Evochron Legacy 1.0808-1.0888 Updates...

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Evochron Legacy 1.0808-1.0888 Updates...

Post by Vice »

Version 1.0808 includes the following improvements:

- Revised optional terrain shaders for added detail on planet surfaces.
- Green circle added to nav map around in-sector planets to indicate safe jump zone.
- Introduction/title sequence updated for more consistent timing/pace on a wider range of system configurations.
- 'Select Mode' indicator added to HUD when mouse flight control mode is disabled and ALT/select mode is enabled.
- Ability to set custom axis and button inputs to control the mouse pointer added to the Menu/Console Control options.
- Station command module hangars now have dedicated shield arrays for each entrance and placement moved to outer edge.
- Upper menu bar on HUD revised to include text labels on available buttons, reduce visual clutter, and display simplified icons.
- Global flight lead transfer system implemented, allowing the flight lead role to automatically transfer to another player if first was destroyed.
- Mining system could occasionally place material recovered from a planet in a new cargo bay rather than combining with existing matching materials, now fixed.
- Plant sample recovery and item lost on planet surface contract acceptance now permitted if player has terrain walker installed (no longer requires mining/tractor beam to be installed on ship).
- Contrast for Game Options, Axis Configuration, Key/Button Configuration, Training, and other menus increased for sharper appearance and improved visibility for buttons, sliders, and text.
- Navigation map system revised to fully incorporate 3D structures in rendering for improved icon alignment, rendering of map log locations, and small object signals (probes and sensor arrays) in the 3D mode.
- 'Right Click to Set Nav Marker at Position' notification now displayed whenever a detected object is highlighted on the navigation map with the mouse pointer.
- New optional reflection/environment mapping effects applied to cockpits, ships, stations, and cities when 'Effects Detail' is set to 'Very High'.
- 3D/DIR radar display accent graphics simplified and spaced further away from center for improved clarity and sphere edge legibility.
- Console menus revised to better align with upper HUD menu bar in style and appearance, reduce visual clutter, and improve clarity.
- UI text coloring updated to better distinguish between clickable button options and displays/readouts (blue vs other colors).
- Work around for 'Error 3002' that could occur on systems with damaged, missing, or altered default Windows audio codecs.
- Option to set the Y position location in Navigation console by holding the Alt key and scrolling the mouse wheel added.
- Click ranges updated on upper HUD menu bar for improved calibration along with resized highlight indicators to match.
- Improvements to AI behavior when hired as ships in single player and player faction is later changed to independent.
- By player request, contract linking in multiplayer now requires manual acceptance (default F4 key) to activate link.
- Improvements to secondary city docking point placement and activation systems when built near a planet's main trade city.
- On rare occasion, a locked target's status display object could leave behind another floating structure, now fixed.
- Improvements to handling contract cancelling between flight lead player and linked players (objective alignment).
- HUD shield array indicators moved to inside gunsight ring and now also change size based on status (HUD mode 2).
- 3D map mode now supports setting the X, Y, and Z coordinate positions, allowing nav point selection in full 3D.
- New placement indicator and directional lines added to 3D map mode for nav point visual placement reference.
- Cockpit lights and background displays can now flicker when ship's hull is hit directly by weapon fire.
- Navigation map grid background revised for a simpler appearance and improved icon visibility/contrast.
- Performance improved for initial heightmap data loading system when travelling from sector to sector.
- Improvements to multiplayer movement prediction and formation systems for low framerate conditions.
- Eagle civilian frame updated to correct small section on hull that lacked complete normal mapping.
- Several new images for 'tips' to better align with recent UI/console and other graphics changes.
- Option to map a custom dedicated key or button to toggle mouse flight/selection control added.
- New frame timing system to help reduce possible flickering in VR on lower performance systems.
- Training and instructions updated to accommodate UI, console, and control option changes.
- Various structures resized slightly to better accommodate overall VR environment scaling.
- Most navigation map icons updated for higher resolution and improved scaling/visibility.
- Added ability to scale cockpit structure and holographic displays for VR (vrsetup.txt).
- Improved navigation map animation when scrolling using directional arrows and zooming.
- Directional marker rings added to 3D radar sphere for improved orientation reference.
- 'Zoom Map' button renamed to 'Enlarge Map' to distinguish from other zoom options.
- Most wireframe hologram icons/graphics replaced with solid transparent versions.
- Subtle brackets added to highlight gunsight readout bar graphs in HUD mode 2.
- Default save data folder location moved to \Documents\EvochronLegacy.
- Both HUD gunsights revised for a more simple single 'ring' look.
- Updated target missile lock indicators for stronger visual cue.
- Ship targeting indicators revised to reduce visual clutter.
- Increased visible rain in weather effects.
- OCRS now enables only in HUD mode 2.



