Homebrew: Vehicle Sandbox cover
Homebrew: Vehicle Sandbox screenshot
Genre: Racing, Simulator, Indie

Homebrew: Vehicle Sandbox

[26-5-2017] Quick Update : New gadget and more!

From the team


Hi guys, it’s time for another quick update! Let’s get right to it and start with the highlights.

Binoculars


The first addition is this new gadget that will come in handy when you want to stalk observe other players/vehicles from far.

Simply scroll with your middle mouse until the binocular icon appears, left click to enable it and zoom in/out by using the zoom keys that you've assigned in the control settings.

These binoculars also allow you to capture memories as clicking the right mouse button will take a picture.



Visual improvements


Next up is a fix that players have been waiting for for a long time... the near view clipping issue. That’s right, with after this update we’ll be able to enjoy the interior of our vehicles even more by actually looking at them from a near distance, YAY :D



This isn’t the only visual improvement though, vehicle shadows are now enabled and will be more crisp then they’ve ever been.

And … the ocean features foam and has higher waves than in the previous builds. Below you can see the results:



Improved gyrometre


The community pointed out that it’s possible to achieve the same results with less programmable boxes if we just set the range for the output property on the gyrometre so that it goes from -180° to 180°. From now on you’ll be able to choose two more modes (FullVector, FullDegrees), the ranges are:

  • FullVector = -2 to 2
  • FullDegrees = -180° to 180°

Below you can see a comparison of the logic that is needed to balance a quadcopter upright (even if it’s upside down):



Controller changes


For our controller players we’ve made some long awaited improvements. From now on it will be perfectly possible to navigate the menu while using your controller. Simply lay back, open the menu, move your joystick in any direction to move the mouse and select the desired vehicle ;)




But what about parts? :C


Well… how about a new jet engine ;)




Control presets (basic)


Are you sick and tired of having to set up controls again … and again … and again?

Well this update offers a short term solution since you’ll be able to choose between three presets for controls on the seat [Custom], [Car], [Plane].

The car and plane controls have been configured so that they’re as generic as possible and have binds for the Xbox 360 controller by default. We hope that this will reduce confusion by offering the same control schemes for more vehicles.



Other changes


Alright, so that rounds it up for this quick update, below you can find a list with some of the other fixes/changes that have been made:

  • Vehicle Favorites persist when you save your vehicle again
  • Smoke particles no longer inherit velocity from the vehicle rotation
  • Removed black smoke particle on the gas turbine
  • Added a force display for the solid fuel rockets
  • Added measurement indicators for all directional plates
  • Fixed issue where wheels/propellers would not show while taking a picture of you vehicle in the builder
  • Fixed issue where adjustable pontoon would become invisible when it’s partially off screen
  • Fixed issue where medium / low shadow settings were switched
  • Made the adjustable wing thinner than a plate so that we can hide the wing by using one plate
  • Fixed issue where the game would freeze upon using the "toggle ui" command
  • Fixed issue where fuel would save on its current weight in the builder
  • Fixed the builder lights (they turn on now when it becomes night)



What if I have a problem?


To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch asap:

  • See if you can replicate the bug
  • Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
  • Notify us on Steam or DISCORD (faster response time)



DREAM - BUILD - ENJOY




Copybugpaste Team

Upcoming Homebrew Features: Weapons Part 1

from the team



Hey guys, we have an exciting announcement to make. At long last the weapons update is finally starting to take shape and we as a team finally feel confident enough to show off the first pieces of this exciting new development.

Thats right! the thing we have all been waiting for is getting closer to our fingertips.
Lets dive right in and look at some of the weapons we've been playing with for the past 2 weeks.

First up is the 125mm cannon:



This venerable weapon traces its roots to the late 1960s when tank armor started getting too thick to penetrate with the 100mm and 115mm cannons commonly found on tanks at the time. The cannon fires projectiles with a tremendous amount of speed and could easily penetrate any armor of the day when first deployed. The cannon continues to be used today in armies around the world and can be used to fire a wide variety of projectiles. In homebrew it represents the ultimate in penetration, damage, and range at the cost of a relatively slow reload, a very heavy barrel and tremendous recoil.


