If you want to run it along side other versions simply install it in a different folder. This is done by giving the folder a different name from the previously used installation folder name or rename the previous folder and keep using the same name or any combination thereof or by typing in a different top level location. After installation create a short cut if necessary and with the appropriate name.
Other command line options for shortcuts can be found in Starting the game. Different versions may have different settings. The default settings. Beginning with Cosmoteer 0. Most of the time these are safe. CircleBuffProvider and GridBuffProvider now both support an optional 'Falloff' parameter that will cause the strength of the buff to decrease with distance. The default is 0, i. UIToggle components can now be given a list of 'AvailableChoices' mode numbers, which will determine which options are shown when the part is selected.
Parts now support an optional 'FireDamageFactor' parameter that can be used to decrease or increase the amount of damage the part takes from fire. Parts now support an optional 'SelectionTypeRotations' parameter which can be used to determine which rotations of other parts are selected when double-clicking it.
Beam media effects now support an optional 'ExtraEndArc' parameter which can be used to make the beam wider at its endpoint by a certain number of degrees such that the additional endpoint width depends on the beam's length. Beam media effects now support optional 'LengthIncreaseSpeed' and 'LengthDecreaseSpeed' parameters that, if specified, make the length of the beam graphics change over time instead of instantly. Updated icon for the Point Defense to show the turret and barrel in its "powered" state.
Crash in some circumstances when clicking cancel on the "Closing the build interface before the ship is actually constructed" dialog after the ship has been deleted. Huge numbers of particle effects could cause the game to slow down and remain slow even after all of the particles disappear.
Auto-fired tractor beams did not appear to have any length if they didn't hit anything. When a tractor beam hit a ship and then stopped hitting it, it would forever stay at that visual length until it hit something else.
It will now return to its maximum length after 1 second. It wasn't possible to type line breaks or other whitespace control characters into multi-line text boxes such as the ship description. Certain combinations of wedge and triangle armor could leave "gaps" in the ship's perimeter walls. A ship whose suggested crew, power, or ammo amount is 0 would display that value as "-0". Modding: Parts can now specify a list of 'VirtualInternalCells' which the game will use when figuring out how to render a ship's perimeter walls.
Each entry in the list is a pair of cells called 'ExternalCell' and 'InternalCell'. When the game is figuring out what external walls sprite to use for 'ExternalCell', it will assume that 'InternalCell' is filled in, even if it's not actually.
See the wedge and triangle armor for examples. Bug Fixes: A couple crashes that were being caused by the Polish translation. Multiplayer desyncs could frequently occur when adjusting a command that was originally issued as part of a group command. Halved shot HP of cannons, lasers, electro-bolters, and railguns. Halved recoil of railguns. Decreased H.
Missile lifetime from 12 to 10 seconds. Decreased Nuke lifetime from 18 to 14 seconds. Auto-fired Nukes will no longer seek their target if their target is outside of their standard arc or range. Increased Flak Battery arc from 30 to 40 degrees. Increased Flak Battery range from to Reduced Point Defense power capacity from 2 batteries to 1. Increased Point Defense power usage per shot from 0.
Tractor Beams that lose contact with their target or while switching targets will now have 1 second to regain contact before shutting down and having their length reset. Switching targets to a different ship will immediately reset the length.
Tractor Beams are no longer blocked by shields. Decreased armor cost from to This feature is disabled by default, but when enabled in the settings, Cosmoteer will continuously record the last few seconds of gameplay in the background. In the GIF Recorder settings, you can adjust the length, framerate, and duration of the recorded video, which affect how much video RAM it uses.
It also allows you to copy the screenshot to your operating system's clipboard to be quickly pasted into other applications. When taking a screenshot of a ship, the size of the screenshot can now be as large as the maximum texture size supported by your GPU.
You can then use the new screenshot editor to crop or resize the screenshot. The "Color-Blind" settings tab has been renamed to "Accessibility". Within the new Accessibility settings tab is a new option to disable the dialog background dimming, which may be helpful for players experiencing photosensitivity issues. The "Hold Fire" command for weapons will now prevent the weapon from firing even if it is given a target.
