1. E

    New kind of cab: The Gunner Cab

    Hello Payload Studios, I had the idea of a new type of cabin. The Gunner Cab. This new cab is a kind of rotative turret without anchoring and controllable by a player or an AI (1). The Gunner Cab get only weapon controls and is controlled by a player/AI even if a player/AI is drive the Tech...
  2. ZeroGravitas

    [] BF Hover vectoring keyed from original build orientation (driving backwards)

    As with several other issues, still - the new vectored Better Future hover rings steer relative to the original build orientation of the tech, not realigning when the primary cab is turned around: Also demonstrates the crazy dipping and tipping. (Already patched?) Really would love to see a...
  3. ZeroGravitas

    [] Camera jumps (instead of panning) on Cab displacement

    In 0.7.9, when you picked up your focused cab and moved it, the camera POV would rapidly pan over to the new location when you released LMB to drop it or attach it to another tech. Now it's jumping immediately, which is jarring (and hurts my head a little:confused:).
  4. Cloud

    Cabs build beaming into the ground and floating away

    So. I used a huge vehicle I named the Mammothine, made it an enemy, and when I detached it's cab by shooting at it, it build beamed directly into the floor and hovered away.
  5. Impossiblelemon

    May be cab have different states and ability :3

    Yes, we do have normal cabs, but what if, what if there are cabs that can increase the speed of the wheels, increase the damage for a certain type of weapon, lighter weight, or increase the absorption for shield? Or abilities, such as air strike, call for back up, lighting strike, or buffs (for...
  6. ZeroGravitas

    [] Crash playing with (sideways) cab-less techs and Undo (bonus build beam craziness)

    I've noted the trick to making cab-less techs in (via Undo), and the weird behaviours associated with that. But I've only had game crashes associated with that in (canary, and now full unstable). The most recent one is shown below, at the end of the video (with log file attached...
  7. ZeroGravitas

    [] Aspects wrongly aligned to tech's original orientation, rather than Cab's (a list).

    When a tech's primary (controlling) cab is re-oriented to a different plane to that of the tech's initial build orientation, a number of issues currently become apparent: (1) Speedometer is wrong - specifically when a tech is grounded (on wheels/hovers), it measures only the component of...
  8. ZeroGravitas

    [] Control a Cab-less, Anchor-less tech easily with Undo trick

    Pop the sole cab off an unanchored tech, so it disintegrates. Move the cab block once (so it makes the taking control click). Click Undo. You should now be controlling the re-assembled tech without a cab. Cab can then be sent to inventory, or whatever (as it's no longer your focus). You can...
  9. ZeroGravitas

    [] Build beam rotation axis set by original tech orientation, not cab's current orientation.

    Result is that trying to rotate your tech, after re-orienting it's cab, can result in tipping the tech back and forwards instead. To replicate: Make a new tech (with at least 1 block other than cab). Add a second cab, so you can reorient the first one. Change the cab's orientation to face up...
  10. ZeroGravitas

    [] R&D hard crash on HE cab removal (old save)

    I know there've been problems with R&D in particular, with the new changes, so maybe it's mostly an issue with it being an old save file, or something (certainly the ramp positions, etc, screwed up in here); I couldn't replicate this with the same tech loaded into a new R&D world. This old save...
  11. ZeroGravitas

    [] Bug - Undo breaking anchored tech restores to strange positions (based on cab location).

    I don't know if you guys will have already fixed this too, following the undo bug I reported yesterday, but just found this one this morning (I honestly wasn't even looking for a problem... well, not with this). Refined demo in R&D new game,, then how I first stumbled on it in campaign...
  12. joshMMill


    Large lasers would be cool, more damage for more recharge. (2x2x2x block) I would like to have the lasers to have a longer shot distance, that way you could shoot from very Very VERY far away, even with the enemy tech not knowing. Maybe you could even have the tech get aggressive and moving...
  13. The Grand Teki

    Look at what I found!!!!

    Your eyes are not lying. Black market material! jk, found it on an old tech, saved that, got the cab alone, saved that one, and this is it.
  14. silver108

    Game acts as if gaurd ai is my cab!

    Hello. I've been experiencing a bug where the game thinks my cab is a guard ai ever since I attached one(a guard ai) to my tech. The camera follows the ai,if the ai falls over it says"press b to flip over your tech". Switching techs has never worked for me so I can't do that.I am unable to sell...
  15. matik2002

    [FIXED] Venture POD Cab wheels have weak handling

    So one of devs performed a so-called "surgery" on a Venture cab, right? Well, here are my issues: 1. It looks bit ugly. I discussed it with Azirahael on Steam chat. 2. The Venture wheels turn very badly. IT takes about 5 seconds (about) to turn 90 degrees left or right. AS it is Venture, it...