Notes:

This update introduces several significant additions/advances to certain graphics elements of the game designed to work with the recently added 'Very High' detail mode and overall expanded range of available settings in the 'Effects Detail' and 'Terrain Detail' options. As a result, some players may want to change detail settings to different levels after installing this update in order to return to desired performance levels. And to accommodate that transition, the original shaders, techniques, and detail levels have been preserved in this update to provide the option for restoring the older graphics systems/modes as may be desired. The older systems have just been moved to different detail settings in the Options menu. Also, the default settings the game applies the first time it is installed and launched are the same as before to keep the same performance, leaving the higher settings optional for players with higher performance systems. The system requirements remain the same, there are now just higher limits to the upper detail settings for more powerful systems. And as such, there is now a wider range of available setting options ranging from what was available before to what are now higher levels of details/effects.

The new optional terrain shaders now provide significantly more texture detail in higher modes, particularly at closer distances. There can be a performance impact to render the added detail, so for those running the game on older/slower systems that may have difficulty with the added shader instructions, the 'Low' and 'Medium' detail modes will provide the original shader system that removes the new detail effects for the same level of performance as before. 'Low' is equivalent to the original 'Low'/'Medium' texture detail level and 'Medium' is equivalent to the original 'High'/'Very High' texture detail level. The new 'High' and 'Very High' detail settings now apply the new terrain shader system at different detail levels. Also, for multiplayer the game will retain the shader mode you select with the 'Terrain Detail' level and will only adjust the mesh detail aspect of the setting when connecting to a server with a different setting. So if you select the new shader mode with either the 'High' or 'Very High' level, the game will keep that while you play and simply adjust the mesh detail to match so all players in the game will have the same terrain structures. And if you select the original shader mode with either the 'Low' or 'Medium' level, that shader mode too will be kept and only the mesh detail adjusted to align terrain structures for players.

The goals of the HUD and user interface changes/additions are primarily to reduce visual 'noise', increase visible contrast for buttons/highlighting, provide improved distinction for active modes/options in relation to other buttons, simplify selection, and add labels to previously unlabeled options. Overall, the changes are designed to provide a cleaner and simpler presentation both visually and functionally.

The 3D map mode now supports selecting the X, Y, and Z coordinate positions, which allows the player to move the map around to gauge the selected nav point in reference to other objects in the sector. This can be done in place of using the regular 2D flip map mode or in addition to it whenever the player might want to view the space around the selected nav point in 3D.

The range of available effects has been expanded for the 'Effects Detail' option. Players can now set it to 'Low' to disable additional effects for added performance or 'Very High' to enabled new effects not previously available. 'Low' will now also disable dynamic cube mapping for planetary water and 'Very High' will enable new reflection/environment mapping and lighting effects. You can still optionally enable or disable the cube mapping for water effects in an external configuration file, so if you've specified a value it will still apply regardless of the effects detail level so you can still control the setting independently, if desired. The performance requirement for the 'Very High' detail setting can be significant, especially on older/slower systems, so it is recommended for players using more powerful systems capable of handling the additional camera renders, memory overhead, and shader instructions. The new reflection effects can also be modified via the specular.txt file option, details available in the updated customizing kit. For those interested in retaining the original rendering system and/or level of performance, the 'Effects Detail' can be set to 'High' rather than 'Very High' and the original system will be used instead of the new one.

