HydroSim v0.7.0.0-b14 Beta


  • registered-users

    This version has some big changes, especially with physics, so while the physics is being tuned, beta versions will be linked here.

    Note: The boats engine no longer starts automatically, you must press the ignition button / key (Default is I, can be re-mapped in the Input dialog).

    v0.7.0.0-b14

    Fixed

    • Fixed bug (hopefully) where boat could get launched into the stratosphere.
    • Fixed bug (hopefully) where other client boats would start vibrating, lose their roostertail and sounds weird?

    I believe both of the above bugs were caused by certain situations where the tunnel physics could erroneously generate large amounts of negative lift. I think this fix may also make the boat feel less bouncy.

    • Fixed bug where boat could sink / get stuck to the bottom underwater.
    • Fixed bug where boats would move backwards to the dock spawn, when driving away from the pits.
    • Fixed issue where the replay time could cover the admin submit button. It may still get covered in some weird resolutions.
    • Fixed a bug when getting disconnected from the server while driving. If you re-joined the server, the UI would still look like you were on the water.

    Updated

    • Tweaked wake particles by adding randomness to their velocities so they spread out over time instead of staying in a straight line.

    Added

    • Added ability to change target frame rate to use VSync or limit to custom FPS.

    v0.7.0.0-b13

    Fixed

    • Fixed bug where the skidfin spray emitter was rotated 90 degrees.
    • Fixed bug where the clock on the client wasn't syncing to the server correctly.

    Updated

    • Canard now acts as a total lift multiplier instead of changing input velocity.
    • Shrunk the width (front to back) of the rudder
    • Tweaked water dynamic force properties

    Added

    • Added ability for server admin to change the wind speed which also affects the water roughness.

    v0.7.0.0-b12

    Fixed

    • Fixed a bug where pausing the replay, then joining the course would cause emitted particles to freeze in place.

    Updated

    • Physics tweaks to try and make turning faster, less bouncy, a little easier to keep the boat from flipping.

    v0.7.0.0-b11

    Fixed

    • Fixed VR issues at several courses.
    • Fixed reflection probes at all courses.
    • Fixed bug where turning the engine off and then back on would act as a brake.
    • Changed how timing is calculated to hopefully fix the time dilation issues on the server.
    • Tweaked netcode prediction code to try and make it more accurate.

    Updated

    • Completely re-modeled the hydroplane physics mesh using real world measurements. Re-positioned rudder / prop (will need to de-couple this from the rendered model).
    • Tweaked engine torque curve and other physics properties a bit.
    • Change shaft angle range back to 6 - 8 degrees.
    • Added ability to adjust left/right runner angles in the setup.

    v0.7.0.0-b10

    Fixed

    • Fixed bug where boat would sometimes sink to the bottom of the water after leaving and re-joining the course.
    • Fixed a long standing bug with the tunnel physics on dedicated server.

    Updated

    • Tweaked tunnel physics some more, should be a little more forgiving, boat still seems to bounce too much sometimes though.
    • Updated water physics to increase fluid density based on velocity of the triangle, this should make the water feel harder when the boat is going faster.
    • Tweaked some of the netcode smoothing now that some tunnel issues are fixed.
    • Prop shaft setup range is now 4 - 6 degrees.
    • Skidfin angle range is now 12 - 20 degrees

    v0.7.0.0-b9

    Note: This update drastically affects the way the boat flies and how the canard control works. It should be more realistic now.

    Fixed

    • Fixed a bug with audio in replays.
    • Fixed some broken Team.xml files.
    • Fixed a bug with the tunnel physics that wasn't properly taking into account the orientation of the boat.
    • Unity version was updated, Cross-compiling to Mac works again, so I've created a Mac build (I still do not own a Mac to test this with)

    Updated

    • Updated the physics mesh to better reflect the model at the back-end of the boat.
    • Canard now affects the input velocity into the tunnel simulation instead of just being a multiplier on the output.
    • Tweaked tunnel and propeller physics properties some more.

    v0.7.0.0-b8

    Updated

    • New engine and propeller physics simulation. Huge thanks to @ToddWasson for helping me implement this! The propeller is now simulated by spinning a semi-propeller shaped mesh and applying forces on the submerged triangles. This then provides a load to feed back into the engine simulation.
    • Lots of physics changes, trying to make cornering more realistic (faster and less slidey).
    • Updated Cinemachine, has fixes to help smooth out some camera jittering.
    • Updated Crest water library.
    • Tweaks to default water properties, made more directional.

    Added

    • Added boat setups, can now change the prop pitch, diameter, shaft angle, gear ratios, and skidfin angles.
    • New spawning system, added trailers to spawn boats in the pits when joining the server. Spawn location can be changed by pressing Ctrl+S .
    • Added engine ignition (Defaults to I key, can be re-mapped in the Input dialog).
    • Added ability to reload textures while in game to help with painting boats, you can update the DDS files in the Team folder and then press Ctrl+R to reload the textures of the boat that is the camera target.

    Fixed

    • Fixed issues with timing planes at Lake Havasu.
    • Performance issues caused by terrain when zooming in really far.

    Windows Download
    Linux Download
    Mac Download


Log in to reply
 

Looks like your connection to Unlimited Hydroplane League was lost, please wait while we try to reconnect.