Patch 0.2+ - Feedback thread

This is the official feedback / public thread for patch 0.2+

Please do not hesiste to post all feedback, screenshots, bugs ( if crashes don’t forget to attach a log file, now in C:\Users\Flavien5\Documents\I-Novae Studios\Infinity Battlescape\Logs )

I’ll post the patch notes tomorrow.

I noticed one of the planets uses an old debug setup and doesn’t have the proper textures / shaders ( which look quite nice ), I’ll do a patch tomorrow, but meanwhile if you want to give it a try, replace Icy.xml in
C:\Program Files\I-Novae Studios\Battlescape\Dev\Config\Planets2

by this file…


Getting some crashes when approaching the NPC furball at that one station where they all seem to be gathering. Logs zipped here:

Really awesome update, its apparent that a lot of work went into it and it payed off!

  • The new Ice Planet is awesome, I also like the color changes to the old ones.
  • The new look of the gas giant is great.
  • The moon/large asteroid is a cool addition, but the antialiasing has issues (it flickers)
  • The two control modes work very great, I prefer direct control mode
  • The free camera is AWESOME, this could make for really great clips!
  • NPCs ruin the chat
  • NPCs sometimes get in the way of me exploring things (they shoot me down), I wish there was an option to be a spectator (not belonging the a team)
  • The voice commands are great!
  • The new sounds add a lot of atmosphere to the game
  • The game menus are very cool, but I miss a direct button for entering/exiting warp on the keyboard (will look into key bindings later)
  • Controller/gamepad works, but the menus can’t be used with it apparently
  • Overall performance seems to be better, or at least on par with the previous version
  • All the new art assets are very cool, I like the whale bobble head
  • Planetary collision seems to take a while sometimes, i was able to fly several seconds into the planet once before I died.


OMFG controlling a huge ass cruiser is AWESOME!!


Fantastic experience so far. Pretty much second most of what TARS says.

That said; I actually quite like the target control mode, Didn’t think I would, so congrats there ( THE CORVETTE IS FLYABLE NOW! :smiley: )
A big downside of it currently is the capped max turn speed. For the interceptor and bomber, it seriously hurts the ability to quickly look away from a target and use the main engines and boost for changing direction.

The lead piloting icon for turning the ship might be a little too obvious. I keep finding myself assuming it’s where the weapons are pointed and missing. Probably doesn’t help that it’s shaped identically to the lead target icon.

Love the twin-mouse weapon binding. Really do. Pew. Pew Pew Pew.
(Assuming this might become very useful indeed with weapon fitting)

Nice to see the ability to lock targets with headlook made an appearance.

Still getting used to the tweaks to the warp so I may be missing something here, but disappointed to see that velocity drops to almost nothing on warp exit now. It’s especially bad when entering a planet’s atmosphere as it takes away some of the sense of total seamlessness seen in previous builds.

No crashes or bugs encountered yet, although it tends to hang for a little under a second when approaching busy stations.


Here’s a link to my logs. From my own observation, I was most likely to crash when I was near that huge cluster of NPCs. Being on the red or green team seemed to guarantee a crash within 30 seconds. Blue team was actually playable. One time I spawned inside of station geometry. When approaching a station, my client sometimes clutches up for several seconds around 1K km distance. By the time it catches up (loading station?), I’ve often flown past it.

The content of the patch itself is great though! The carrier just feels . . . immense. It’s an amazing feeling.

I got one crash when trying to send a destroyer into the atmosphere, I sent the logs to Keith. I like the command wheels for the menus, that’s a neat idea.

I was struggling a bit with warp and getting into the atmosphere, but maybe that’ll work itself out when I spend more time with it.

I liked the feel of the destroyer, but the weapons are basically impossible to aim at the moment, especially the rapid-fire cannon which seems like it would be useful for taking down fighters, but because it fires in a straight line from the side of the ship it’s almost never going to be lined up with where you’re looking.

Also, the AI seems a bit dumb and a bit cheaty, but I expected the former. They seem a bit too willing to get stuck flying into stations, and they’ll try to shoot through stations to hit their target. They don’t seem to need to stop firing to recharge energy, which seems more than a little unfair.


Yup, I agree with all the feedback, kind of expected since some of the stuff was heavily WIP. It’ll get polished / fixed. The firing rate of NPCs is due to energy limitations not being implemented for them, I haven’t made them cheat on purpose :slight_smile: Give it a few more weeks and it should be a lot better.