There is a new "Fire At Target" command that behaves like the old Hold Fire command, firing only when the weapon is given a target. Ship status icons are no longer displayed when the paint, crew, or repair U. The stats for the Railgun Accelerator now show the buff percentage for each possible number of accelerators up to Using the search box in the Ship Library now also displays ships whose "Designed By" matches the searched text.
Added a Polish translation from the Cosmoteer Translation Project. Misc other translation updates from the Cosmoteer Translation Project. When the mouse cursor is hovered over the title bar of a moveable window, the cursor will now appear as a four-arrowed-cross.
Multiplayer: It is no longer possible to save or screenshot ships you don't control in multiplayer games. Bug Fixes: Crash when sending certain special "control" characters within chat messages. Crash when trying to save a ship with certain invalid filenames.
Rare crashes when spawning ships in PVP multiplayer. Fast-moving projectiles could sometimes fly through or impact the incorrect location on ships that were very far from the center of the game. Adjusting or removing a ship command right before you lose control of that ship because it loses its control room or is switched to another player would then cause a desync if that command was adjusted again after regaining control.
Railguns on rotating ships could sometimes "skip" over their target and not fire when lined up. As could often happen on "railfans". Ion Beams were aiming one physics tick behind where they should have been. Ion Beams didn't have any "width" when detecting hits versus structure tiles. Issuing a rotation command to multiple ships that are matching speed would break their speed matching. Adjusting a ship command using one of its handles and releasing the mouse button over another ship's handle would sometimes not execute the command or only execute it once the mouse cursor leaves the other ship's handle.
Releasing the shift key while dragging a ship command handle would cause the handle to still be highlighted next time shift is pressed if the mouse button is also still being pressed.
Deleting a part would delete any crew on it and respawn new crew back at the old crew's quarters. This had the effect of re-randomizing their appearance. The crew are now properly "teleported" without resetting their appearance. The "eye" icon was being incorrectly displayed for unselected ships when the "Show Commands For All Ships" setting was enabled. Tractor Beams that lose contact with their target would momentarily become very long. The "Yin-Yang" decal was slightly assymetrical.
Modding: Modded weapons must be updated to work properly with the new Hold Fire toggle. There is no longer a limit to the number of decals that can be added. AmmoConsumer now supports an optional 'DeliveryLocation' parameter that, if specified, makes crew deliver ammo to that location instead of to anywhere in the part. Added a 'CircleBuffProvider' part component.
If BuffCenter is omitted, the circle will be centered on the center of the part. If not specified, the mode number will be the 0-based index of the toggle choice. With the exception that inversion happens before negation. Fixed bug where giving a bullet AOE damage along with a large collision radius could cause it to be deleted on collision before its penetration is used up. Fixed crash in the particle editor when rendering a particle that captures the backbuffer. Crash when viewing the railguns tutorial in Ukrainian.
Rare crash in Domination multiplayer games when all players on a team have been defeated. Various crashes caused by typing or pasting unicode "surrogate pair" characters into text boxes. Point Defenses could unintentionally "hit" lasers and electro-bolts and reflect them. Very fast ships will have significantly reduced top speeds as a result.
After 0. While the actual per-second acceleration has been greatly reduced, the elimination of drag actually means that they simply keep accelerating faster and faster, such that missiles fired from long range can actually be significantly faster than before. And the initial 0. Increased H. Reduced Nuke targeting arc from to degrees. Increased Nuke range from to Missile guidance logic has been improved so that they are aware of their own velocity and will attempt to counteract it and head straight toward the target instead of "orbiting" it.
Missile collision avoidance logic has been signficantly improved. Missiles no longer attempt to aim ahead of a moving target because it's now counterproductive thanks to the removal of drag. It is similar to the previous "Auto" mode but behaves more intelligently and transfers between pull and push more gradually and seamlessly.
