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    Enter: The Scrap Transport Helicopter

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    Big changes and additions this month as the ramp up in staff at Facepunch is starting to show. Not only is a lot coming in this month, there are some long term projects on the horizon, tracking towards drastic, fundamentally shifting updates later in the year.

    Our update stream goes live at 3pm EST. Stay tuned to @Rustafied for news throughout the day.


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    Scrap Transport Helicopter

    A new air vehicle hits the skies of Rust this month. The Scrap Transport Helicopter is a behemoth - with 2 seats up front and a whole bunch of room for junk in the trunk. This scrappy uses twice as much fuel as its little brother (the Minicopter) and will easily crush anyone it happens to land on.

    Like other vehicles in game, it spawns randomly around the map. On a default world size (4k) there appear to be 5 spawning at once, so it is definitely a rare commodity. As far as decay is concerned, it’ll last 3 hours (no benefits for storing inside).

    It has 1000hp and the controls are just like the Minicopter: WASD combined with mouse movements for pitch and roll. It handles as you would expect; a bit sluggish while being pretty forgiving when it comes to losing control. 

    And how many people exactly can you fit in the back of one of these? Our preliminary tests show that upwards of 20 people can squeeze into the back of this thing. Add the two people up front, and you’ve got a huge group which can be transported at once.

    For full details on the Scrap Transport Helicopter, check out my post from earlier this week.

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    Anti-aircraft buffs

    With all this added air superiority, increased ground defenses are certainly in order. Accomplished through a series of buffs, players on the ground will have an easier time competing with aircraft. 

    First, the Rocket Launcher is now a Tier 2 item and cheaper to craft. Also, a new type of damage has been added for HV Rockets and SAM Sites, which deals extra damage to air vehicles. HV Rockets have also been made cheaper, tier 2, and are now more accurate and faster than before. Finally, the Minicopter now has 750hp, making it easier to destroy.

    Here are some numbers on what it now takes to bring down helicopters:

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    Minicopter

    HV Rocket
    2

    Rocket
    1

    556 Ammo
    230

    Explosive 556
    45

    SAM Rocket
    6

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    Scrap Transport Helicopter

    HV Rocket
    3

    Rocket
    2

    556 Ammo
    300

    Explosive 556
    55

    SAM Rocket
    8


    New Rocket costs

    As mentioned above, prices have lowered for the Rocket Launcher and HV Rocket. Here are the numbers:

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    Old

    Cost
    50 HQM
    6 pipes

    Workbench
    Tier 3

    New

    Cost
    40 HQM
    4 pipes

    Workbench
    Tier 2

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    Old

    Cost
    1 pipe
    100 gunpowder
    2 explosives

    Workbench
    Tier 3

    New

    Cost
    1 pipe
    100 gunpowder

    Workbench
    Tier 2


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    Auto Turret shifts

    As alluded to by the devs earlier, base defense has received some significant changes this month. Specifically, Auto Turrets now require electricity and only fire when they will hit a target - making them theoretically undrainable.

    Along with the electricity, Turrets now have added abilities through several outputs. This allows you to link electrical components (such as lights) which trigger when the turret is low on ammo, out of ammo, and has an active target.

     

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    F1 Grenade changes

    Given Turrets got a targeting buff, a bit of offensive balance was needed. F1 grenades to the rescue. They are now more predictable and less bouncy. Their fuse is shorter (3.5 seconds to 3 seconds) and they do more damage to Turrets.

    F1 Grenade vs. Auto Turret

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    Damage per hit
    107 damage

     

    How many to destroy
    10 grenades


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    Small Fuel Generator added

    With more electricity requirements comes more ways to generate electricity. The Small Generator creates 35 power by burning Low Grade Fuel. It’s a pretty common blueprint, requiring only 75 scrap to research and a Tier 2 workbench to craft.

    It also features inputs to force start and force stop - allowing you to hook them up to switches or other electrical components, creating a bunch of interesting possibilities (like solar during the day, generator at night).

