Celestial Command - Romenics


CHANGE LOG
 
Improvements
  • Implemented network interpolation, synchronization of position of objects now should be significantly smoother
  • Added safety system for a warp gates, now warp gate will not be activated if something located on the edge of its warp field
  • Now if something going through warp gates, it will be ejected out of second gate with some velocity, which will guarantee that object will fly out of gate before the next object will arrive from the same gate
  • Cooldown of warp gates increased from 5 to 10 seconds for better immersion and safety
 
Fixes
  • Warp gates now invulnerable
  • Map now have configurable hotkey
  • Physics no longer will be broken when you are trying to grab a warp gate with a grabber (we disabled this possibility, maybe later it will be solved and returned) If you will try to grab a warp gate you will receive a message that it is not allowed
  • Map no longer opens when you press M in the chat or another text input field
  • Solar panels now work in the location with the star
  • Gas collectors now properly rotated in aerodynamic mode
  • Fixed an error about wrong background when your ship in a warp flight
  • Connected users now can use warp gates
  • Space station hub no longer have useless "setup power chain" button
  • Asteroids in aerodynamic mode now have proper non-zero friction
  • Warp gates no longer invisible when you switch control over your ship which recently arrived to the new location
  • Pirates and cargo containers for quests no longer will be spawned outside radius of location or inside planet



Celestial Command - Romenics


Hello!
Finally, it is done! Biggest update ever achieved a state when it can be released!
This update was really big and complex, it took much more time than we expected, so thanks you very much for your patience!
 
This update has a huge importance for the future of the game, we redesigned half of the game in order to implement a galaxy, but now, potential of the game is huge!
Earlier versions of the game had serious fundamental flaws. Basically, previous version of the game had no future
But now we have so many ideas and possibilities for further development!
 
Maybe someone skeptical about this new galaxy update and may think that the game became worse, but on the contrary, from now, the game have a possibilities to be better than ever before.
 
The most important improvement from this update - planets now really feels like a planets, and distances between planets really feels like a huge distances. Earlier ships were able to fly from one planet to another using simple maneuvering engines, this was a huge problem and it was impossible to solve it in previous version of the game, but now it is finally solved. "Feel of distances" now much stronger and this is a great foundation for gameplay which will be focused on exploration of unknown.


 
Also, due new nature of locations, we have new possibilities to implement many unique events which was not possible before, such as interesting anomalies or quests in distant systems.

If you didn't read a commend section of this post
https://steamcommunity.com/games/CelestialCommand/announcements/detail/3228394392749716885
We will recommend to take a look on it, because we explained some additional interesting facts about this new update and its huge benefits.
 
Also you may take a look on this post if you missed it
https://steamcommunity.com/games/CelestialCommand/announcements/detail/1575563008254546788
 
Please note that despite that fact that we worked on this update for a very long time, it still may have serious bugs and also it have a lot of flaws, we did not developer this update to the level of perfection, but we developed it to the state where it is more or less functional and we finally may show it for you.
 


Also, this update does not make gameplay itself much more enjoyable. We didn't improved quests and trading system yet, but we have a big plans about these aspects. This update it is mostly a foundation for a future updates.
 
Also, from now we are returning back to our previous frequency of updates, it means that we will try to release new updates as often as possible (1-2 weeks maximum, but we will try even more often). Let's return life in the dev blog! : )
 
Also, we are prepared a road map of development, the core of the game still incomplete and we have some very interesting ideas which want to share. We will prepare detailed text about these ideas and will share it after several days, it will explain our plans about core functionalities of the game and gameplay features which will be implemented on top of this update to unleash all the benefits which provided by new galaxy system!
 
 

For now, let's take a closer looks on some aspects which was implemented!
 


Stability of physics
 
Physics now is much more reliable. Trajectories of orbits no longer degrades over time! Trajectories also intact on any game speed, so now, if you put your station on the orbit, you can be sure, it will be on the orbit for many hours (unless something of someone will push it out of orbit).
Also, performance of physics improved in 2-3 times, it means now we may have larger amount of asteroids and debris on the orbit. Debris now have correct collisions and could be dangerous due Kessler effect.