A page is available on the game's official website that provides a few comparison images and work-in-progress videos to show some of the changes and improvements: https://www.starwraith.com/evochronlega ... nsoles.htm

The revisions to the experimental VR system include some scaling adjustments/alignments along with optional cockpit scaling and minimum camera range setting. For cockpit scaling, the value should generally be high enough to avoid clipping at close range (ie 0.8 ), but can be adjusted in conjunction with the minimum camera range setting (default value is 1.0) for a wider array of available sizes. As a result of the scaling changes, the new default values for 'EyeDistanc' and 'HeadMScale' are now 2.0, so any vrsetup.txt file that may be in place will need these values changed to align with the new defaults (you can continue to use old values, such as 3.4, the cockpit and other structures may just appear smaller than before). A new default value has also been applied for the VRFrameTimer option. It is now set to 0 to activate the new dynamic timing system that should help reduce/eliminate possible flickering on lower performance systems. You can optionally still select a value above 0 to apply a static time delay value if you find one that works best overall with your system configuration. The download link for the latest current sample vrsetup.txt file is available here: https://www.starwraith.com/evochronlega ... rsetup.txt

By request, contracts in multiplayer now require players to accept the link rather than automatically being linked in. This way, a player accepting a contract won't automatically be subject to other players of the same faction doing other things in the same sector that could effect their current activity. Once a player accepts a contract, it is locked in and only players who are of the same faction and in the same sector who accept the link within about 10 seconds (using the trade link key or button) will join the player who accepted the contract. Otherwise, the accepting player will be able to complete the objective on their own and no other contract links can be accepted or interfere with the original player in the same sector until they cancel or finish the objective. If one or more players misses the opportunity to link into a contract, the player who accepted it can immediately cancel it before departing the station/hangar, then reselect it from the list. The contract will not be lost in the queue and is kept/preserved for reselecting as needed without penalty. To retain previous functionality, an option to automatically link in to allied contracts in the same sector is also available in the contract selection menu (docked or undocked). Simply click on 'Auto-Link To Local Contracts' to enable.

The new global flight lead transfer system now allows a multiplayer contract with multiple players to continue without failing it for all linked players even if the flight lead player is destroyed. The multiplayer system will automatically transfer flight lead authority to the next player in the linked group so that the objective can still be completed. At least one player must survive until the objective is finished or cancelled for payment to be received and only the surviving player(s) will receive the payment upon completion. If an objective can no longer be completed after the flight lead has been destroyed (because that player had the required equipment, material, or location), then the contract will need to be manually cancelled by the other player(s) or if possible, completed by another player acquiring or meeting the requirements with the contract still active.

The default save data folder location has been moved to \Documents\EvochronLegacy (user folder location being \Users\[username]\Documents\EvochronLegacy). The game will create the new folder and copy any save game, template, and setting files from the original \sw3dg\EvochronLegacy folder to the new location the next time you start the game (you can keep the old files in place as an original backup or move/remove them as desired). This change doesn't impact install folder locations and files, so any custom files/folders in the install folder will remain and continue to function as before. This change is only for the save data folder where save games, engineering templates, ship templates, and game settings are kept. If you'd like to retain the original save data folder location, you can place this file in the game's install folder (right click on this link to Save As): https://www.starwraith.com/evochronlega ... avedir.txt (and if needed, replace the 'c:' in the file with the letter drive for the existing location of the \sw3dg\EvochronLegacy folder) Also, the game will default to the original \sw3dg\EvochronLegacy folder location if the new location can't be created or found for some reason.

The ability to set custom axis and button inputs to control the mouse pointer has been added to the Menu/Console Control options. You no longer need to edit the external text file to select custom values for these options, you can simply select them directly in the menu and then test them while the game is running. Simply click on the menu option to change the assigned axis or button input. Left click will increase the selected axis or button, right click will decrease the selected axis or button. Options to invert the axis input are also available as is the option to change the assigned device. This way, you can quickly select a custom input profile for whatever device you might want to use to control the mouse pointer in menus or consoles.
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Re: Evochron Legacy 1.0808 Update...

Post by Vice »

Version 1.0818 includes the following improvements:

- By request, mouse wheel now controls SY sector level in Navigation console Slide Mode.
- 'Center' button in Navigation console can now center to selected nav point if it is outside the current sector.
- Specialized mining beams now report/behave the same when installed on a terrain walker as when installed on a spacecraft.
- Optional single key and button control support for maximum energy bias selection added.
- 'Control Type' in Options menu renamed to 'Flight Control Type' for clarity.
- Option to select a custom level of plants in single player added.
- Improvements to reflection rendering system.
- Minor fixes for navigation console systems.


Notes:

By request, an option to select a level of plants on planets that have them in single player is available via a custom file option (plantsettings.txt). The file needs to be created and placed in the game's install folder and the first line tells the game how many plant entity indexes to include for each primary placement zone. The value specified in this file will override any settings selected in the Options menu (default values range from 8 to 24 for Low, Medium, and High/Very High terrain detail settings), so you can control plant count independently with this option. Available range is 4-200. There can be a significant performance impact for higher values.

