally this is where we would have moved our main focus onto the game's Switch port, but as we have had unfortunately announced in September, Unity's actions and TOS terms moving forward makes this a risk for us within the time frames that we're operating within.
We're still working on the PC version of course, and we'll start rolling out development builds for various 1.4 milestones as they're reached.
New Trailer
We've just released on GOG! To celebrate, here's a new general trailer:
https://www.youtube.com/watch?v=e0vWr5aBqEU
Notices
Unity Tools
The Unity Tools package used to be shipped with the game, but due to us changing our build process to implement GOG builds, we've changed how we're distributing this.
All of the links previously provided with URL files in the modding folder have been merged into a single txt file (Modding/Links.txt), including the addition of a link to the new Unity Tools Github repository.
Our documentation website has also been updated to address this change.
Custom Tracks
1.3.3 completely revamps the game's section tracking system to allow for much more complex layouts to be made. Over the months we've tested the vast majority of custom tracks available to make sure the new system can accommodate for various misconfigurations, but there may be a few exceptions where tracks will want to be updated.
The primary issue misconfigured custom tracks will see is an inability to backtrack after a pitlane exit due to the route exit section type not being setup. As long as you're racing as normal, this isn't an issue that'll impact you. In some rare cases, alternative routes may be inaccessible.
If you've made custom tracks then we advise that you check your tracks for issues. If you find an issue that you'd like to fix, documentation for route setup can be found here, and we now also have documentation for the new tracking system here. If you have long routes that span more then 20 sections that you'd like players to be able to switch between, we've also setup a new feature, which is documented here.
Overview
Fixed NX2000 and Hyperion collisions
With 1.3.3 we've added support for custom made ship collision meshes which has allowed us to finally fix some long standing collision issues with the NX2000 and Hyperion!
If you're making custom ships, documentation can be found here.
We also now have the debug_drawshipconvex console command so you can see what the physics engine sees. Just note that enabling this will drop performance,
Accessibility option to disable lightning flashes
We've previously implemented an option to toggle weather completely, and with 1.3.3 we've added a accessibility specific option to toggle the lightning flashes.
You can now turn these off using the Game -> Access -> Lightning Flashes option!
Aciknovae Rework
Aciknovae has been given a major facelift for this update! An important change in this version is making the reactors building feel much more like a real tangible place with a dense industry surrounding it. Aciknovaes layout has a lot of verticality to it, and the new scenery has been built to tower over you as you go through the lower levels of the circuit.
With this update there's also been some tweaks to the pitlane entrances to make the pitlane less painful to manoeuvre into.
https://www.youtube.com/watch?v=_Gqg3HU5nGg&t=175s
Basis Divide
Basis Divide is a new track available in the
Source
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