 
 
Warp gates
 
Now we have a warp gates! And this is not just a simple "point to point instant teleportation", these warp gates have interesting mechanics. Your ships should really fly inside a gate (not just somewhere near it) Several objects can be located inside a warp field and warp travel will require some time to travel. You even can move asteroids via warp gates! We think that gates in space, especially with detailed physics it is very cool, hope you will like it too! : )


 
When the game starts, you don't have any warp drive, but part of galaxy already have net of warp gates. However more than 90% of locations does not have warp gates, so after you will got your first warp drive, you will have a freedom to go where you want and explore distant regions of galaxy.

 
Note: Currently there is a restriction, only 16 locations can be physically simulated simultaneously and the game could be broken after you jumped to a new system 15 times. This restriction will be solved a bit later.
 
 
New backgrounds and lighting
 
We added a lot of new background with makes visual appearance of the game much interesting! The space no longer grey and boring, now many systems will have its interesting appearance. Don't worry, we realize that too bright colors looks not good in the space, so most times you will encounter more or less dark backgrounds, but sometimes you will encounter very colorful, but still, very nice looking systems.
Since the game released, it had a problem with visual diversity of space, all screenshots were grey and boring, we are really glad that now this issue is finally solved!
In addition to that, we implemented new lighting system, hull of ships now has reflections from background and ambient occlusions effect, it makes graphic much better.



 
By the way, the new galaxy system allowed us to implement a moons around planets, here is how it looks on the map

You are also can see distant moons when you are on the orbit of planet

 
New module
 
Also, thanks for these who sends us a concepts for new modules, we added a new power storage, design based on 3D model from community members Mrmodules-Mauser and Sbimon, thanks!)

 
 
Steam Cloud
 
Now all of yours saved ships and saved worlds automatically saved on Steam Cloud. If you will delete save file, it is also will be deleted from Steam Cloud to, however, save files will be stored even if you deleted game folder or installed the game on another computer.
 
If you want to disable this feature, you are always can do it from game properties in Steam:

 

Discord channel now verified
 

A few days ago, our Discord channel was verified by Discord team, so now you may invite friends using nice looking URL!
https://discordapp.com/invite/celestialcommand
 
 
 
We fixed a lot of bugs, however a lot of them still should be fixed, but you may expect a fixes in nearest time. We will try to avoid such a long updates and will release updates and often as possible.
 
Within a few days we will publish a news about our road map, we have a lot of ideas which we plan to implement as soon as possible!
Thanks you very much for your patience and support! : )
 

CHANGE LOG
 
Major improvements
  • Completely new world with galaxy map and interstellar travel!
  • Added a warp gates
  • Implemented unique mechanics of warp travels via gates and using warp drives. Any physical objects can be moved inside a warp field.
  • Completely new system of backgrounds and lighting with new reflection effects and 14 new space backgrounds based on 4k textures (owners of 4k monitors should have even better quality)
  • Significant improvements of performance and stability of gravity and physical objects on orbit due recreation of gravity code which is now much more reliable
  • Completely fixed critical bug of orbital mode, when all physical objects was pulled out of their orbits during short period of time. Also, trajectory no longer changing when you are changing a game speed. Now trajectory is much more stable on x4 or x8 game speed.
  • Removed warning message which says that orbital mode is unstable. Now it has stable physics and much better performance, and we are happy with its quality. Button of orbital mode moved to the left side of the window since now it is a main and recommended game mode. Hooray!
  • Added Ambient Occlusion effects which significantly increases visual quality of ships
  • Steam Cloud implemented