The 'Center' button in the navigation console can now center the map to the selected nav point when clicked. This option will let you reset the map to the nav point even if it is far away without having to manually reselect sector coordinate locations on the quadrant map to find it again. If the map is already centered on the nav point, then clicking the button again will center the map back to your ship's current sector location. This way, you can also toggle between the two locations.
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Re: Evochron Legacy 1.0808-1.0818 Updates...

Post by Marvin »

I forgot about that new plant option. Between that and the aluminum FX, I might need to port this game over to the new computer. :o
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Re: Evochron Legacy 1.0808-1.0818 Updates...

Post by Vice »

Version 1.0828 includes the following improvements:

- 'Map Modes' heading in navigation console changed to 'Map Displays' for clarity.
- Performance improvements associated with planetary terrain generation and placement.
- Shader effect that could potentially cause a tiling mismatch at lower terrain detail settings fixed.
- By request, fuel recovery near stars with a converter is now variable, providing a higher rate of fuel recovery the closer the player is to a star.
- New low sample rate rendering option added to the reflection system for the 'High' Effects Detail setting.
- Mining focal point expanded to support a larger material recovery field for very small asteroids.
- Docking indicators on compass updated for alignment with center-line docking angles.
- Mining beam focal point between cockpit view and external views better calibrated.
- Instructions updated to include information about medals/achievements.
- 'High' Effects Detail setting now default for a new installation.
- 'High' Shadow Detail setting now default for a new installation.

Notes:

The 'free fuel' option with the fuel converter has been expanded in this update to provide a faster potential recovery rate based on proximity to a star. Compared to the old rate, up to over 500% more fuel can be recovered in the same timeframe at close range (about 10-12K) or around 200-400% more at a greater distance (about 15-20K).

The 'High' Effects Detail setting now includes the new reflection effects at a lower sampling rate. This should allow slower systems to render the effects with significantly better performance when the 'High' setting is selected. The 'High' setting is also now the default value for a new installation of the game (when the 'sw.cfg' settings file doesn't already exist). Likewise, the new default value for Shadow Detail is also now 'High'.
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Re: Evochron Legacy 1.0808-1.0828 Updates...

Post by Vice »

Version 1.0848 includes the following improvements:

- Smooth scrolling added to message log line removal sequence.
- Smooth scrollbars added to menu lists that were previously more staged.
- Added support for reverse afterburner with axis control input when full range throttle mode is active.
- Revised jump effect to render sequential warp tunnel animation during jump phase (rather than fade to white).
- Traffic control directives for gate entrances now optionally enforced via fines if player does not follow them (arrivals and departures).
- 'Enforce Docking Directives' option added to modify and create pilot profile menus to enable or disable new enforcement option (off by default).
- Cargo bay transfer/selling mechanisms changed to prevent player from discarding equipment or weapons by holding alt key down and then left clicking twice on the item in the cargo bay list while docked.
- Fix for issue that could cause strange physics behavior when variable forward/reverse inertial thruster control was used in conjunction with the IDS being turned off at low speed and at least two rotational control inputs applied.
- 'Station' button in nav console local points of interest selection menu now places nav point near station rather than directly inside it to provide time for following traffic control guidelines.
- 'Carrier' button in nav console local points of interest selection menu now also places nav point near carrier rather than directly inside it.
- 'Watch for traffic' and 'pattern is full' audio messages now play if a hangar gate entrance is blocked sufficiently to require a redirect of player.
- Sequential radio chatter system implemented for docking directives to play follow up message to player when redirect is required.
- Docking directive audio messages sent to player now given priority over all other radio communication (will override).
- Turning practice training stage updated to be more forgiving in precision (pitch limit increased from +/- 4 to 10 and more time added).
- Local points of interest list on nav console now lets player select locations in remote sectors once zoomed in on them.
- Minor fixes and some planned finishing touches for a few UI and code cleanup/efficiency elements.
- Text message now displayed in message log for traffic control gate entrance/exit directives.
- Docking pathway lights now align with directed docking entrance once directive is given.
- Improvements to radio chatter system to prevent interruptions and missed directives.
- Jump effect warp tunnel modification option expanded to support variable brightness.