It will attempt to keep the targeted object at the same distance as when the beam first hit the object. If the beam breaks contact with the object and then re-touches it, the distance will reset to the new distance. In effect this means that in order to actively push or pull on a ship or object, you must first attach to it with a tractor beam and then move toward or away from it. Tractor Beams are now blocked by shields.
Tractor Beams will now automatically cancel their target when in Tether mode and they lose contact with the target. Railgun: Railguns now have greatly increased recoil that is applied continuously as the projectile travels down the railgun instead of all at once upon exiting the railgun. Point Defense: Increased Point Defense health from to and penetration resistance from 2 to 3.
Decreased damage vs ships from 50 to Crew A. For example, crew will no longer stop supplying power to an Ammo Factory in order to supply power or bullets to a Mine Factory, even if the Mine Factory has higher priority settings.
This does not apply to storages. If a weapon or other part is out of the required power or ammo and no one is scheduled to deliver more, any crew that are operating its controls will now wait for 1.
The Terror built-in ship now has Nuke launchers. Miscellaneous other translation updates. Changed the default hotkey for using target-relative attack angles and grid-relative follow angles from Ctrl to Alt. This fixes the issue of not being able to swap modes when adjusting a command using the command handles. When opening build, paint, crew, or repair modes, the camera will no longer zoom or move focus if the ship is already sufficiently zoomed-in and mostly on-screen.
Removed the "Auto Focus" settings for build, paint, crew, and repair modes. Pressing F to focus on the center of a ship while editing its blueprints will now focus on the center of the blueprints instead of the center of its actually-existing parts. The ships and parts that are selected by the player will now be stored in saved games and restored when loading the save file.
Ship descriptions are now limited to a maximum length of characters. Players can now save a "Default Paint Scheme" that will be used for any newly-created ships. The "D. I Scaling" setting is now called "U. Its functionality is unchanged. The crew and power tutorials no longer erroneously mentions the existence of "minimum" amounts on the crew and power meters. It is now possible to save the designs of your own ships in PVP multiplayer. Added a "Game Guides" link to the Community menu on the title screen.
You can now ban players from your games even if you are not the host of the current game. This will not kick that player from the game only the host can do that , but it will ban them from any games that you host in the future. Added a message to the Auto-Saves tab of the settings that warns players against disabling the auto-save features.
Nuke trails appear darker, and E. The glows around lasers and electro-bolts will no longer fly past the bolt's point of impact. Rare audio crashes when the money tick sound stops looping. Very rare crashes during gameplay. Multiplayer desyncs caused in some circumstances by reverting blueprint changes while a ship had missing doors. If a ship needs repairs and has destroyed parts that left behind structure tiles, going into blueprint mode and adding those structure tiles to the blueprints would then prevent the ship from being repaired.
Copying a group of Ion Beam Prisms and then flipping them would often cause them to lose their targets or target the incorrect part or location. In Domination multiplayer games, it was possible to exceed the maximum fleet value by editing a ship after purchasing it. If the lead ship of an A. Reassigning crew to different quarters would always teleport them even if they are able to walk there.
Crew assignments to deliver ammo or power weren't being saved when saving the game. Dragging a ship file into creative mode while editing a ship that has only blueprints would display the "close confirmation" dialog as expected, but the "cancel" option would simply show the dialog again in an infinite loop.
The only way to get out of the loop was to lose the ship design. When starting or loading a game, the "show interiors" button would appear "off" until toggled, even if ship interiors were being shown. Pressing "MAKE IT SO" while a ship had destroyed parts would only repair those parts and would not make any other changes until the button was pressed again.
Firing arcs would remain on-screen after using the handles to rotate or change the location of a move command and the shift key was released before the mouse button. Focusing the camera view on multiple ships and then dragging a selection box would anchor the corner of the selection box to the background grid instead of the center of the focused ships.
It was possible to press F on the galaxy map during an FTL jump, which would cause the view to focus on the sector that you jumped from the next time you open the map.