Improvements
  • Small asteroids now much more massive and no longer feels like it made from a foam plastic
  • Now camera movement is limited in some radius, is solves an issue when camera moved too far away from the ship and it is hard to return it back
  • Planets now 2-3 times bigger
  • In aerodynamic mode planet no longer located below 0 level. Now planets located on the same level as a ships (the same as in orbital mode)
  • Orbital mode and aerodynamic mode now have the same type of the world (except physics)
  • Added new module: 2x1 power storage (design based on 3D model from community members Mrmodules-Mauser and Sbimon, thanks!)
  • Debris now save loaded
  • Added tool to display gravitational acceleration at the position of cursor (on the right edge of the screen under "eye" icon)
  • Radius of radar now the same in both game modes (orbital and aerodynamic)
  • Radius of radar hidden when camera view have low angle (so now you will have a better view when camera new a ship)
  • Thrust of all engines increased in 2.5 times. Ships now much more agile. Thrust now the same in both modes.
  • Added tool tip "Place weapon on turret" when you are going to place a weapon
  • Pieces of debris will no longer fly through other objects but will collide correctly
  • Transition from circle / ellipse to parabola / hyperbola trajectory now looks smoother
  • Notification panel no longer spams you with "new mission available" messages
  • Ship direction indicator now appears only when camera too far from the ship (not so close as before)
  • Space station on the low orbit now located on higher orbit so tidal forces during docking procedure no longer so strong
  • Planetary systems with black hole may contain only ice or moon type planets and gas giants
  • Solar panels is not working in systems with black hole
  • Added game time clock to the top-left corner of the screen
  • Added customizable hotkeys for time scale up and down
  • Added sandbox option to reveal all systems on the galaxy map
  • Main menu now have dark background and improved star effect
  • Now it is easier to dock with space station in tutorial because station located on high orbit
  • Now when you will teleport your own ship using sandbox tool, the camera will be automatically returned to default position, it is more convenient


Fixes
  • Now when you construct new module in empty space, the new module will inherit a velocity of your ship
  • Now ships which has been saved in aerodynamic mode can be properly loaded in the orbital mechanics mode
  • Now rockets ejected from rocket launcher with the correct velocity despite FPS or a time scale value
  • Fixed incorrect description of power "total output" value
  • Fixed incorrect thrust value for engines when game settings thrust factor not 1
  • Tool tip "A / D - Rotate module preview" now depends on assigned hotkeys in game settings
  • Apoapsis and periapsis icons no longer visible on parabola or hyperbola trajectory
  • Fixed a gap in line of parabola and hyperbola trajectory
  • Fixed small mistake in 3d model of power storage
  • Orbit trajectory of space stations and warp gates no longer shivers
  • Orbital parameters window no longer shows incorrect values for parabola or hyperbola trajectory
  • UI pointer in tutorial now always points at center of the element (not its corner)
  • Credits no longer will be spent when you are trying to buy new command module on existed ship
  • Now you can sell power storages even if it is not empty
  • Interval of auto save no longer depends on game speed
  • Removed useless power connector from warp drive




Celestial Command - Romenics

Hello!

Sorry for a really long time without news from us.
But don't worry! The game is not abandoned at all, we are actively working on the biggest update which will bring a lot of new features and possibilities!

When it will be released? We are still not sure, however we already may say that work completed at 80-90%. Almost half of the game was rewritten and most features is not worked because the game was in half-disassembled condition, however we already testing save load and multiplayer functionality and it is more or less working. Hooray!



The reason why there was no news from us - we are worried that people will not understand why we are going to remove "interplanetary orbital transfer" feature from the game if we will not show why it is necessary and what a great features it allows to implement. So first, we want to be sure that you will like a new update.
You know, we are worried about this feature too, we are love, orbital mechanics, realism and we are playing in own game. It is hard to imagine a result of a big update before it is complete. We know that it is important for the future of Celestial Command, we just wasn't 100% sure. But now, when the update is almost done, we are played it and now we are sure - the new version of the game will be much more better!



This update will add so much potential for the game, galaxy map opens many new gameplay possibilities! But we will talk about it in the future posts. We will explain why it was necessary to implement such significant changes, its great potential and will show a road-map for a nearest updates which will fully implement a new possibles opened by galaxy map.