Next is the 40mm automatic grenade launcher:

This weapon was first used in the Vietnam war as an infantry support weapon. It fires 40mm grenades at a relatively high rate of fire and low muzzle velocity. Later models began using special types of ammunition that could even damage tanks if used correctly. In homebrew it represents an excellent support weapon for damaging lighter vehicles and players but lacks the raw speed of some of the other weapons. Recoil is also a concern in very light vehicles.


Then we have the 40mm Autocannon:

This weapon first saw use in the mid-1930s and throughout all of the cold war and even into today on light personnel carriers. Originally designed for air defense, the weapon carries enough punch with special ammo types to even penetrate tanks’ weaker sides. In homebrew it gives players a solid multi purpose weapon without being too heavy or difficult to control. It is also one of the few weapons in game that packs the proximity fuse to make air engagements easier.


Why use one shell when you could use 100 with the 20mm Rotary Autocannon:

Another weapon designed in the early 1960s to help solve the problem of jet on jet high speed engagements. Thanks to its blistering rate of fire and deadly 20mm bullet, it ended up being such an effective design that examples of it are still in use with modern aircraft designs. In homebrew it represents the ultimate in rate of fire weapon with good weight and moderate accuracy. Its recoil is quite considerable and it lacks a true armor piercing round however...


Why use 20mm when you can double the kinetic energy with the 30mm Twin Autocannon?

This weapon was developed in the mid-1970s as a better method to engage newly developed tank killer aircraft and helicopters. Its rate of fire is considerable but not quite as fast as its smaller cousins. Its real advantage comes in its very heavy and accurate 30mm shell, the same shell used on the 30mm Autocannon. In homebrew it represents a unique middle ground between smaller and faster weapons and larger and more damaging. While related to its cousin with ammunition, its shorter barrel and ammunition consumption makes it tougher to use in long range vehicle shootouts, not to mention its considerable recoil.


This should give the community an idea of the kinds of weapons you can expect to be using on your vehicles in game. In future posts we will be featuring the rest of the weapons as well as how our damage and armor system works and how we calculate weapon performance. Stay tuned!

[7-5-2017] Quick Update : Tutorial rework, and new parts!

From the team


Hello fellow Homebrewers, it has been a busy month and we are glad to reveal the next quick update,
let's take a look at the new stuff we've got to offer.

Tutorial Rework


the tutorial was pretty outdated and people struggled completing it, so it's about time we revamped the entire tutorial section of Homebrew.

for the in-game tutorial there were 3 main features we focused on
  • the tutorial must be simple, and straight-forward
  • the tutorial should be optional
  • the tutorial should be re-playable at any time


So keeping these features in mind we went ahead and built a new structure next to the runway.
It's a cozy place where you can walk around and get to know the game at your own pace, or just chill out and take a break.

It contains a number of billboards that are easy to follow, they should get you started right away and teach you the first steps into the world of Homebrew.





Next up is the builder tutorial.

We've added 2 new buttons at the top right corner of your screen,
they should make the tutorial and documentation more accessible then before.

More tutorial videos are in the works, they will be focused on explaining individual parts and should fill the gaps nicely.



We know what you are thinking... "Only tutorial improvements! :C"
To keep this update a bit more interesting, we've also included a new engine which should fill the gap between the Falcon 6 and D22 twister.

Give it up for... the "Dutser B6" !
This little 130KG engine has some serious power, with 280Nm at redline (7000RPM) and a whopping 300Nm heap from 2000 RPM to 4000 RPM
Great for motorcycles and light weight sports cars.



Next up is a new logic block, the "Electric Selector".

What does this do you ask?
Well, it's pretty simple.

It will let electricity run through one of its multiple outputs based on the number you give it

So give it a 0 and the electricity will run through the first output,
a 1 will make it run through the secondary output,
a 2 will go through the third, and so on.




And just when you think you are all out of presents, here are 2 more!


Yup that's right, you'l be able to enjoy wooden propellers and the new black type propeller, they have wider chords then the default propeller, thus providing more force with less blades.