While saving a ship design and typing in its name, if there were any existing ships with the same entered text but different capitalization, the capitalization of the entered text would be changed to match that of the existing ship. In the multiplayer pre-match screen, setting a player to the same team that they already belong to would move them to be the last player on that team. When hosting or joining a game, the lobby chat wasn't properly scrolling to the most-recent message.
The visual size of E. Toggling build, paint, crew, or repair modes on and off rapidly could cause the camera to glitch afterwards. Modding: Fixed crash without an error message in build mode when there are multiple different kinds of parts that each both consume and supply the same type of ammo.
Such as a storage. Previously this wouldn't crash on load but was very likely to crash later during gameplay. Ships now have different linear and angular damping parameters that allow damping to be applied non-linearly relative to the ship's velocity. Criteria blocks for buff providers and proxies can now use 'Categories' or 'IDs' lists to specify multiply possible part categories or IDs.
A part needs to only have one of the listed categories or IDs to satisfy the criteria. Bullet TargetHoming components now support an optional 'VelocityCompensation' parameter which control how aggressively the bullet will try to cancel out its own velocity if its velocity is taking it away from the target.
TargetHoming raycast parameters have been replaced with a single 'AvoidanceRaycastDistance' parameter. Bullet Acceleration components no longer support an 'InDirectionOfTarget' parameter, which has been replaced with a 'Direction' parameter which can be given one of the following values: 'Bullet', 'Target', 'Velocity', and 'FrameOfReferenceVelocity'.
Added 'StaticToggle', 'StaticValue', and 'StaticMode' components that store a single unchanging toggle, value, or mode and can be used by other components. MultiValue components now support an optional 'Abs' parameter that, if set to true, will cause the component to return the absolute value of the value that it calculates from the referred components. If 'Negate' is also set to true, it will return the negative of the absolute value.
Audio and beam media effects will now interpret negative intensity values as their positive absolute value equivalent. The exception is the speed of the beam effect, which will now actually run in reverse for negative values. Added a 'BeamRegulator' component which computes and outputs a value depending on the length of a BeamEmitter's beam. Timer components now have an optional 'TriggerWhenStarted' parameter that, if true, will cause the timer to immediately fire its trigger when the timer is started.
Added a 'Barrier' particle updater and 'SetBulletBarrierID' particle initializer which work in conjunction with bullets to delete the particle once it passes the location at which the bullet died.
Crash if for some reason a ship is removed from the game while it is opened in the build U. Crash when hovering the mouse cursor over a ship in the minimap while it is removed from the game. Crash when setting a ship's part control groups in multiplayer right before the ship is removed from the game.
Triangle and wedge armor weren't properly blocking most shots. Ocasionally when a piece of a railgun was destroyed, the chain-reaction wouldn't properly destroy the whole railgun. Area-of-effect damage wasn't distributing the damage as randomly as was intended. The "Strafe" advanced command wasn't displaying weapon arcs as intended. When returning from a multiplayer game to the pre-game setup screen, the chat messages weren't being properly scrolled to the most recent message.
Auto-fired nukes no longer have an extended range that was longer than intended. Reduced H. When a penetrating projectile destroyes a part before passing completely through it, any penetration resistance that would have been applied to the projectile were it not destroyed will now still be applied.
When a ship with auto-fired thrusters splits, the thrusters in the new ship piece will now keep auto-firing. Ion Beam Emitters and Prisms will now fire on structure when aiming at it.
Prisms will not specifically aim at structure but will fire at it when lined up. All weapons will now auto-target structure of ships that have only structure remaining. If crew are assigned to different quarters but they can't get there, they are now automatically teleported there. But not during combat. User Interface: Potential conflicts between control bindings will now be reported with a red exclamation mark.
Click on the bindings and hover over the red text to view a list of all the conflicting bindings. The "Apply" button on the settings dialog will now only become available once a setting has actually changed. In build mode, holding Shift while clicking on the selected parts will now deselect the clicked part instead of "grabbing" all of them. F8 to add the selected ships to the control group.