Currently we are working on some important features such as network of warp gates, UI and also bug-fixes. The game have a lot of bugs which was accumulated during such long period of development, besides that, the technology which allows to implement a galaxy is quite complex, but it is not a problem, we will manage it.







New ambient occlusion effect on \ off


And we are really glad that you are waiting a new update with patience. Thanks you very much!
Celestial Command - Romenics
Hello!



If you have been following the development process for a long time you would know that despite the game already 3 years in development, we are still ready to make big and fundamental improvements if it will be necessary for the quality of the game. This happened with 3D graphics and another core features.
And now we are going to make another big change in the gameplay.

Some time ago we started to feel that there is something fundamentally wrong with the Celestial Command. And after we analyzed several another space games, we realized a simple fact:

Almost every space game have any kind of "global map" or "galaxy map" and possibility to travel from one system to another! (Actually we didn't found any successful, space game without this feature)
And this is something which also should be in Celestial Command.


Importance of galaxy map for a space game is completely reasonable

Any open world game should have something which may be called "diversity of environment". For example, if we are talking about not a space game, for example a game about character / car / sail ship / plane etc. - such game may have only single location ("jump gates" is not required) because diversity of environment created by different biomes and landscape (snow, grasslands, mountains, oceans, desert etc.). As result, you may travel between different locations and it will be fun to explore the world.

But if we are talking about space game, there is no landscape in the space, because space, you know, quite empty. Diversity of environment should be created by different types of stars, planets, nebula, backgrounds, black holes.
Such things can't be put into single planetary system (because one planetary system may have only one background and a star).
The single planetary system in space game will feels empty despite its actual size.
This is why galaxy map is required and it is essential aspect of most space games.


So, we are going to implement a galaxy map!

On the image in this post you may see a prototype of galaxy map which contains 200 stars.

How it will work? There will be galaxy map to travel between stars and also "system map" to travel between star, planets, moons and some locations in asteroid field or deep space.

In exchange, size of location will be reduced and each location will have only 1 central object (planet \ moon \ star). However, size of planets will be increased in several times. Movement between planets will be possible only using warp drives and jump gates.
Despite the fact that size of location will be reduced, entire game world will feels much larger due the possibility to jump between systems.

New types of stars will be added. Including binary stars and blackholes. Plus, a lot of new backgrounds will be added. Each planetary system may have its own background, which will significantly increase a visual diversity.


What about orbital mechanics?

Don't worry, it still will be here. Asteroids, debris, space stations and ships will be on orbit of central object (star, planet, moon). By the way. Moons will be added.
However you will not be able to travel between planets using only engines and orbital maneuver. It will be possible only using jump drive or jump gate.
Someone can be upset about this fact, but make note that currently "interplanetary maneuver" looks very weird due tiny size of the system and do not bring too much fun for the gameplay.

So we think that it is acceptable price for a possibility to explore the galaxy. The most fun part of orbital mechanics in CC, it is an objects around planets and this aspect will be intact (or even better) because planets will be a bit bigger. Besides that, it will allows us to fix some critical bugs with physics and improve overall performance.

Also it will be possible to rotate planets and moons around their central object. As result, price of jump between planets may depends on distance between them.

By the way, we are also started to working on implementation of tech tree and more advanced AI which is also two essential features which should be in the Celestial Command, but firstly we will implement a galaxy map.
We will try to implement this new feature as soon as possible, it should take not too much time. We will keep you informed.

And Happy New Year!

Celestial Command - Romenics
Hello!



If you have been following the development process for a long time you would know that despite the game already 3 years in development, we are still ready to make big and fundamental improvements if it will be necessary for the quality of the game. This happened with 3D graphics and another core features.
And now we are going to make another big change in the gameplay.

Some time ago we started to feel that there is something fundamentally wrong with the Celestial Command. And after we analyzed several another space games, we realized a simple fact:

Almost every space game have any kind of "global map" or "galaxy map" and possibility to travel from one system to another! (Actually we didn't found any successful, space game without this feature)
And this is something which also should be in Celestial Command.


