Sep 6, 2017
HELLION - ZG_Smorty
Greetings Hellion survivors!

As we promised a new patch for Hellion is ready to be uploaded tomorrow, a month after the previous one. We had more time to fix some of the bigger issues and make the game more enjoyable. You can check out the list of changes and additional information below.



Patch 0.2.4 will be deployed on Thursday, September 7. Servers will be down from 10AM UTC until 11AM UTC. Servers will be wiped to ensure proper patch deployment.

For private servers:
- Update your server and game client.
- Delete server save files.

NavMap Improvements

- NavMap optimisation.
- NavMap now properly groups overlapping nearby objects. Players can click the group icon to display a list of all nearby objects.
- Ship icon should now always be visible on the NavMap.
- Scanning optimisation.
- Remove warp line when warp finished or failed.
- Removed obsolete NavMap filter options from the interface.

Ship Engine Tweaks

- Ship engine controls reworked. When ship engines are activated (default key ENTER) players can use standard forward/backward controls (default keys W,S) to accelerate/decelerate using engines instead of RCS. Players also have the option to set constant engine thrust values for longer journeys (default keys NUMPAD +,-).
- Engine power consumption tweaked. Power supply screen should now display proper values when the engines are operational.

General Improvements

- Players can now check blog news in-game. In-game home screen changed to fit Blog news.
- Disabled all docking ports on premade stations. Players can no longer dock a Command Module to take ownership of premade stations.
- Removed "Call Ship" and "Distress call" buttons from premade stations.
- Added confirmation before applying video settings.
- Texture quality slider can only be adjusted when in menu (out of game). It is disabled by default when in-game.
- Implemented automatic server restart after a predefined amount of time.
- Added automatic server restart configuration to GameServer.ini file.
- Server info added to server browser list.
- Server info configuration added to the GameServer.ini file.
- Added report server option in server list and server menu.
- Added tooltip information when trying to loot dead bodies (default key F).
- Added missing glossary descriptions for several objects and added Hellion System Zone map to the glossary located under Lore and History tab.
- Loading screen concept art added.
- Server browser visual changes for added server information.

Security Improvements

- All lockable doors linked to the security system. Players who are on the "authorised personnel list" on the ship/command module security panel can now open/close locked doors.
- Ships no longer transfer their security authorisation to docked/grappled modules. As a result, turrets that spawn in various modules remain hostile even when module is docked/grappled to the ship.
- Command Modules now properly transfer authorisation to all docked modules and turrets.

Optimisation and module improvements

- Double checked optimisation for multiple modules and reworked as necessary.
- Turrets can no longer shoot through walls and closed doors.
- All items can now correctly be picked up from LS nodes in all modules.
- Changed RCS fuel from Nitrogen to Nitro for all modules.
- AltCorp_LifeSupport_Module optimisation.
- AltCorp_Airlock Module optimisation.
- AltCorp_Cargo Module optimisation.
- AltCorp_Crew Quarters Module optimisation.
- Reflection Probe Rework.

Bug fixes:

- Not able to pick up battery from ship cargo.
- Ship grappling hook missing collider.
- Cannot pickup slotted ammo from gun magazine attache points.
- Server client communication when matching velocity - results in position change on client.
- Starting module lights not working when low pressure.
- Server errors and crash due to Unhandled Exception.
- Docking ports not showing in the target list after warp and undocking grappled module.
- CQM Med-pack fridge placing med-packs on wrong place when putted in.
- Stuck on connecting to game server no response from server.
- Cannot use SHIFT to grab onto the hull of some modules.
- Life Support Module not working when docked to base.
- Power Consumption Bug. Capacitor draining when Output > Consumption.
- Dockable Container Ports don't work.
- Loot respawns in modules that have been taken by players and attached to their stations.
- Turrets get detached from attach points because of distance optimisation.
- Ship casts lights on planets.
- When default video settings are clicked they should be saved immediately.
- Despawn timer restarts after server reset.
- Airlock Module doors not connected to the security system.
- Sun is bigger on nav map.
- In-game loading icon stays on screen results in unable to get back to the server.
- Power supply panel in PS module inactive.
- After server restart Turrets lose tracers or fire blank shots.
- Cannot pick up items in CM.
- Refined resource Canister has only nitro in it.
- Infinite loading icon and invisible module(s).
- Systems interconnection issue across docked modules.
- Persistence - systems auto reactivate after server restart.
- Spamming call rescue ship button results in multiple ships spawning at outpost.
- Canisters don´t go empty it shows 0 but not empty.
- Unload button on Cargo Panel not working with refined canisters.
- NavMap doesn't update home station button after cryopod change