Alright, that pretty much rounds it up for this patch, lets end with a list of additional bug-fixes and changes

Bug fixes and general changes



  • Added admin controls for general chat
  • Double jump not resetting properly
  • RGB Inputs on lights not being capped correctly
  • Server-related issues which would result in a memory leak
  • Pickup-vehicles not re-spawning after they've been spawned before
  • Nene and Ramjet continuously playing sound even when turned off
  • Enter not opening chat after some menu management
  • Builder measuring tool colors have been changed for additional visibility.
  • Adjustable nodes and line colors have been changed for additional visibility.
  • Buoyancy is now a LOT more optimized!


What if I have a problem?



To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch ASAP:

  • See if you can replicate the bug
  • Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
  • Notify us on Steam or Discord (faster response time)


And lastly,

DREAM - BUILD - ENJOY




Copybugpaste Team

Community and official server rules update.

Hi everyone,

We've updated our community and multiplayer rules. The rules are posted below, but you'll always be able to find the latest versions on the Steam forums or on our Discord server.

Community Rules


For years we’ve always had implied vague rules. In general, this just meant being nice to each other and not being annoying. However, now that the community has grown, it is time we lay down some more explicit rules about what exactly is off limits in the community, and the general attitude towards other players.

Homebrew's community is meant to be welcoming, nice, and family friendly. As such, keep the chat and workshop content positive and suitable for players of all ages. This means that violence, strong language, and sexual content will NOT be tolerated in the game chat or in workshop content.

When playing on official servers, or using the global chat, please note that the following behaviour is strictly off limits:

  • Use of discriminatory language.
    E.g. attacking other players or groups of people based on their ethnic, racial, gender or cultural status.
  • Griefing other players on the server.
    E.g. obstructing the builder, stealing vehicles without permission, spawning annoying light/noise/smoke/FPS-killing vehicles.
  • Consistently insulting, demeaning, or generally negative behaviour towards other players and their creations. If you do not want to be part of a friendly, collaborative environment then do not play on our servers.
  • Spamming the chat.

In addition to the above rules, we expect players to use common sense and decency when interacting with one another. Moderators reserve the right to temporarily or permanently remove any players who are explicitly breaking rules or who are for other reasons causing trouble.

In most cases you will be warned via chat message before being kicked, and again if you rejoin after being kicked. However, moderators are not required to warn players before kicking them. This is because there are some time-sensitive instances where warning a person would take too long. For example, if someone has severely lowered FPS of all players on a server, a moderator may kick several players that are suspected of causing the FPS drop (in order to de-spawn the offending vehicle). These players may not be warned beforehand, depending on the severity of the issue. However, once the moderator discovers who caused the FPS drop, the offending player will be warned and dealt with.


Now that we have multiple moderators, expect faster reactions to reports. Please do not hesitate to flag forum discussions or workshop posts that you feel break these rules. That also goes for people ingame, and on Discord as well. If someone is causing trouble and needs to be dealt with, let a moderator know. There are times when dealing with the person yourself can only escalate the issue. Please use your best judgement before trying to deal with the offending person yourself, but please also get a moderator’s attention. The best way to do so is to PM one of us on Discord. If a moderator is not available at the time, and there is a serious issue, make sure to gather proof, such as a video or screenshot, that will help us deal with the issue.

Also, as usual, please report any bugs you find! Reporting bugs is the best way to get them fixed, so please don’t hesitate to report them! Moderators will do their best to verify and keep track of any reported bugs, as well as helping players work around these bugs and solve any issues they create. Provide as much detail as you possibly can when reporting bugs. Helpful details include: what is bugging, what else has a similar issue, what you were doing at the time, how to recreate the bug, etc. You can report bugs on Discord or Steam Forums. If it’s an especially game-breaking bug, flag the post too, it will help get our attention.

Finally, a big thanks to all the wonderful players that make our community so enjoyable to be part of. Remember: Dream, Build, Enjoy. :)

Tutorial Issues

Hey guys, this is a friendly public service announcement. We've received many reports of vehicles not spawning in the tutorial, and the tutorial plane not being able to fly. The devteam is looking into the issue, but we haven't isolated a cause yet. Also note that it is the environment vehicles in general that are not spawning, not just the tutorial vehicles

For the time being, until we can get this issue patched up, please use the "/skip" command in the chat to skip the tutorial. Fair warning though, this command may crash your game if you're not in the tutorial. That issue is also being looked into.