Advanced ship commands can now be given using the minimap. It will now only be set when clicking the "Set As Default" option in the hamburger menu next to the author name in that dialog.
When placing a ship in creative mode, clicking-and-dragging to set its rotation now takes its flight direction into account. Firing arcs for Point Defenses and Flak Batteries are now shown even when set to "defend" mode.
Firing arcs are now displayed when adjusting move and follow commands, not just attack commands. Added an "ALL" tab to the crew priorities.
Adding and removing parts from control groups now happens for all players in multiplayer games. Pressing enter to chat in a multiplayer game now shows all messages up to , instead of just the ones sent in the past 30 seconds. The list of multiplayer games can now be filtered by compatibility of game version and mods. Installing and uninstalling mods will no longer freeze the whole application while it is being installed or uninstalled.
When deleting a ship library folder whose only remaining file is the ships. The symbol that is displayed when a railgun launcher isn't connected to the rest of the railgun will now be displayed in build mode.
In creative mode, if two ships that are attacking each other are both selected, it is now possible to right-click on one of the already-selected ships to target the other's weapons on it. Increased the brightness of Ion Beam and Railgun coverage lines to make them a bit easier to see. Attempting to close the application window while a game is in progress will now show a confirmation dialog warning about loss of progress, unless either the Shift key is held or the application is running in developer mode.
The Pause key on the keyboard can now by default be used to pause and unpause the game, in addition to the spacebar. The pause hotkeys can now be pressed while Ctrl, Alt, or Shift are being held. If you lose connection to the game server while in a game as a non-host, the message will no longer display the text "Players will not be able to join your game Misc translation updates.
Bounty Hunter: The distance at which you can't build when near an enemy ship that is firing on you is now tied to that enemy ship's sight range instead of a fixed meters. Performance: Cosmoteer now more aggressively reduces its memory usage after leaving a game instance.
Bug Fixes: Frequent freezes during gameplay that were being experienced by some players. Crash if there is an error loading a ship whose filename contains certain characters.
Which may be possible if the host has selected a large ship which is taking a few moments to load. Crash in multiplayer Creative Mode if a player deletes a ship while another player is modifying the name of one of that ship's crew roles. Very rare "Function does not accept floating point Not-a-Number values" crashes during battles.
Graphical glitches when ships split while moving at high speeds. In some circumstances, command handles for follow commands could get "out of position" until clicked.
After respawning in Arena mode, splitting a ship into two or more pieces within the respawn invulnerability time window would cause the split pieces to become permanently invulnerable. Switching from one multiplayer mode to another could in some circumstances remove selected ships on some non-host players' screens but not the host, resulting in other problems such as being unable to ready or unintentionally entering the game as an observer.
It was possible for multiple players to attempt to Direct Control the same ship at the same time, resulting in "fighting" for control. It is now impossible for another player to take control of a ship if another player is already controlling it. With certain priority settings, crew could sometimes get "confused" when trying to simultaneously pick up ammo from and supply power to a factory or ammo to a Mine Factory.
When a ship split, crew in any non-original ship pieces would briefly leave their jobs. Nuke targeting was unintentionally bad due to target "lead prediction" being turned on for them. Prisms that were aiming at another prism but not directly at its center would in some circumstances not fire. Missiles would fire at junk once after leaving direct control mode. Projectiles notably railgun bullets that passed over structure tiles would then "hit" any triangle armor tiles in the next tile passed over by the projectile, even if the projectile didn't actually collide with the armor.
Teleporting a ship in creative mode would cause the view to jump with the "Automatically Track On-Screen Ships" setting is enabled and sometimes other related glitches as well.
It was possible to change the name, author, and description of a ship you can't control, such as another player's ship in multiplayer. In a multiplayer game, sending a chat message longer than the text box would cause the text box's scroll position to not reset properly when typing the next message. Saving a ship in multiplayer creative mode wouldn't rename it for any other players. Weapon reload progress bars for some modded parts could briefly appear to extend passed the edge of the bar.