Known Bugs List
https://www.playhellion.com/forum/discussion/33/known-bugs

Fly safe,
Zero Gravity Team


HELLION - ZG_Rick
“Seven months had passed since the first colonists left their cryopods and found themselves above the swirling purple-white clouds of Bethyr. Immediately faced with malfunctioning systems and lack of basic resources they were faced with a simple choice: adapt or perish. For some, this was the start of a grand adventure, while for others it marked the beginning of an arduous journey and a fight against impossible odds.

After all, very few colonists were certified pilots, or served in the EVA engineering corps. Fewer still had any previous knowledge on plotting warp maneuvers and only a handful ever received proper combat training. Some adapted faster than others, owing it to the life they led prior to the Expedition. But even they had a difficult choice to make: survive alone, or risk joining with others to improve the chance of survival in an alien system full of danger and unexplainable phenomena. Many chose the latter and lent a hand to those in need. These veterans would often offer assistance to others with little or nothing requested in return. However, not everyone was so noble.

Some among ex-soldiers, mercenaries and guards knew full well how great of an advantage their prior lives gave them over everyone else. And so they chose a less reputable path for themselves, becoming bandits, pirates and raiders who used any means necessary to accomplish their goals. Many a colonist woke up inside their cryopod only to find their outpost drained of every last drop of air and their survival gear gonne. With no suit and no resources these unfortunate souls could only do one thing: surrender to the void around them and go quietly into the night.

Except in Hellion, dying offers no escape. There is no afterlife, no peaceful oblivion. There is only death and reincarnation in an endless struggle for survival.”


ZG_Smorty


Greetings colonists and welcome to a new installment of Hellion’s Community Spotlight! As always you can expect strange, not so strange, and most importantly fun contributions from your fellow survivors.





Showdown at OK Bethyr


Surviving in the wastes of Hellion can be a challenge, especially when universe itself is not playing by the rules. It is for this reason why many choose to walk the “less reputable” path of looting, raiding and plundering. But what happens when your target does not go down quietly? Here’s a video uploaded by Defensive showing some intense boarding action:

https://www.youtube.com/watch?v=Fz6Ru5BmgIU

Tales of a distant star


Not everyone is comfortable with working alone, sometimes it is simply better to find a partner. Having a helping hand can be a life saver especially in those moments when the laws of universe turn against you. For most this is the end of their adventure, a quick trip to the familiar cold of the cryopod, but for those with experience, it is simply a challenge to overcome and it always makes for a great story.

Here is a small piece of Veqryn’s tale of the “True Captain”. It details the adventures of V and his comrades, as they navigate the deadly wastes of Bethyr. You can find the whole series on our forum. If you are interested make sure to check out various authors in this thread on Hellion community hub, here on Steam.


“...HP joins up a few minutes later. He's still in the old base which has no O2. With helmet on, HP hails a new ship and plans to meet V and THORS.

The deal is to move the base again out of Bethyr system. With two ships and one coming, a coordinated one-trip could be made. And seeing that their current (perceived to be safe) setup and a well executed high orbit in Bethyr was still discovered (even if by Santa) in a matter of a couple hours or less, V feels it would be better to make the move.