Notes:

By request and to accommodate the new optional docking directive enforcement option, the 'Station' button on the local points of interest list ('Local Pts' on the left side of the nav console) will now place the nav point near the station in the direction the player is jumping from rather than directly inside it (similar to how the 'Planet' and 'Moon' buttons work). This way, the 'Station' button can be used to more easily arrive near the station with space left to navigate to the directed gate entrance announced upon arrival.

When docking directive enforcement is enabled, players will be fined for not following the radio directives broadcasted by the dockmaster. This is enforced for both arrivals and departures. Text messages of docking directives are also now displayed in the message log for additional reference and the docking pathway lights will also line up with the directed entrance for visual reference (will do so once the directive is announced). Such fines will only apply if the player has a certain minimum level of credits. Docking directives and potential fines are focused on AI traffic patterns in relation to the player. This is also true in multiplayer, so players can fly together and handle their own formations and docking patterns.

The local points of interest list has been further updated to provide selecting nav points to detectable object locations in other sectors, rather than only the sector that the player is currently in. So in effect, the list can be localized to any sector in range for jump/nav point selection to specific objects in space without requiring right clicking. The list will update for a selected remote sector as soon as the player zooms in on it. This also means that the player can select 'safer' jump points near planets, moons, and stations remotely as well as in the immediate sector. As result, the player won't have to jump to an empty area of space before using the local points list to plot a second jump point at a safe location next to a planet, moon, or station in a different sector. Only one jump is now needed, even for remote sectors.

The new jump effect provides a more persistent visual presentation during the jump process. Rather than the fade out to white with the screen freezing entirely for several seconds, that time is now handled with the jump tunnel continuing to spiral/animate. The faster the system, the smoother the animation will play as some loading operations force brief hesitations at various points, so it can't be completely smooth and may have more pronounced staging/pausing on slower systems. But the new system should provide a better overall effect than a frozen screen. Longer distance jumps will provide longer animation sequences. The 'hidefade.txt' modification option is still available with this new rendering approach, but the effect is slightly different in that the warp tunnel will fade out to black as before, but a subtle streaking star effect will still be visible during the jump process. To remove all tunnel effects, the 'ships\warpparticles.png' custom image option can be utilized to import a completely blank texture as desired. The image option can also be used to apply a unique visual tunnel effect with a separate dedicated texture surface (without the spiraling tunnel during the later stages of the jump cycle). For anyone interested in using the original fade to white effect, a value of '2' can be used in the first line. A new option has also been added to the 'hidefade.txt' option that allows for variable brightness of the warp tunnel effect. Add or edit the second line to include a percentage of how bright to render the effect. The default value is 70.

By request, reverse afterburner capability has been added for axis control input when the full range throttle mode and axis afterburner mode are both active. This option will be enabled automatically when the full range throttle mode is enabled via the checkbox in the axis configuration menu or when it is enabled manually (default right shift key). The bottom 10% or so of the throttle axis range will then engage the afterburner in reverse while above the top 90% will engage the forward afterburner as before. Also by request, forward and reverse afterburner control will both remain active for the throttle axis even when the IDS is turned off. This way, the afterburner is accessible at all times in both directions in any inertial mode on the throttle axis control. This includes the throttle axis also being mapped for forward/reverse inertial thruster control.
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Re: Evochron Legacy 1.0808-1.0848 Updates...

Post by WhiteFang »

Very cool changes!

Love the warp changes, look great.

I think it is fun with the fines and traffic.

I will be looking to change my throttle setup for these improvements.

Thank you Vice for the update!!
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Re: Evochron Legacy 1.0808-1.0848 Updates...

Post by Vice »

Version 1.0878 includes the following improvements:

- Introduction of new optional 'Set Axis' throttle control mode designed for gamepads.
- Missile damage table updated for better overall alignment with heavy class military ships.
- Improvements to jump drive exit cycle to prevent view/direction mode changes and rendering anomalies.
- Improvements to sector transition systems to prevent missed station/city module state packets due to excessive loading/performance delays in multiplayer.
- Changes to planetary proximity systems to prevent rare potential for ship destruction at particular jump arrival points.
- Improvements to planet terrain detail staging to prevent occasional flickering at certain distances/angles.
- Improvements to IDS off/inertial physics behavior when near planets with thin/no atmospheres.
- Docking fees for IND faction players could potentially be higher than indicated, fixed.
- Minor UI improvements (alignments and click ranges).