Please bear with us while we iron out these issues. We're sorry if this has caused any trouble.

As always: Dream-Build-Enjoy

[4-4-2017] Quick Updates, and a look at the next update!

Quick Updates ( workflow changes )



From the Team

Hi guys, we've been talking to the community and got inspired to alter our workflow.

We will be doing smaller, more frequent updates, this will not only benefit our player-base but also our dev cycles
less beta testing will have to be done, since smaller chunks are added at a time.

We will still work on the bigger things like we've always done, the idea is that we take some time away from that to do smaller, more frequent updates.
We will announce these as "quick update" from now on!

We hope it will bring back players more frequently, and that there will be more sense of progress in general

That said, we will try to post more news, ranging from simply outrageous crazy stuff to behind the scenes experimental stuff to upcoming future stuff.
In short, a lot more stuff ;)

In order to uphold this new workflow we've promoted 2 new moderators on discord and steam, together apart from helping the community, they will keep us in check and help us think about posts, challenges etc
so lets give a shout-out for RhoSigma and NataFish our two new moderators on discord and steam! (And Colin, our long-time Discord moderator, and now finally Steam moderator)

Next we will announce the following "quick update".


"Quick Update"


Naturally it will contain bug fixes here and there, like always.
But this time a new mechanic to the player got added or should we say re-added

Reach greater heights!


Say hello to, double jump!


The double jump feature will jump higher then the single jump, due to a rocket built into the robo dude.
It's a quick burst that will propel the robo dude upwards, you can use it in mid air once, to use it again you will have to land
( pretty standard double jump ;) )


Braking 101


Wheels used to slide in the opposite direction while braking, this is finally fixed!

Vehicle made by MKE
As you can see, this is far more expected behavior when locking your wheels.

Other improvements


Other then that we've made small improvements with the tuner, opening larger projects in the tuner usually caused a pretty big lag spike, this has greatly been reduced.
It is still far from perfect though, so expect more speed-ups in the future!

Adjustable nodes have been sped-up quite a bit now, with RhoSigmas helicopter assembly, displaying the adjustable nodes would average around 24fps in-game, with the fixes, it now averages around 40fps

And finally we've added chat/console commands to toggle FPS, and to toggle the UI (for when you want to record, or just enjoy the scenery ;) )
to use these, simply type /fps, and /toggleUI in chat!


We'll have more announcements on the "big updates" very soon so keep an eye out.
We hope the next announcement excites you guys as much as it does for us


Edit:

  • Fixed issue from previous patch where Jump would not float upward in water
  • First jump has a bit more power
  • Round Box has been hidden from the parts list (was supposed to be hidden when the Math Box got added)
  • Robo Dude no longer floats (nor sinks) in water
  • Cycle Box and Single Output Sequencer Box now have their outputs synced in multiplayer


DREAM - BUILD - ENJOY




Copybugpaste Team

[19-3-2017] Rotator bug headsup!

hi guys

We have just discovered a bug that slipped our fingers.
There seems to be a problem with rotators and flaps that are using an offset, please do NOT try to fix this yourself, if you do, save your vehicle under a new name as to not lose the original project.

This bug will fix itself as soon as the new patch is updated, within the next couple days if not tomorow.

That said, don't freak out when your vehicle has some offsetted rotators, it will be fine ;)

dream-build-enjoy

[19-3-2017] Goodbye Spawn-Lag! : Async vehicle spawning and bug fixes!

From the team


We've been working hard to bring a new patch which eliminates around 99% from the spawn-lag in multiplayer, we'd like to thank our beta test squad for helping us through this update, to get everything ready for a public release.

Now lets take a look at what we've been up to.

Async Vehicle Spawning


In short, we were fed up with spawn-lag in multiplayer. So we decided to put all our effort in optimizing the code, and multi-threading it where-ever we could.

If you've ever played HB13, you'll know exactly what this looks like, if you haven't, you can see it in-action here

This feature will only apply to vehicles spawned by other players, since we don't like waiting for our own vehicles to spawn! This ensures that personal spawns happen as soon as humanly possible!