Nuke statistics were displaying incorrect speed and guidance. It was possible to inadvertantly open the "Send Feedback" window while trying to set a hotkey.
The "Plot FTL Course" button was still available even if none of the player's ships have operational control rooms. The Engine Room's roof fan was rendered in the incorrect location while offline. Modding: BeamEmitter now supports an optional 'RequireHitForRampUp' parameter which, if true, will cause the beam to ramp up its power only when it is actually hitting something. It will also ramp down in the same amount of time when not hitting something. Weapon emitter 'Burst' parameters can now be given a [min, max] random range for the number of armaments that will be emitted.
Part indicators now support an optional 'ShowInBuildMode' parameter which, if set to true, will cause the indicator to be displayed when the build interface is displayed. Weapons now support an optional 'AlwaysShowCoverage' parameter that, if true, will cause firing arcs to be displayed even when firepower estimation is disabled. Bullet TargetSearch components now support 'ShipCenters' as a target type. If OverrideBulletDistance or OverrideBulletLifetime can't find the component to override, it will no longer cause a crash.
Fixed crash if an emitter causes itself to be removed when it shoots. Fixed the 'RecenterFactorPerSecond' background parameter not doing anything. Fixed possible crash when using a bullet Acceleration component with 'InDirectionOfTarget' set to true. Doubled the rotation speed of Ion Beam Prisms. Increased Railgun base projectile speed from to Increased Nuke targeting arc from 90 to degrees.
Increased Nuke projectile lifetime from 9 to 18 seconds. Increased Nuke peak velocity from about 30 to about Decreased Nuke initial velocity from 20 to Increased Nuke projectile HP from to Armor will slowly recover its ability to block EMP blasts over 10 seconds.
Doubled the force strength of Tractor Beams when pushing. Halved the power consumption of Tractor Beams when pulling. Increased Point Defense damage vs projectiles from to They will now only operate a part if there are fully enough crew to do so. Multiplayer: In multiplayer Arena mode, ships will now be invulnerable for 5 seconds 10 seconds at half speed after spawning.
It is no longer possible to remove a ship in multiplayer Creative Mode that another player has open in the ship designer. The 10 most recent multiplayer recording files will now be kept. Interface: Added an option when building a ship to load an existing ship's blueprints into "paste" mode instead of replacing the current ship's blueprints entirely.
Selecting a ship from the Ship Library while the Build U. In Build mode, the selected parts can now be saved as a separate ship design. While using an advanced move, attack, strafe, or rotate command, holding either Shift or the command's original hotkey will now prevent the command input mode from being canceled when a command is issued. This can be used to queue up commands or double-right-click to toggle speed matching. Canceling a formation will now keep the movement orders for each individual ship that was in the formation.
They will match the speeds unless the "Enable Speed Synchronization" setting is disabled. Added a 'Show Commands For All Ships' setting that, when turned on, will show movement and attack paths for all ships under the player's control, not just the ships they have selected.
Command adjustment handles will still only be shown for the selected ships. Point Defenses will now show their firing arcs and ranges.
Using the mouse wheel to zoom in and out will no longer work when the mouse cursor is not over the game window. When drawing the paths to the nearest ammo, power, or crew sources, only the nearest tiles will now be searched, improving performance when building very large ships that either don't have a source at all or it's very far away.
Various translation updates from the Cosmoteer Translation Project. Crash when telling two ships with the same allegiance to attack each other with ship-relative angles. Rare crashes when loading ships during gameplay in creative mode or multiplayer. Rare crash in multiplayer Domination or Arena games when spawning a ship and then immediately deleting the ship in that slot.
Crash when playing on VMware while viewing a folder in the ship library and a ship is added to that folder. Error loading certain older saved games that contained both normal and degree Ion Prisms. Loading a saved ship design into a ship's blueprints didn't copy any part settings, crew roles, or crew targets.
