Currently the fleet’s movement speed while in an unloaded state is fixed, and the fleet is also unable to use jump drives as of yet. Move : The Move command sends the fleet to a sector, whether or not that sector is loaded. (In the future, the last fleet order will be saved.) In the event of a server restart, fleets will automatically revert to this order. Ships in this fleet will neither move on their own nor attack. Ships don’t require Bobby-AI blocks to be part of a fleet.įleets can currently perform the following actions: The flagship of every owned fleet will also always appear in the galaxy map. The first ship in the list is always the flagship (the ordering is easy to change later), and a ship can only belong to one fleet at a time. There are several other management options for fleets in that panel as well. Here’s an overview of how fleets work in-game: A player can create a fleet in the new fleet panel (default key ‘k’) and add multiple ships to it. We had to make some major modifications to the database’s tables to allow for this, so it took some effort to set up just right.īut enough of the technical details. It is basically a cached virtual layer that can quickly operate on the main database of a server without the need to actually load in ships. This is an entirely new system within the game’s backend. Also, there will still be a lot of things added and improved in coming updates, but with some core features already complete, we didn’t want to hold them back any longer. We apologize that things have taken a bit longer this release cycle. Fixed ClassCastException crash on server. Fixed Nullpointer at the end of tutorial. Rail Turret Axis can not be modified this way.#HOTFIX 0.19592: Fixed astronauts in gravity of a ship falling out on sector change. This also works when using Button, Inner Ship Remote, and Wireless Logic Module in place of an Activation Module. To ensure this works correctly, only one rail block should be adjacent to the Activation Module. When the Activation Module is activated, the rails it links to are replaced with copies of the rail adjacent to the Activation Module. Place any rail with the type and orientation you want to change the other rails to adjacent to the Activation Module. To exchange rails, place an Activation Module and link it to all rails you want to change. This is often used to switch the direction of rails, and for advanced manipulation of docked entities. Using an Activation Module it is possible to replace or reorient rails. An exception to this is the Pickup Point, which can place entities it picks up onto a Shootout Rail. Like the Pickup Rail, the Shootout Rail is invisible and intangible, and can not be docked to. The Shootout Rail is intended to be used on fleet carriers to launch support craft, but can also be used to launch drones, torpedoes, and mines. If a Shootout Rail tries to move a docked entity onto any rail other than a Shootout Rail, the entity will also be undocked and launched. Once the docked entity reaches the end of a line of Shootout Rails it will be undocked and launched in the direction the Shootout Rail was moving it. When a docked entity moves onto a Shootout Rail, it will be accelerated to a high speed.