HP is tasked with finding a CTM. He does and attaches it to the old station temporarily, which is his cryo spot and home station. It took some deliberating to let go of the old station, as it seems to be quirky to work with. I imagine HP might be uncomfortable with leaving our first base, and going into a trio now hoping we can add a third cryo for him.

While the three worked about the business of relocating the station, our friend SKY offers some aid in finding us an LSM.

After tying down as many things they could into rack spaces and boxes, V and THORS detach the two ships and speedmatch to the base. It will be THORS job to spacewalk back to the base and detach the two airlocks.

Of course a few items wriggled their way out of the ship, some hovering about in nearby space, and a couple were too tempting for THORS. So as he thrusts his way to grabbing a few objects, V opens a beacon for HP and his new ship to set warp course...“


*@designersox; Crazy D; 2ugly; Sky; and everybody else on Steam, thank you all for your contribution.


Orbital architecture


So far we’ve had small stations, big stations, ring stations, stations built around an asteroid… Most builders out there are creating bases orbiting planets and moons, but for some this is simply old news. So how about a station around another station? No? Too complicated?

Well, geekthefreak420 disagrees. Here’s a few screenshots of his base building project with two bases looping in on eachother.





Veteran tips


And of course no community spotlight would be complete without some kind of a guide. Considering how there’s been a lot of talk about raiding and pillaging, here’s another video uploaded by Defensive showing a simple yet very effective way to keep your outpost safe from raiders:

https://www.youtube.com/watch?v=EMsvKX_xedY

Announcements


It looks like the disturbance in the Hellion system caught the attention of people at the Space Game Junkie. They are very much interested in finding out what exactly is going on and where Hellion is heading? To answer these questions and more Zero Gravity will be joining them in a podcast on Tuesday, September 5th at 6 AM PDT/3PM CEST. If you are interested, hop on over to their website for more details.

Also, just a reminder: patch 0.2.4 is coming out next week. Until then...


Fly safe,

Zero Gravity team
HELLION - ZG_Rick
Hello survivors!


Today we are announcing small changes in server hosting architecture for Hellion. These are the first steps in building a strong server infrastructure for the future.
As you've already seen, in 0.2.3 patch we introuduced a new regional naming for servers. On Friday, August 11, there will be some additional changes that you should be aware of:

1) Official servers names changes:

- Europe #1 Hellion Official Server changed to Europe West #1 Hellion Official Server
- Europe #2 Hellion Official Server changed to Europe West #2 Hellion Official Server
- Europe #3 Hellion Official Server changed to Europe West #3 Hellion Official Server
- Europe #4 Hellion Official Server changed to Europe West #4 Hellion Official Server
- Europe #5 Hellion Official Server changed to Europe West #5 Hellion Official Server
- Europe #6 Hellion Official Server changed to Europe West #6 Hellion Official Server

2) Following servers will be shut down after the results of performance measurement:

- Europe #7 Hellion Official Server
- Europe #8 Hellion Official Server
- Europe #9 Hellion Official Server
- Europe #10 Hellion Official Server
- Europe #11 Hellion Official Server
- Europe #12 Hellion Official Server
- Russia #1 Hellion Official Server
- Russia #2 Hellion Official Server
- Russia #3 Hellion Official Server
- Russia #4 Hellion Official Server


End of transmission...

Zero Gravity team
Aug 2, 2017
HELLION - ZG_Smorty
Greetings Hellion survivors!
Patch 0.2.3 will be deployed tomorrow and here are the patch notes for it.



Patch 0.2.3 will be deployed on Thursday, August 3. Servers will be down from 10:00 UTC until 11:00 UTC, and they will be wiped to ensure proper patch deployment.

For private servers:
- Update your server and game client
- Delete server save files

Important note

We will be changing the bi-weekly patch schedule into a monthly schedule starting after tomorrow’s patch deployment.

