In this update9
Full notes
Full BallisticNG update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
BallisticNG changes
The major update to 2280 has begun and we're now ready to push out the first part of the changes.
2280 was originally implemented as a cheat mode for fun which has fallen very far behind in quality compared to the rest of the game, so with 1.4 being our last major feature update we're spending the time to re-implement it. In a future content update we'll start to introduce dedicated content for the mode too.
The physics mode selector is now in the custom race menu. And yes, it'll save your selection between game sessions!
Playing development builds
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select development. If the update doesn't automatically queue for download, restart Steam
Once you have opened the game, the version at the bottom right of the menu will read 1.4-d7
Notices
Camera option changes
We've recently updated the camera options to be per camera mode, instead of the previous physics mode based FOVs and global settings with random specific mode settings sprinkled in.
Every camera mode now has it's own FOV and offsets, and any mode specific options are now organised with the respective modes section in the menu. Because of these changes, the names of old camera settings in the ini file have been updated so everything will be reset to their defaults.
The 2280 Update
Part 1
Part 1, this release, is the initial set of changes to the mode. We've laid the groundwork and have begun setting up ship stats. Let us know what you think!
2280s physics are now mostly separated from 2159, which has given us the opportunity to implement everything in a much cleaner and more modern way. Some parts of the physics like the ships thrust and various track bound related behaviours are still running on the 2159 code to keep that consistent, but pretty much everything else is new.
Part 2
Part 2 will be focused on exposing the new ship stats to the modding tools and separating out game mechanics like weapon absorption to be available everywhere.
The goal is for 2280 to become just a physics mode, with the game mechanics becoming options which let you mix and match whatever you like. This includes being able to do things like have weapon absorption and pitlanes enabled at the same time in any of the three physics modes/
We'll also be working towards 2280 having leaderboards, and for this we'll be setting up 2280 to use the afterburner and pitlanes as the default configuration, like with 2159.
Changelog (since 1.4-d4)
2280
2280 is now mostly separated from 2159, and everything that has been separated has been rewritten from scratch
Hovering is now handled with 4 hover points which apply torque for track alignment
Full physics zone support (Kuiper Overturn fixed)
The chase camera has been rewritten and now has several options to customize it
Collisions have been rewritten and now include visual / audio feedback when hitting the track floor
Added 2280 specific stats for various parts of the physics (adding to modding tools in a future update)
Added support for manually defined turn speed, gain and falloff stats (adding to modding tools in a future update)
Added grounded grip multiplier stat (adding to modding tools in a future update)
Restored the 2159 engine sound behaviour
Multiplayer
NgServerSettings.BoostMechanic has been changed from an integer to
Source
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