Features
- 17 tracks set in unique locations, 11 of them reversible for a grand total of 28 playable tracks
- 13 teams and a lineup of super fast drag ships
- 14 pickups for all your combat needs
- 6 gamemodes (Race, Time Trial, Speed Lap, Survival, Knockout and Eliminator)
- A singleplayer campaign to challenge your skill
- Two player splitscreen with dual-monitor support
- A thumping 90s inspired soundtrack featuring 34 tracks spanning across Techno, Jungle, Neurofunk and Drum and Bass
- A modding tool suite to import your own ships, build your own tracks and program your own gamemodes, weapons and more
Physics
BallisticNG recreates the physics of a time long gone. Playing the game is all about getting into the zone and becoming one with the ship, practicing every nook and cranny of every track until you can do it with your eyes closed. Feeling the speed isn't about what the HUD tells you, but how the environment swooshes past you and timing the right maneuvers at the right time to keep the flow going. If you're looking for a quick game, lower speed classes provide you with a more laid back experience. You can even disable weapons if you want a good clean race.Visuals
The game is built as if it were running on real 90s hardware. Low poly ships and environments create simple yet visually rich scenes that can run on most hardware. Retro 3D options are available to emulate hardware limitations from the 90s, modern effects are also available so you can make the game look old, new or anywhere in-between.VR Support
BallisticNG has beta VR support with no compromises on game functionality. All modes, tracks, ships, online and mod content are supported! Tweak the game with the VR options to get the most comfort out of your experience.Cockpit Mode
Each ship has a unique cockpit which reflects the design you see on the exterior. When in cockpit mode the game processes the audio to make it sound authentic, complete with the sound of rain splashing on the canopy and displays flickering as you take damage from weapons, everything you need to get cosy in your high speed future racer.We've started work on a major update to BallisticNGs multiplayer! We're working towards multiple gamemodes being available for multiplayer, but before that we're making some smaller changes to the core multiplayer systems.
Remember to check out our roadmap for a look at what we're working on for 1.4.1.
Playing on development builds
Right click BallisticNG in your steam library and go to Properties
[/*]Go to the betas tab on the window that opens
[/*]From the dropdown select development. If the update doesn't automatically queue for download, restart Steam
[/*]Once you have opened the game, the version at the bottom right of the menu for this release will read 1.4.1-d6
[/*]
Multiplayer
Improved Collisions
While we still recommended keeping collisions disabled, we've made some changes which improves them. Whether people can collider with each other (both have each others ships installed) is now also synced. If collisions are enabled and somebody is in the null ship, you'll no longer collide with that particular person and vice versa.
Combat Stat Sync
Ship combat stats are now synced at the start of every race. If you're using a ship that others don't have installed, your weapons will now deal the damage they're supposed to.
Rollback Netcode
Rockets, missiles, cannon and plasma hits are now synced using rollback on the server. This is actually customizable where the host can switch between three hit detection modes:
Server Authoritative (default)
[list]The server performs rollback to determine if it was possible for a client to have hit another client.
[/*]
Receiver Trusted (pre 1.4.1-d6 behaviour)
Clients will decide if another client hit them.
[/*][/*]Sender Trusted
Clients will decide if they hit another client.
[/*][/*]Behind the scenes we've been refactoring the code for projectile weapons to cleanly implement rollback, and as a result of this there are some other general projectile changes. See the full changelog below for more details.
Full Changelog
Ships
Fixed AI trails not being reset when teleporting
[/*]Fixed airbrake animations with a steer response not working on AI
[/*]
Multiplayer
Dedicated server example CFG updated with NetHitDetectMode setting
[/*]Added auto-synced network time for event tracking
[/*]Added hit detection mode option:
[list]Server Authoritative (default) : The server performs rollback to determine if a ship has been hit by a projectile
[/*]Receiver Trusted : The client being hit decides if it was hit by a projectile (pre 1.4.1-d6 behavior)
[/*]Sender Trusted : The client firing a projectile decides if it hit somebody else
[/*]
Ship combat stats are now synced between peers
[/*]Peers now share whether they can collide with other peers (ships not installed)
[/*]Improved quaternion compression (7 bytes to 4)
[/*]Peer ship transforms are now synced with extrapolation and faster interpolation (more accurate player positions with prediction and less jitter)
[/*]Peer ship tilt is now interpolated
[/*]Ship teleportation events are now synced
[/*]Airbrake animations are now synced
[/*]Improved accuracy of predicted spawn transform for projectiles (uses predicted position without interpolation and now accounts for predicated rotation)
[/*]Peer ships now have basic PhysX rigidbody physics running to improve collisions
[/*]Fixed in-game host resetting ship collisions to off after the initial lobby settings load if it was enabled in the saved settings
[/*]Achievements
Look Ma can now trigger if the hit ship has a shield deployed
[/*]Fixed Look Ma triggering when a missile has a lockon
[/*]Fixed being able to shoot your own mines to unlock the Minesweeper achievement
[/*]
Pickups
Player cannon hit sounds now play in multiplayer when using the Server Authoritative or Sender Trusted modes
[/*]Mines now have the same explosion sound radius as projectiles
[/*]Cannons now play their destroy animation and sound when colliding with mines
[/*]Fixed multiple projectiles being able to trigger an explosion for the same mine if they collide with it in the same frame
[list]Shooting rockets at a line of mines head on now allows you to destroy 3 of the 5 mines
[/*]
Tracks - Outer Reaches
Fixed random pitlane tile on Project 9 reverse
[/*]
Debug Hub
When in a multiplayer game, the network time and latency are now displayed. The latency is updated every 5 seconds alongside the network time sync
[/*]
Minimum Setup
- OS: 64-bit distroMemory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Memory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
Recommended Setup
- OS: 64-bit distroMemory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
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