Reduced patch frequency will allow us to properly test and implement new features that we are currently working on and also extend time between server wipes giving players more time for exploration and base building. We believe this will accommodate frequent requests by the community for more time to develop their space stories and continued progress in the world of Hellion.

General Improvements

Preloading:

- Added scenes preloading optimisation that preloads all game scenes at start significantly reducing load times in game.

- Preloading is on by default for systems with at least 6GB of RAM and off for systems with less.

- This option can be manually deactivated by directly editing the properties.ini file (located in:\Steam\steamapps\common\HELLION) and changing the following values:
load_type=0 (Simple mode - no caching)

- Added loading screen while preloading scenes.

Other improvements:

- Station despawn improvement - default value is now: 48 hours. Each docked module after the first adds + 48h.

- Note that this despawn function works for stations with authorized characters.

- Abandoned stations (without authorized characters) will despawn after 15 minutes.

- Disabled all security panels on Premade Stations. Players should no longer be able to authorize themselves on Premade Stations.

- Tweaked loot distribution values. Parts, especially Resource Injectors and Servomotors should now spawn more frequently.

Nav-Map Improvements

- Added click and drag manipulators for custom orbits. Players can now use mouse to adjust position, apoapsis, periapsis and angle values.

- Position indicator will now retain its angle/position when adjusting apoapsis/periapsis values.

- Added click and drag option for adjusting activation/arrival points when setting up a warp maneuver.

Infrastructure Improvements

We are introducing new official servers that are expected to improve overall performance. These servers cover Europe, Russia and Oceania. New US servers will be deployed at a later date.

Graphics optimisation

AltCorp_Starting Module optimization
AltCorp_Corridor Module optimization
AltCorp_Corridor Intersection Module optimization
AltCorp_Corridor 45T Module optimization
AltCorp_Corridor 45TL Module optimization
AltCorp_Corridor Vertical Module optimization
AltCorp_PowerSupply Module optimization

Bug fixes

- Despawn ship/module with active player(s) inside.
- Command module occlusion glitch when player outside or far away.
- Wall fan occlusion glitch in starting module.
- Repeatedly loaded scenes stay in client forever.
- Planets/moons show smaller on Nav-Map than in-game.
- Cannot pick up several objects from spawn points in PSM.
- Corridor Module occlusion reverted when player inside.

Fly safe,
Zero Gravity Team

HELLION - ZG_Rick
What’s up survivors? As the topic states today’s post is going to be about engines, design decisions and various problems concerning their usefulness and implementation. So, what’s so problematic about the engines and why haven’t we covered this topic earlier? Well, there are several issues: realism, orbital mechanics and multiplayer nature of Hellion. We’d like to use this opportunity to go over them in detail.



As several players have noticed already we had done a bit of “ninja” tweaking of the main engines in Hellion. We have reduced their acceleration from “OMG” to something slightly more manageable like 200m/s2. Let’s disregard realism for a moment and say that human bodies can somehow withstand a prolonged exposure to forces exceeding 20G and let us factor in the largest problem of space exploration – distance between celestial objects. For this occasion, we will use Bethyr and its closest neighbor Eridil. Even in a scaled down model of a star system the closest distance between them is around 217,801,845 km, or 1.46 AU.



Any vessel using conventional propulsion would take around 90 days to complete the trip, moving at a constant speed of 28km/s. Now let’s use something “less realistic” like an “Epstein Drive” from The Expanse series. At a constant acceleration of 0.5G the journey would take almost 5 days. Finally, let’s check out the “completely unrealistic” engines of Hellion. With a steady thrust of 20G the journey would take over 18 hours. This may not seem as much in real terms, but for a game it is simply too long. This is why games like old Elite, Kerbal Space Program and Orbiter use “time acceleration” mechanics. However, Hellion is a multiplayer game, so playing with “time scale” is impossible. To bypass this, all long-distance travel in Hellion is done using Warp Drive.

