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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

We are ready to start public testing of a new Update for ATS today. ETS2 Open Beta should follow later this week.

After rescaling the ATS world in 1.5, we have focused on driver experience improvements in this update.

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We have already mentioned liftable trailer axles in a previous blog post. Weigh station pass device is another little "cabin toy" that's a part of a trucker's life, so we felt that it should be brought into the game.

This update also improves simulation of a vehicle's engine internals. There is more attention now on varying performance of different configurations, we have enhanced adaptive transmission modes, and also added the differential lock, which may be handy on uneven surfaces. Additional improvements to vehicle behavior include air brake simulation tweaks, also engine brake input in certain situations has been changed. We have also increased the range of available FOVs for multi-monitor setups.

About the weigh station pass device:

The box is mounted on the windshield of the truck. In the game, it works the same way as the weigh station functionality that's a part of the on-screen Advisor "widget." For players who prefer to switch off all user interface elements to get a more immersive experience, they will...​
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Patch 255 is another tech-focused patch introducing brand new TEK structures for Survivors to enhance their building experience, a new head and facial hair style, 30 explorer notes, plus four new creatures to discover, tame, and train as you explore the ARK.

With over 20 new TEK Structure pieces to play with, Survivors will be able to upgrade their bases to this new defensive tier. Similarly to the TEK released in 254, Survivors must defeat the bosses to gather the TEKnowledge necessary to use the engrams and craft the items.

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Alongside the TEK tileset, we are also introducing the TEK Forcefield. The TEK Forcefield is a large dome, adjustable in size, which is powered by Element that protects all allied creatures, structures, and players within it. The forcefield provides great resistance to incoming attacks and prevents non-home members from entering the structure.

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Today CnC release a statement where they are going to delay the release for the alpha version by about 2 weeks. Here is there full statement:

We’ve made the decision to postpone the planned start of the Early Access phase for a few weeks, the reason being the standard of quality that we’ve set as a goal for the game. Currently we’re not 100% happy with a few game aspects - concerning both the performance and gameplay bugs. We are certain that we’re able to improve these areas considerably and think a little bit of extra time is the key to creating an optimal gaming experience for you.

We’re specifically working on improving frame rates concerning vegetation (grass, fruits, trees). At the same time we’re implementing our dynamic weather and clouds system, creating tutorials and of course handling the internal test phases.
At the moment, the programming division is working on gameplay elements such as a detailed feeding and fattening system, a realistic biogas plant simulation, the implementation of UI and AI systems. Most of these areas have been completed, others still require a bit of fine tuning.

Meanwhile we’ve spent the past two months fixing, adjusting and tinkering with the vehicle physics and handling and have added significant enhancements. Vehicles and equipment use virtually real data in Cattle and Crops - be it the weight, the suspension or the engine power. Simultaneously we’ve added three realism levels that...
While all us minions and assembling humans are furiously working on 0.15, today I would like to present to you what I have been working on lately - new graphics for resources, of course including high res and the new uranium ore. In the second part of the article I will get to an old/new topic about concrete.

New resources - the idea
For 0.15, we needed uranium ore, and eventually needed all the other resources in high resolution, so we took the opportunity to rework all of them now (not oil).

Most importantly, we introduce a new way of tiling - instead of a square, a resource tile is a puzzle-shaped thing. This helps to remove the top-down square nature of the old sprites, and make the ore patches much more organic.

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New resources - the process

Since the aim is to create multiple tilesets which work similarly, I tried to save a lot of time by making one master scene (I started with copper ore), from which it would be easy to derive the rest of the ores.

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Of course the most basic way to do this would be to just recolour them in photoshop and call it a day (which would be pretty lame if you ask me), but if we are already redoing it, we might as well create a robust system which can actually change...
Hello, Engineers! To start with, let us explain what happened yesterday. We were planning on releasing the new HUD this week but due some technical complications and internal feedback, the team decided it was better to postpone this feature, giving us more time to improve and polish it before a first public release. At least now, you can rest easy knowing that it’s not too far away!
Instead, we are releasing the cutscene editor today which will allow mission and scenario makers to create cutscenes from within the game. You will need to set up the triggering of cutscenes using the visual scripting tool, which is what the editor is mainly designed to be paired with. Although, it could also prove to be a useful camera tool for other content creators as there is preview button in the menu. Over the next week, we will be creating a more detailed guide for it - so stay tuned.


Full list of new features and fixes: http://news.spaceengineersgame.com/update_01_176