Importance of galaxy map for a space game is completely reasonable

Any open world game should have something which may be called "diversity of environment". For example, if we are talking about not a space game, for example a game about character / car / sail ship / plane etc. - such game may have only single location ("jump gates" is not required) because diversity of environment created by different biomes and landscape (snow, grasslands, mountains, oceans, desert etc.). As result, you may travel between different locations and it will be fun to explore the world.

But if we are talking about space game, there is no landscape in the space, because space, you know, quite empty. Diversity of environment should be created by different types of stars, planets, nebula, backgrounds, black holes.
Such things can't be put into single planetary system (because one planetary system may have only one background and a star).
The single planetary system in space game will feels empty despite its actual size.
This is why galaxy map is required and it is essential aspect of most space games.


So, we are going to implement a galaxy map!

On the image in this post you may see a prototype of galaxy map which contains 200 stars.

How it will work? There will be galaxy map to travel between stars and also "system map" to travel between star, planets, moons and some locations in asteroid field or deep space.

In exchange, size of location will be reduced and each location will have only 1 central object (planet \ moon \ star). However, size of planets will be increased in several times. Movement between planets will be possible only using warp drives and jump gates.
Despite the fact that size of location will be reduced, entire game world will feels much larger due the possibility to jump between systems.

New types of stars will be added. Including binary stars and blackholes. Plus, a lot of new backgrounds will be added. Each planetary system may have its own background, which will significantly increase a visual diversity.


What about orbital mechanics?

Don't worry, it still will be here. Asteroids, debris, space stations and ships will be on orbit of central object (star, planet, moon). By the way. Moons will be added.
However you will not be able to travel between planets using only engines and orbital maneuver. It will be possible only using jump drive or jump gate.
Someone can be upset about this fact, but make note that currently "interplanetary maneuver" looks very weird due tiny size of the system and do not bring too much fun for the gameplay.

So we think that it is acceptable price for a possibility to explore the galaxy. The most fun part of orbital mechanics in CC, it is an objects around planets and this aspect will be intact (or even better) because planets will be a bit bigger. Besides that, it will allows us to fix some critical bugs with physics and improve overall performance.

Also it will be possible to rotate planets and moons around their central object. As result, price of jump between planets may depends on distance between them.

By the way, we are also started to working on implementation of tech tree and more advanced AI which is also two essential features which should be in the Celestial Command, but firstly we will implement a galaxy map.
We will try to implement this new feature as soon as possible, it should take not too much time. We will keep you informed.

And Happy New Year!

Celestial Command - Romenics


Hello!

For a long time, resource connectors had some fundamental flaws. Power connectors is not intuitive and hard to use. People said us a lot about this and we are thinking about how to improve it.
So now we decided to completely redesign this system.

Resources connectors for fuel and building materials still intact, but power system is completely changed.

Now power systems works more like a real electricity. Almost all electrical devices was redesigned, so most of them can work even if you have not enough power, but efficiency also will be reduced.

Also, it is no longer necessary to have power storage on the ship. Electrical devices now can take energy right from the power sources.

All power consumers can be turned on / off in order to control power level.



Power storages now have limited speed of charge / discharge.



Also we added nice graph which displays energy consumption and production.



Rendering of radius circle of radar is greatly improved. If you have many ships with radars and no longer will looks like a bunch or chaotic circles.