    It burns about 8 Low Grade per minute, so at max capacity (500 Low Grade) it’ll run for just over an hour.

    Small Generator

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    Craft time
    30 seconds

    Workbench
    Tier 2

    Cost
    15 HQM
    2 Gears

    Research Cost
    75 scrap

    Electricity Generated
    35

    Consumption per minute
    8 low grade fuel


    Pressure Pads can be hidden

    In a buff to base protection, Pressure Pads can now be hidden under rugs. They also output a slight amount of power for a split second if they are triggered with no power. This is enough to open a door briefly, turn on a light for a second, or increment a counter. It is not enough power to turn on a Turret.


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    Quality of life changes

    The team has implemented a couple miscellaneous quality of life improvements. Here are the main ones:

    • F1 console now auto focuses the text input

    • Can now middle/shift-middle mouse click the splitter bar to set it to half/third, to match drag splitting.

    • Can now right-click the item split bar and type an exact split amount.

    • Tool Cupboards automatically auth the person who places them

    • Hitching post and trough can now be placed on construction

    • Door knocker no longer prevents explosives damaging doors

    • Fixed loading screen button being 1 pixel smaller than the bar next to it


    UI changes

    You’ll also notice some subtle changes to UI elements. Here are some examples:

     

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    Texture streaming

    After being added and subsequently removed several times, it appears as though texture streaming is here to stay. A big step in the optimization realm, texture streaming allows for only the textures which are needed to be loaded into memory, lowering overhead on clients.


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    Monuments added back to small maps

    In the wake of an unpopular change last month that removed large monuments from maps smaller than 3500, the team has stepped back on some of the change. Large monuments have been added back to small maps, but launch site and excavator still require at least 3500 world size. 

    Given this, Rustafied servers with small maps (Small’s and Odd Jr.’s) will go back to a 3k map size after the next update.


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    Horse changes

    Your trusty steed is a bit more vulnerable this month as horse health has been reduced to 400. In addition to the health changes, Helk has fixed some animation issues, made horses more responsive, and optimized them a bit.

    Are these changes leading to some new armor for horses? That seems to be the case, however, there’s no sign of that showing up this month.


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    New Large Battery model

    A new model for the Large Battery has arrived. All the functionality appears to be exactly the same, it’s just got a fresh look.


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    Buh bye, game launcher!

    That little window which allows you to choose resolution and quality has been moved! Now part of a new menu in options called ‘Screen’, all these settings are now located in the game. Allowing you to change resolution, fullscreen, and V-Sync, this new menu makes the launcher obsolete.


    So long, Linux!

    As of this update, the Linux client of Rust will no longer be supported! Read more about it on this post from Garry


    Debug camera improvements

    The debug camera got some love this month with several notable improvements. Although this doesn’t at all impact regular players, it’ll definitely make the lives of content creators and developers better. Here are some specifics:

    • R reset camera

    • Q/E move vertically

    • Z/Y/C and +/- control zoom

    • Arrow keys control roll

    • Save and load camera positions with the debugcamera_save and debugcamera_load console commands

    • Added debugcamera_autosave and debugcamera_autoload to automatically save and load the debug camera state (separate convars to enable certain use cases)

    • Added camzoomlerp (like camlerp)


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    Other stuff

    • Wires and power lines have been optimized and added to some monuments

    • Autoturret requires empty inventory to be picked up

    • Cargoship exploit fix

    • HAB inflation collider is disabled when rigidbody is asleep

    • Increased HAB nobuild zone to encompass inflated balloon

    • Removed damage values from building hammer


    Introducing: BR Long

    After a successful opening last month, BR (our newest region) is getting a new server! Catering to players all over South America, BR Long is a 200 pop server, with a 4k map, which only wipes maps when forced by the game (monthly). You can find it on the official list now!


    Moderator applications open

    I’m happy to announce applications for our moderation team are once again open! If you are over 18 and interested in helping keep our servers clean of hackers, please fill out an application at the link below today!

    apply

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