Full notes
Full BallisticNG update
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Repeated intro
Hey everyone! It's been a while since our last update on the development branch, and it's still going to be a while longer, so we want to give everybody an update on what we've been working on.
What changed
- Gameplay
- Store
- Maps
- UI and audio
BallisticNG changes
Please note that we currently don't have an ETA on when we'll be dropping 1.4 Dev 3, there's still plenty of work to be done.
2280 Ships
The majority of work these past few months has been on a roster of 2280 ships. With the help of community members Brobama, Kabelsalat, MrX, Nathancubed and Vista, we've been hard at work giving each team a new ship that better suites the 2280 physics mode!
These ships are only cosmetic changes and do not alter physics stats. We're also not limiting where they can be used. Not only can they be used in 2159 and floorhugger, but you'll also be able to select them in the campaign!
Each ship will have the full livery set, including expansion DLCs and Bling Pack liveries. We'll also be working on new cockpits, although these will be made for an update beyond 1.4 Dev 3. Livery templates will also be made available for modders.
The goal with these ships is to evolve their design and give them a cleaner aethestic, which will be tying into the design of 2280 track environments. We already have a 2280 track in development for release with 1.4, but we'll be showing that off at a later date.
Here's a look at the new ships. We're still in the initial development stages for the Barracuda Model A, B and C, so you'll get to see those once 1.4 Dev 3 is out.
New Content Selector Menus
With the new ships added, we needed a way to select them. The easiest option would have been to register them as new ships and display them in an ever growing flat list, but there's issues with the existing content selector menus we want to address and this was the perfect time to revisit them and figure out a better way to handle content selection.
Ships now support variants and tracks now support variant and route entries:
Ship variants allow us to point the game to a completely different ship prefab. This ship prefab can be any ship, however internally we're just using this to create duplicates of the 2159 ship prefabs and slap different models into them.
Track variants do the same thing as ship variants, but also have a second layer of variants called routes. Routes can also point to any loaded track in the game, but the intended use is for situations like Pines Complex where the track is 3 different courses bundled into one. A track variant in our internal use case is the forward and reverse versions of the track,
These additions allow us to compact how many listings there are in the menu. In our most extreme example, Pines Complex has gone from 6 different menu entries to 1, with additional inputs to select the specific version you want to play. This also means we've been able to merge the reverse track category into the standard track category, and cut the track listings in the Extras and expansion DLC categories in half by merging the forward and reverse listings into a single button.
Another improvement with the new menus is how custom ships are now handled. Custom ship categories are actually just a single category that gets
Source
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