Also you can disable radar circles, markers and HP bars


CHANGE LOG

Improvements
  • Completely new power system with much better functionality, usability and performance
  • Power monitor is fixed and improved. Added a graph which represents power production and consumption levels
  • Turrets now requires power in order to rotate
  • Added possibility to turn on \ off any electrical module from the power net
  • Most devices which consumes power now have different mechanics. They can work at insufficient level of power with lower efficiency.
  • Changed mechanics of energy shield. Now it have different recharge rate based on power level
  • Radar may work with insufficient power supply, but it will provide lower radius
  • Lasers now have different effectivity based on power level

  • Circles which represents radar range now combined with each other and no longer displays inner segments which greatly improves usability and comfort of radars
  • Space stations now have holiday appearance
  • Added possibility to switch on / off displaying of various GUI elements, such as: HP bars, radar markers, radar range
  • Magenta icons of radar no longer will appears over your own ships (these icons is useless for own ships)
  • Space stations and big ships will no longer became invisible as soon as at least one of their module exited your radar range. They will became invisible when they center of mass exited radar range

Fixes
  • Fixed a bug with invisible ship inside a range of your radar which appears in some cases after you built a new module
  • Button "Duplicate ship" removed from sandbox menu because it caused a lot of bugs with the new ship. Instead of that, in order to duplicate a ship, you should use save load menu which is much more reliable.
  • Center of Mass and Center of Thrust icons no longer remains visible after active ship is destroyed
  • Now you can move the camera by middle mouse button after active ship is destroyed
  • On off state of mining laser now correctly saved and loaded
  • Power monitor now shows correct values


Celestial Command - Romenics


Hello!

For a long time, resource connectors had some fundamental flaws. Power connectors is not intuitive and hard to use. People said us a lot about this and we are thinking about how to improve it.
So now we decided to completely redesign this system.

Resources connectors for fuel and building materials still intact, but power system is completely changed.

Now power systems works more like a real electricity. Almost all electrical devices was redesigned, so most of them can work even if you have not enough power, but efficiency also will be reduced.

Also, it is no longer necessary to have power storage on the ship. Electrical devices now can take energy right from the power sources.

All power consumers can be turned on / off in order to control power level.



Power storages now have limited speed of charge / discharge.



Also we added nice graph which displays energy consumption and production.



Rendering of radius circle of radar is greatly improved. If you have many ships with radars and no longer will looks like a bunch or chaotic circles.





Also you can disable radar circles, markers and HP bars


CHANGE LOG

Improvements
  • Completely new power system with much better functionality, usability and performance
  • Power monitor is fixed and improved. Added a graph which represents power production and consumption levels
  • Turrets now requires power in order to rotate
  • Added possibility to turn on \ off any electrical module from the power net
  • Most devices which consumes power now have different mechanics. They can work at insufficient level of power with lower efficiency.
  • Changed mechanics of energy shield. Now it have different recharge rate based on power level
  • Radar may work with insufficient power supply, but it will provide lower radius
  • Lasers now have different effectivity based on power level

  • Circles which represents radar range now combined with each other and no longer displays inner segments which greatly improves usability and comfort of radars
  • Space stations now have holiday appearance
  • Added possibility to switch on / off displaying of various GUI elements, such as: HP bars, radar markers, radar range
  • Magenta icons of radar no longer will appears over your own ships (these icons is useless for own ships)
  • Space stations and big ships will no longer became invisible as soon as at least one of their module exited your radar range. They will became invisible when they center of mass exited radar range

Fixes
  • Fixed a bug with invisible ship inside a range of your radar which appears in some cases after you built a new module
  • Button "Duplicate ship" removed from sandbox menu because it caused a lot of bugs with the new ship. Instead of that, in order to duplicate a ship, you should use save load menu which is much more reliable.
  • Center of Mass and Center of Thrust icons no longer remains visible after active ship is destroyed
  • Now you can move the camera by middle mouse button after active ship is destroyed
  • On off state of mining laser now correctly saved and loaded
  • Power monitor now shows correct values


Celestial Command - Romenics
Just a quick update with some important fixes.

Besides that, Autumn sale launched today! Celestial Command now 20% off during sale.


Improvements
  • List of random planets for background of main menu a bit changed
  • Now in Chinese, Japanese and Korean localizations, symbols should have correct, bigger size (let us know if it is still unreadable somewhere) (Known issue: After you selected a language, you need to restart the game in order to apply correct size of symbols)

Fixes
  • Fixed an impossibility to change a language
  • Fixed an "Error" text instead of name of Engineering module Mk2
  • Fixed "Button" text instead of resolution menu in game options
  • Fixed a bug when actual build radius of shipyard is smaller than visible radius of yellow circle

Celestial Command - Romenics


Just a quick update with some important fixes.