You'll also notice that spawning in general has been sped up quite a bit with this update, one of the main vehicles we tested during these optimizations is RhoSigmas AN225, which he graciously gave us for testing purposes.

The spawning process used to take around 31 seconds on high settings on our test machines, now it's around 8 seconds!

This means that each vehicle, spawned by the world, or other players, will now spawn in chunks, on multiple threads, in the background (where-ever possible).
This makes sure Homebrew can continue its operations without lag, as the main thread isn't hogged up by a vehicle spawn! So you can cruise around in multiplayer without giant hick-ups.

We hope that this will improve the multiplayer experience quite a bit.

Other then the async spawning, and spawning optimizations, we've been hard at work at fixing a ton of other things as well.

BEWARE: Some of these might change the behavior of your vehicles a bit!

Changes



  • Gas Turbine Jekyll no longer able to go reverse
  • Infinite setting on the battery and fuel tank is now truly infinite
  • Fuel tanks will now lose weight upon losing fuel (as long as the fuel isn't set to infinite obviously!)
  • Ballast now correctly adds weight when the ballast was part of another assembly
  • Light color property has been changed from hex code (#FF00AA) to separate RGB float inputs (from 0 to 1), and has RGB float wires now as well
  • NaN / Infinity / -Infinity no longer throws an error on wires
  • Math box Log now takes a B-input to do log(a,b), if B is not present, it will result to log10(a)
  • Multiplayer vehicles get cached as MD5 now instead of vehicle names
  • Color coding no longer works in chat!
  • Memory boxes now sync correctly in MP
  • L/s on the fuel tank is now L/h, like the float wires
  • Spring joints now allow for negative offset and pressure (the spring length can't go below 0 for obvious reasons)
  • Extra drag on hinges removed


There's also been a ton of other fixes

Fixes



  • 360 hinge not being selectable when saved in a separate assembly
  • Ballast not being selectable when saved in a separate assembly
  • Drive Hinge rotation gizmo rotating the wrong direction
  • Drive Hinge rotation gizmo rotating on the wrong axis
  • Mouse cursor disappearing when holding RMB and opening inventory or tuner in the builder
  • CoT not showing for Balloons and Blimps
  • Nene sounds always playing
  • Ramjet engine sounds always playing
  • typos (Vector trust engine, max angle instead of angle multiplier, etc)
  • Receiver working without any power
  • Whirlwind fan spinning in the wrong direction
  • Solar panel not syncing correctly in MP
  • Drive hinge + negative torque (using an e-power motor for instance) and a negative transmission value resulting in the wrong torque output (reversed)
  • Wing offsets getting doubled on separate assemblies
  • Wings not calculating correctly for vehicles someone else spawns (Especially noticeable with adjustable wings!)
  • Project files not being deleted when destroying a project
  • Empty Project folders not being deleted when you don't save anything
  • Players all looking south in Multiplayer
  • Download queue not finding the same vehicle, and redownloading it after every spawn
  • Server browser history & cache and favorites would sometimes crash mid-function if the cache was corrupted somehow
  • Shortcuts triggering in builder when typing in a name or editing a property
  • Large messages in chat sometimes not being the correct height, making it unreadable


EDIT: Fixed the bike fuel tank having 170L of fuel instead of 17L, causing it to weight quite a bit more then it should!

Thanks for the find DocOlds!

EDIT2: Found another bug regarding the wing-offset fix we implemented, that fix is now removed, and rewritten. So everything should work as expected.

Sorry for the inconvenience!



What if I have a problem?



To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch asap:

  • See if you can replicate the bug
  • Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
  • Notify us on Steam or Discord (faster response time)


And lastly,

DREAM - BUILD - ENJOY




Copybugpaste Team

[1-2-2017] New Years Update : New parts, bug fixes, and more!

From the team


A new year yields new parts!
First off we'd like to thank our beta test squad for getting us trough this update, even on new years eve! This update hasn't been a cakewalk and we appreciate the support.

Now lets dive in and take a look at what our devteam has been up too.

Detachers and hinges


That's right, They are back baby!

