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edit: nevermind
Post edited January 03, 2024 by Shmacky-McNuts
1.34.10 just hit the Experimental branch, featuring:
- Changed the physics settings of the External Impact Absorbers. They are now softer, dealing less damage in kinetic collisions, and their collision resolution uses a continuous collision detection algorithm - which should prevent physics glitches when impacting megaton asteroids at high speeds but does decrease the physics performance a bit.

Feedback Focus: Impact absorbers, performance.
1.34.12 just hit the Experimental branch, featuring:
- If your autopilot velocity limit was set to a number that was not a multiple of ten, the velocity slider on the in-dive Astrogation tab could not be set all the way to the top.
- Changed the way docking arms forcefully undock your ship. They are aware now of the orientation of the ship or station you are docked to and will eject you away from that ship instead of just moving you the closest way outside the designated docking spot.
- Big Bad Wolf will now always stop completely after docking with you.

Feedback Focus: Docking to ships and stations.
1.35.0 just hit the Experimental branch, featuring:
- New moonlet event.
- Ship plumes from RCS discharge from inside of moonlets will not be visible on the visual feed anymore.
- You cannot astrogate from inside of a moonlet anymore.

Feedback Focus: The new event.
1.35.4 just hit the Experimental branch, featuring:
- Added extra lights and adjusted a number of shadow settings for the brand-new moonlet event.
- Fixed two of the POI events not linking correctly, which caused you to rediscover a plain "moonlet" while you already knew about the secret inside.
- Pulse thrusters and torches that ran out of reaction mass during operation continued to burn as long as the control was held, draining the negative mass out of the universe and upsetting the dark matter/energy balance.
- The dealership was raising the price of the ships with kinetic and nanodrone systems by more than the system was worth, upsetting the economy somewhat.

Feedback Focus: The most visible change is the price of the ships being bought and sold when you remove or add components for them. Please report any quirks related to this.
1.35.5 just hit the Experimental branch, featuring:
- Improved the layout of the dive summary screen. Ores will now be spaced out equally, with unusual finds closer to the center of the screen.
- Optimized dive summary screen, so it won't be bogged down - or crash - if you bring hundreds of chunks of raw ore back.

Feedback Focus: The dive summary screen.
1.36.0 just hit the Experimental branch, featuring:
- Expanded the new moonlet event with new content and new dialogue. The dialogues and content will continue to expand in the subsequent updates, but there are no missing dialogue paths right now - we just want to add more options for you to progress and more lore you can discover.
- A quirk in the spawning routines could cause many more rocks to spawn near entities that should not contain rocks inside. This artificially increased the density of asteroids around stations, moonlets, and causes waves of asteroids decrease the performance.
- Updated radiation shaders to work with ships that are hidden in caves.
- Your astrogator will need to have a way to detect a ship before he can trace it with the tactical marker. This means that they will not mark ships hiding inside caves anymore, and can slow down ship identification in dense areas, like propeller formations, or around moonlets.

Feedback Focus: I am looking for feedback on the new content and dialogue added. The new astrogator ship identification rules could also extend the time your astrogator needs before they pinpoint a ship, so I'm looking for feedback on that as well.
1.36.2 just hit the Experimental branch, featuring:
- Further expanded the new moonlet event with new content you can discover.

Feedback Focus: I am still looking for feedback on the new content and dialogue added.
1.36.3 just hit the Experimental branch, featuring:
- Overloading the secondary reactor of Phage Station Theta will not cause the game to crash anymore.
- Improved performance of ship-mounted spotlights. This will be most noticeable on integrated GPUs.
- Improved adrenaline collision detection performance. This lowers the CPU requirement all around.
- Improved pathfinding for entities that rarely move, such as space stations. This lowers CPU requirements near such objects.
- Entities that cannot move at all will not imagine paths they could take if they suddenly gain the ability to move. Such electric dreams wasted CPU cycles. They will now dream about android sheep instead.

Feedback Focus: Performance. Changes in the adrenaline collision detection system will now make your pilots a bit less accurate when spotting collisions, which should mimic well the fact that they are just humans piloting your ship and can make mistakes. The change should be barely noticeable.
1.36.4 just hit the Experimental branch, featuring:
- You can't salvage traveling and some moon-based phage stations anymore. They have their jobs, and they intend to fulfill them.

Feedback Focus: Still looking for feedback on performance and pilot adrenaline.
1.36.5 just hit the Experimental branch, featuring:
- New scraping audio. When you are scrapping your ship paint along a rocky surface, it will not sound like multiple impacts anymore.

Feedback Focus: Ship audio.
1.36.7 just hit the Experimental branch, featuring:
- Adjusted the shadows of the Theta Moonlet to look more natural and not to glitch out on the threshold of moonlet caves.
- Updated translations.

Feedback Focus: Shadows.
1.37.0 just hit the Experimental branch, featuring:
- Enhanced autopilot targeting. You can now target a specific spot on the surface of a large object, like a moonlet, and autopilot will align to that spot. This prevents accidents where you clicked on a wall of a cave you were traversing to have the autopilot spin your ship towards the centre of mass of the moonlet wrecking your thrusters in the process. Now, it will instead point your ship towards the part of the wall you clicked on, wrecking your thrusters in the process.

Feedback Focus: Moonlet targetting.
1.37.2 just hit the Experimental branch, featuring:
- Fixed thruster and torch plume simulation in the Tuning and Equipment menus.
- Adjusted the grinding/banging kinetic impact sound heuristic to make better sense if you are hit by a hail of bullets.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
1.37.3 just hit the Experimental branch, featuring:
- Adjusted physical cargo bay actuator settings on OCP-209. Previous settings sometimes caused the cargo bay to get stuck if your framerate dropped to 15 or less.
- The ship spotlight on OCP-209 will not rotate with your habitat anymore.
- Removed static 15 fps simulation setting previously available in the debug menu for debug builds. Players who used debug mode and set that triggered number of physical glitches that can be entirely avoided by using 30 fps setting.

Feedback Focus: There were some of changes in OCP-209. If you main that ship, I'd welcome feedback if you see a difference in handling.