Patch 0.7.1.0 ( Friday May 8th 2020 )
This is a transitional patch that contains a lot of improvements and fixes related to the MFDs (multi-functional displays) and HUD. In particular, it contains new settings options, a fix for the new HUD in wide-screens, the introduction of physical MFDs in cockpits (as well as a revamp of the virtual MFDs and seat positions).
A couple of various improvements are also included, like temporal anti-aliasing (note that the game still defaults to SMAA until we get feedback about TAA and if it’s good enough to be made the new default) or the ability to use the numpad keys to set the cockpit view.
The next big item on the upcoming tasks list is sensors overlay - which will be replaced the ‘quote’ key which was previously bound to 3D radar zoom in. It still needs a few days of work, and will probably become the focus of the next patch.
Note that as per community request we’ll be resuming our development updates in a new format (what we previously called “weekly updates”, but won’t be weekly anymore) and that might be merged with patch notes in the future. We’ll also post a quaterly update, with focus on priorities and refreshing the roadmap. We’ll post one of those next week.
-The I-Novae team
Cockpit physical MFDs
The interceptor, bomber and corvette now all have functional physical MFD screens. As previously, you can edit the layout and which MFD pages go on where by bringing up the MFD layout setup (default: F4). There are 4 screens in the interceptor and bomber (note: some screens are redundant on the bomber’s top frame). The corvette has 3 screens. Capital ships do not have cockpits, so they cannot use the physical MFDs systems.
IMPORTANT: the seat positions were tweaked in all cockpits, as well as the camera’s vertical field-of-view, that went from 60° to 70°. This allows every ship to display the physical MFDs at the bottom of the screen in the “default” view. Since there could be some overlaps with the HUD’s virtual MFDs that some people might have customized in the last patch, we decided to reset the virtual MFDs layout to restart from a “clean” state. This means that if you had customized your vMFDs, you might now have to do it again.
If you do not like the physical MFDs and wish to just use the HUD’s virtual ones instead, we introduced seat adjustment offsets in the General -> HUD options menu. You’ll find 3 new sliders that control the vertical, front/back offsets as well as the head pitch. Changing the head pitch is currently not recommanded, as the crosshair will no longer be centered and gameplay might feel awkward.
Numpad keys can now be used to turn your head in the cockpit (4= left, 5=center, 6=right, 8=up and 2=down). The corners (ex.: up-right) aren’t implemented yet
We’ve introduced a new anti-aliasing method, temporal anti-aliasing (TAA) to the game / engine. The game still defaults to SMAA, however you can enable temporal anti-aliasing in the graphics settings options menu. You’ll find a setting to change the “AA method” (it’s also now possible to disable anti-aliasing, for those of you that have a low-specs computer and need max performance). There’s also a setting for “AA quality”, which is dependent on the type of AA method applied. It doesn’t do anything for SMAA, but for TAA it changes the number of samples and the application or not of a sharpening filter.
In general, you should find that SMAA gives you minimum anti-aliasing and suffers from a lot of flickering. TAA is much better, but can suffer from ghosting effects (especially when you quickly zoom in or out) and slightly blurs the image (which is why we apply a sharpen filter in post-processing as a counter). TAA is slightly more expensive than SMAA in terms of performance.
Once we gather enough feedback about the quality / performance tradeoffs of TAA, we might make it the default AA method (at least on high-end computers)
HUD fixes and improvements
Fixed new HUD / MFDs wide-screen layout
Wide-screen fixes for starmap and ship selection 3D viewport (they didn’t use the correct camera’s aspect ratio)
Fixed a potential crash if you died while editing the MFD layouts
Fixed a bug that still rendered MFDs despite switching the HUD off (F3 key)
Fixed carrier “player spawn notification” layout for the new HUD. It will now show up as another line in the systems notification MFD
MFDs now also flickers like the rest of the HUD when the engine / power is partially damaged
Fixed warp engage warning after exceeding the soft cap speed, which was disappearing too quickly (most players didn’t notice it)
Removed dark, very transparent (it was barely visible ) background over some text MFDs (ex.: objectives MFD)
Swapped left / right arrows on collapse MFD buttons, which feel more natural
More shadow outlines around some text in the system notifications or mission MFD
HUD bottom-screen’s decoration lines now only show up when virtual MFDs are present, to avoid cluttering the physical MFDs at the bottom of the screen
Tweaked (increased a bit) font size, opacity and layout of system notications MFD (the text was too small to be readable sometimes)
New customizable options or settings
- Tweaked graphics settings menu: it is now possible to change quality parameters individually, which will set the global quality level to “custom” automatically, which feels a lot more natural to the user
- Added target hit mark sound effect toggle in the audio options menu
- Added a slider into the HUD settings in the options menu, in order to control the separation between the ship/target info and the center of the screen
- Cockpit seat settings (offets and head pitch) can be customized per ship (see general settings)
- Added a screen shaking slider setting in the graphics options menu
General and bug fixes
- Respawning in a capital ship now defaults to third-person camera
- Increased max camera vertical-FOV from 80 to 100 degrees
- Changed default camera vertical-FOV from 60 to 70 degrees
- Tooltips now have a darker background, bigger font and padding
- Inactive/disabled sliders now appear darker in the menus
- Fixed joystick options window contour that was always displayed in blue, ignoring the current color theme
- You now get a critical hit notification when you destroy an allied ship’s weapons by accident
- Fixed a bug that required a restart despite not changing any graphic settings, the first time the user opens the options menu
- Added new muzzle flash effect for MK6 / MK7 kinetic guns on capital ships