The goal is to have something quite polished for the next open-alpha backers week-end.


Having a beautiful experience :slight_smile:


That new moon is gorgeous.


I’m so hyped to get into this. This is the earliest I’ve woken up on a Sunday for ages :stuck_out_tongue: Downloading patch… expect feedback later today…!


@inovaekeith the launcher is asking me for my Google username and password every time it’s started, regardless if I select “keep me logged in on this computer”, it’s annoying, especially since I use two factor authentication and need to go through the whole process every time the launcher is opened.

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Very much this.

I don’t know if this is more to do with the atmospheric flight model or the planetary collision detection, but I don’t ever seem to automatically come out of warp when entering a moon’s atmosphere. I can fly all the way to the ground well below 500 m/s without any of the resistance/shaking of the previous model.

Also, not specific to this patch, but I think I’d like a toggle for automatic warp adjustment when nearing a body. If I have to get from A to B and Rethe Prime is in the way, I have to give it a really wide berth to not have it cripple my speed. I’d rather be able to use it to my advantage and slingshot around it.

@AusQB: warp ( and auto-assist in general ) by default limits your speed to the maximum air speed. If you manually override your main thrusters ( forward/backward ) you can exceed the limit ( you’ll then get the shaking and damage ).

This also works in warp. Warp by default is “safe”, but if you like to take risks you can go much faster. Forward/backward override the warp speed when warping, too.

Some initial impressions:

  • I am loving all the work on the HUD and UI. The radial menus especially are very good. I also like how the icons cluster around the edges of the forward-HUD, rather than the screen - it’s much cleaner.

  • The new additions are looking really nice! Gallia particularly shall be my new home I think :smiley:

  • I like the new control scheme more than I thought I would. It doesn’t limit the feeling of drift you get with Newtonian flight at all, whilst providing easier mouse control.

  • Bobble heads! Soooo cute!

  • Yay free external camera! I love that it can provide us with cinematic shots, but that it also bobs and weaves a lot which encourages cockpit-view for proper flying.

  • I’m not sure I like the changes to warp. (I know it’s still WIP). It seems to take longer now to accelerate to reasonable warp speeds, and to decelerate again. Also, the vector will track quite well to the direction you’re pointing up to a certain speed, but after that you seem to rapidly lose all directional control and can wildly overshoot. I’m not sure if this is better or worse than the old smacking into planets too quickly!

  • Although I like the new control scheme, the mouse control icon on the HUD definitely needs to be better. It’s confusing to look at when you’re trying to put an enemy in your crosshair and you can’t remember which is which.

  • Perhaps an automatic centering for the mouse when left near the middle of the screen? I don’t like how the ship slowly turns if it’s not exactly in the middle. Only have this when the mouse is near the centre though, not for more assertive turning.

  • Lastly, this message:
    The grammar-police in me wishes to point out it’s either 1 full stop, or 3. Never 2! . or … please!

I shall add more at some point! I will be testing quite a bit (on and off) this week :slight_smile:



The game keeps crashing for me (logs:
Also the x360 controller doesn’t work properly (profile gamepad 1 or 2), I can only get the radial menus with X, Y A, B but I need the mouse to select anything and the left stick allows me to strafe forward, backwards, left, right and everything else doesn’t do anything… It’s been a while since I played but it worked ok at the time.
Any pointers to set it up properly?

I’m working on the crashes today, hopefully I’ll have a fix soon.

As for the gamepad controllers, I haven’t tested them in a while. I’m not surprised they’re not working with the radial menus. You should probably stick to mouse & keyboard for now, I’ll revisit the controllers when the dust settles in a week or two.


Fine, but its very awkward to use the keyboard when it has a bépo layout…

You can edit / remap the keys in the profile directory, in your documents folder ( C:\Users\Flavien5\Documents\I-Novae Studios\Infinity Battlescape\Profiles ). Must use a text editor and edit the XML file manually though.

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I tried that but it is not straightforward, it crashed the game (maybe due to the " key that I tried to escape with a backstroke, or the dead caret one).

Edit: Like on the azerty profile, keeping the numbers for target speed works, so no need to bother with the double quote key. However, the “É”, “È”, “À” and “.” keys don’t work. I elected to ignore the caret.
Also how can I use the directional arrows and begin/end keys?