Detacher: the detacher lets you detach whatever you weld on the other side. Think detachable drones or multi staged rockets, ...The Possibilities are huge!

360 Hinge: the 360 hinge is a free rotating hinge, handy for walkers,suspension systems or whatever else that needs to be freely rotating.

Drive Hinge: the drive hinge is a motorized free rotating hinge, it has a driveshaft input, which means it can be powered by any engine.



Springs and adjustable pontoons


It just wouldn't be right without the springs, they give us the possibility to design and test complex suspension systems and whatever else we can think of, like.. a slingshot!

The springs have "force", "damping", "length", "spread", "break force", "offset", "offsetInput", "pressure", "pressureInput" properties.

The pressure is controlled via an input, this means the force is controllable in real time, the offset can be used to change the target length in real-time, so this should yield some interesting vehicles.

To finish we finally got our hands on an adjustable pontoon, its size ranges from 30/30/30 cm and goes up to 12/12/12 m



Radio transmitter and receiver


These are two other fun parts that go hand in hand with detachers

Both the transmitter and receiver have a channel property.
When the channels match and the signal is strong enough the receiver will pickup the "loudest" signal and output the value for you.

This finally opens up vehicle communication and we can't wait to see what you guys will come up with.


Furthermore the reception range of the radios is modeled realistically, meaning more transmission power equals more range as shown on the chart below.


Multiplayer improvements


Vehicles will catch-up on lost data in multiplayer, every 10 seconds the state of your vehicle will upload to the other players, this will make de-synced values way less frequent.

Physics improvements


Our quest for implementing hinges and detachers lead us to a way to improve accuracy of the physics engine!

From now on you can use the "PhysicsQuality" settings under gameplay settings; the higher this setting the more stable things will get, simply by increasing the tick rate of the physics engine.

Server settings changes


Servers can now be configured to limit the amount of parts on a per-part basis.
For the server admin guys, you can set a part count limit as follows:

CountBlackList

rocketEngine<10>
fireworks<5>
ect...
To add a part count limit simply insert PartName and replace by the appropriate part name and the corresponding value.

Other changes


Although a lot has already been discussed, there's still a huge amount of changes that haven’t been mentioned yet, including, but not limited to:

  • Fixed issue where a chain of rotators would not save correctly as assembly
  • Fixed issue where shift welding a custom assembly broke the link wires
  • Blue "spawn" boxes have been removed; vehicles can consist out of multiple pieces
  • Notebox volume and Doppler effect has been fixed.
  • Tuk Tuk engine plays the correct sound
  • simplified the audio system
  • added air sound based on wing force
  • improved wheel rpm for other players their vehicles in multiplayer
  • improved the way the "cog" is calculated, it should be faster in most cases
  • Added wings tag to adjustable wings in browser.
  • Added Gear tag to the transmission parts
  • Removed 'damn' from wordfilter.
  • enable negative value on electric switch "inputOffset"
  • fixed solid fuel rockets draining too mush mass as it burns
  • limited angular velocity of vehicles to a sensible amount ( about 10K rpm )
  • fixed issue where players would disconnect when sending too mush data to the server
  • fixed jet engine not consuming enough fuel
  • fixed jet engine not turning off when fuel is depleted
  • fixed bug where player would fly away when pushing a vehicle

What if I have a problem?



To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch asap:

  • See if you can replicate the bug
  • Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
  • Notify us on Steam or Discord (faster response time)


Lastly, we wish all of you the best for the holidays. We've received a lot of support from our community throughout 2016 and as always we're looking forward to receiving more feedback and seeing more awesome creations in 2017.

DREAM - BUILD - AND A HAPPY NEW YEAR




Copybugpaste Team

[09-11-2016] Hotfixes

From the team


While working on our upcoming patch we received some additional feedback from you guys which resulted in this smaller patch:


  • After the new update people who've been playing got stuck on the tutorial because the teleporter didn't work properly. This has been fixed.
  • We've also added a small feature that allows you organize the inventory a bit more. From now on you'll have a Favorites tag at your disposal to find your most used vehicles. To add a vehicle simply right-click the vehicle in your inventory and add it as a favorite.



DREAM * BUILD * ENJOY