Following or going into formation with a ship that is rotating via auto-fired thrusters wasn't working properly. Telling a ship to attack another ship of the same allegiance with a ship-relative angle would result in it using the wrong angle.
Creating a custom formation with ships that have rotation targets would sometimes cause those ships to have the wrong orientation. Right-clicking on a missile launcher or storage with the grab tool wouldn't copy its missile type.
Mines that were destroyed by flak weren't spawning shrapnel. Glitchiness with the Picture-in-Picture when it is displaying a ship that is self-destructing. Tractor being sprites when turned off were offset by about 5 pixels. Modding: Ships now have a 'Restitution' parameter that controls how bouncy they are when colliding. ExplosiveAmmoDrainSink components now have an optional 'RecoveryRate' parameter that, if specified, controls the number of drainable ammo points that will be restored every second.
If not specified, they will be restored instantly after each hit. Improved logging to help debug "Pathfind operation failed" crashes. Bugfix: Multiplayer desyncs caused by new speed matching and formation logic. Bugfix: Crash when canceling an FTL jump while a ship is selected that is following another ship that was about to jump. Bugfix: Crash in some situations when a ship being followed or attacked is removed from the game. Bugfix: Selecting parts or decals with the "Rotate to Ship" setting disabled would cause the selection box itself to be rotated.
Doing so locks the prism's rotation so that it will not rotate away from the point at which it is aiming. While in aim mode, the prism's angle will snap to degree increments. Hold Ctrl to disable snapping. The button to manually lock the prism's rotation has been removed.
The degree variant of the Ion Beam Prism has been removed. Any existing ship designs that use the degree variant will have it replaced with the standard version and will need to be manually aimed using the new aiming feature. For ships that are traveling essentially the same distance, this effectively causes them to match their velocities.
The lead ship in a formation will now slow down to match the speed of the slowest ship in the formation. Double-right-click when issuing a move command to disable speed matching, or disable the "Enable Speed Synchronization" setting. Ships that are in formation will now "strafe" to get to their desired formation position as long as they are within 1.
Additionally, while within "strafe" distance, ships will use "orbiting" logic, traveling in a rough circle to get to their position instead of a straight line. The orientation of a formation will no longer wobble or change due to unintended rotations of the lead ship. When a ship tries to avoid colliding with another ship, it will now only strafe to get out of the way instead of rotating as well.
The flight algorithm for diagonal ships should now more accurately calculate their deceleration thrust. Issuing a move order via the minimap will no longer cause all the destinations to overlap. When a ship is following or in formation with another ship that becomes "junk", it will stop following it and drop out of formation.
Removed the "ad-hoc formations" feature because it's no longer very useful now that ships automatically synhronize their velocities.
Balance: Power, ammo, and missile storages now always start empty in PVP multiplayer. Tractor beams will no longer shoot through enemy structure. Doubled recoil of all weapons. This should have been done in the 0. This doubling effectively brings recoil back up to 0. Removed the half-second delay between loading a mine and being able to fire it. User Interface: When holding Shift to display command handles, a trashcan icon is now displayed that, when clicked, will delete the command.
Right-clicking on a handle to delete a command no longer works. Miscellaneous translation updates by the Cosmoteer Translation Project. Updated the "Expanding Your Fleet" tutorial to mention speed synchronization. The mods manager is now accessible from the multiplayer lobby screen. Fixed centering of loading screen text. Bug Fixes: Crash in multiplayer creative mode if a player deletes a ship while another player is loading its blueprints from a saved design.
Possible fix for 'ReflectionTypeLoadException' crashes during loading. Crash when building and then moving modded single-part ships such as droids. The site is non-commercial and we are not able to check all user posts. Cosmoteer Download PC Game. Cosmoteer screenshots:. Size: Mb. Version: v 0. Related By Tags Games: Replica. Maji de Watashi ni Koishinasai. Sugar Cube: Bittersweet Factor.
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