Besides that, Autumn sale launched today! Celestial Command now 20% off during sale.

Improvements
  • List of random planets for background of main menu a bit changed
  • Now in Chinese, Japanese and Korean localizations, symbols should have correct, bigger size (let us know if it is still unreadable somewhere) (Known issue: After you selected a language, you need to restart the game in order to apply correct size of symbols)

Fixes
  • Fixed an impossibility to change a language
  • Fixed an "Error" text instead of name of Engineering module Mk2
  • Fixed "Button" text instead of resolution menu in game options
  • Fixed a bug when actual build radius of shipyard is smaller than visible radius of yellow circle

Celestial Command - Romenics
Greetings!



It is already 3 years since the first version of Celestial Command was released in Steam!
Many interesting things was added during the year.

When we started a development, we planned to finish the game much earlier, but since it is our first project and the project is technically very complex and unusual, this will take more time than we expected.

We are always learning, finding new methods and technologies, implementing the best one.
We are continuing to develop the project and listen a community, your reports and suggestions is really helpful and allows us to achieve such results! Thanks you!





In this post we explained our thoughts about engineering modules and realistic robotic arms.
But current engineering module is too small and also looks not exactly as we want.
So we added a new module which is much more functional and looks better.






New main menu. Now each time when you start the game, you will see a beautiful planet (picked randomly)




A small bonus for those who would like to check out how the game looked 3 years ago. We added a possibility to launch the most first version of Celestial Command released in Steam.

In order to do that, open properties of Celestial Command, Beta tab and select "old version".

If you are interested, check this out. We was surprised how much the game changed during 3 years!

Links on previous posts
2 years of development
1 year of development


CHANGE LOG

Improvements
  • Added new engineering module with larger range of reach
  • Added new starting ship which have center of mass in the geometric center of the ship, so it will flight straightforward when your press W and will not require additional setup with engines
  • Added new background of the main menu (previous one caused a bug with save load in orbital mode)
  • Improved glow effect for star
    *] GUI of Warp drive destination point is a bit improved
  • Radius of shipyard increased from 30 to 40 in order to allow to construct a ship when you docked to the docking port
  • Default construction ship in sandbox mode now have new engineering module

    Audio
  • Added random pitch deviation for explosion sound in order to diverse sound effect of mass ship explosions
  • Added new audio effect for heavy cannon (now it really sounds like a heavy cannon)
  • Changed sound of module and rocket explosion to more low frequency audio effect

    AI
  • AI torrents (of pirates) no longer attacks invulnerable NPC stations
  • AI turrets no longer opens fire before turret will be aligned with the target
  • AI turrets no longer stop fire when targeted not in the exact center of a target
  • If a ship have several rocket launchers, it will fire with 0.5 second interval (not simultaneously)

    Rockets
  • Torpedoes now have 2 seconds arm time, so they will not explode near your own ship
  • Changed sound of rocket starting engine
  • Disabled particle collisions for smoke trail of rockets, that improves performance and removed
  • incorrect rendering of trail
  • Rockets now have less powerful engine and no longer so overpowered
  • Improved explosion visual effect of rockets
  • Engine visual effects of rocket now have smaller size
  • You no longer can target rockets into your own ships

Fixes
  • Fixed an impossibility to load a game (orbital mode) from the in-game menu
  • Fixed a situation with invisible ships in range of your radar
  • Fixed "trail of sparks" of laser impact visual effect
  • Now you can set destination for warp drive in aerodynamic mode as intended
  • Now you can focus camera on the star
  • NPC stations now can be selected even outside of radar range
  • Now you can select module objective of mission even if it is outside of radar range
  • Camera sensitivity no longer depends on FPS or game speed


...