Notes:

This update is primarily to fix the remaining known/reported issues. But it also introduces a new 'Set Axis' throttle control mode that allows an assigned throttle axis to control the set velocity level with an auto-centering stick axis input. This is to better accommodate throttle control on gamepad controllers with thumb sticks by allowing the player to push up on the stick to increase the set throttle level or down to decrease it (mapping is also still reversible as may be desired). Then when the player releases the thumb stick to its auto-centered position, the set throttle level will remain where the they set it. This is done with variable input control just as with the default mode, so moving the stick slightly will increase/decrease the set throttle level slightly while greater movements will adjust it faster. The new set axis mode also supports the deadzone adjustments so you can expand or contract the input response from center. Axis afterburner control and full range selection can also still be used with this new mode when enabled. To enable the new mode, check the box next to 'Set Axis' next to the throttle axis you've selected in the axis configuration menu.
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Re: Evochron Legacy 1.0808-1.0878 Updates...

Post by Vice »

Version 1.0888 includes the following improvements:

- Jump drive animation sequence updated to retain view direction when using mouse, HAT, and key view controls.
- POV/HAT inputs now display corresponding green box highlight marker next to mapped control inputs when pressed in key/button configuration menu (aligns with button behavior).
- Added ability to set custom text character sizes for HUD secondary direction indicators and target direction indicator independently.
- 'Clear Key' option would often set key binding to 'Z' in key/button configuration menu, fixed.
- Planetary terrain processing and collision systems updated for improved performance.
- 'Screen Mode' setting moved to second line in Game Options menu, below 'Resolution'.
- 'Terrain Updates' setting added to provide adjustable processing levels (see notes).
- Axis specific deadzone values for horizontal and vertical view controls fixed.
- Zoom control rate in external view modes now scales with tracked ship size.
- Enemy missile contrails would sometimes not be rendered, fixed.


Notes:

Custom text character sizes can now be selected for secondary ship direction indicators and the target direction indicator independently of the global text character size value. Using the \hud\hudtext.txt file option detailed in the customizing instructions ( https://www.starwraith.com/evochronlega ... readme.htm ), two new lines have been added to the end of the file to provide unique values for those readouts. Also, the new values can be set to '0' to remove them completely so any custom graphics for these indicators will be displayed with no text readouts. The second to last line specifies a unique size value for secondary direction indicators, the waypoint direction indicator, nav direction indicator, quest direction indicator, cargo box direction indicator, and asteroid direction indicators. The last line specifies a unique size value for the target direction indicator specifically. These new options will allow modification of these indicators separately from the global size value specified for the cockpit MFD's (the initial value in line six is now linked to the cockpit displays separately). If no custom values are specified in these lines, then the new values will default to the global MFD size value.

A 'Terrain Updates' setting has been added to the main Game Options menu as part of the retooling and rewriting of the planetary terrain system. This new option lets you directly control the amount of data processed during each frame cycle. Previously, there were four pretty static stages for each terrain section update, each requiring a sizeable operation for specific attributes until a terrain section was constructed. The new variable staging systems allow certain operations that previously required such large single stages with longer time requirements to be split up into separate operations across multiple passes. And they can do so dynamically by monitoring the time and then scaling the volume of operations to meet target performance goals for improved framerate levels and/or stability. So you can now adjust this setting to tune the staging systems to what your computer can handle. If your system is slower, the game will now automatically scale back how much data it processes per loop to try and keep the framerate as high and stable as feasible within the update setting you select. As before, you can also still reduce the traditional planetary terrain detail setting to lower the data overhead the game manages overall to help reduce any performance related issues further.

Edit 10-9-2020: Optional update (b) is available to correct a potential issue with the throttle percentage input system causing a lack of response for some custom mapped input configurations. No need to update to a revised build if you don't encounter the issue (which nearly all players won't and there is no version number change). If you need any direct support or would prefer a small patch file to test with, simply contact me via e-mail ( starwraith.com > contact ).

Edit 01-15-2021: Update (c) is available as an optional download. It fixes an issue with POV/HAT inputs in the key/button configuration menu on page 3 that could cause the menu to freeze and/or controls not be properly listed. So it's an optional update for those who do use POV/HAT inputs for those controls.
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