Other space sims ran into similar problems when dealing with realistic distances and real-time nature of multiplayer and most of them have two or three different propulsion methods: Thrusters, Quantum Drive and Jump Drive in Star Citizen, engines, super cruise and Hyperspace in Elite Dangerous, or standard propulsion, LDS and Capsule-Drive in Independence War 2. In Hellion this matter is further complicated by the use of realistic orbital physics. Anyone who has played KSP or Orbiter is familiar with how difficult and time consuming it is to intercept an orbiting object.

Initially we wanted to implement a realistic engine system that would be used instead of a Warp Drive to change orbits and reach “nearby” objects. Unfortunately, this system proved overly complicated and extremely time consuming, with orbital maneuvers requiring hours and days to execute. Thus the original idea was scrapped and the engines were fully replaced with Warp Drive.

Now that we’ve pulled this idea from our backlog, we are re-working the engine controls for easier thrust adjustment to allow players to use them like “afterburners” or linear “high-speed” RCS. Overall the new control scheme should make approaching objects up to 200km away easier. Another thing we are considering at the moment is the use of engines from the Nav Map along with implementing several indicators for orbital adjustments.

Since this is still a work in progress, we are very interested in hearing your opinion on the subject of engines. So let us know what you think in the comments below and feel free to start/join a discussion on the forums.

Until next time, fly safe!

Zero Gravity team
Jul 20, 2017
HELLION - ZG_Smorty
Patch 0.2.2 will be deployed on Thursday, July 20. Servers will be down from 10:00 UTC until 11:00 UTC, and they will be wiped to ensure proper patch deployment.

For private servers:
- Update your server and game client
- Delete server save files



Patch Notes:

Nav-Map improvements:

Completely reworked the Nav-Map. Interface moved to overlay, rather than world-space canvas. Players can expect more functionality, better visibility and improved responsiveness.

- “Warp To” button added to the coordinates screen.
- Custom orbits can now be modified by clicking on arrows over relevant orbit parameters. Changing parameters by clicking and dragging the orbit points is not working at the moment. It will be implemented at a later date.
- Orbital parameters that can be adjusted are now highlighted in green.
- Custom orbit is now automatically removed after warp.
- Added distance to target and power consumption indicators to the warp cell selection screen.
- Initialize warp button is now grayed out if warp maneuver is impossible.

Flight controls improvements:

- Adjusted player camera position when piloting the ship. As a result ship crosshair and radar indicators are now properly synced, eliminating drifting and unwanted offset while flying.

- Lateral speed indicators inverted to be in sync with docking indicators.

- Improved lateral indicator sensitivity, making them more responsive and easier to use.

Warp Drive improvements:

- Warp speed increased to be in line with recent zone and loot distribution changes. Short distance warp travel should remain roughly the same, but long distance warps now take considerably less time.

- Slightly tweaked how Warp works:
- Warp 1 - Intended for short distance jumps (changing orbit)
- Warp 2 - Intended for medium distance jumps (Planet -> Moon)
- Warp 3 - Intended for long distance jumps (Planet -> Planet)

- Warp Cell consumption tweaked and increased to compensate for shorter flight times.

Other improvements:

- Server sorting improvement - disabled servers will now always show on the bottom of the list.

- Increased maximum air filtration output of life support nodes from 0.12 to 0.3, making it in line with the maximum filtration capacity of Life Support’s Air Filter System. As a result air quality should improve at a faster rate.

- Added on screen crosshair. It can be toggled on/off from the options menu.

- Weapons now shoot from camera to the center of the screen (crosshair).

Audio:

- Added Basketball Sound Effects

Optimization:

- Command Module Optimization
- Ship optimization

Bug Fixes:

- Dimed (dark) screen on game launch
- Character camera swapping when interacting with the piloting chair
- Endless loading problem
- Infinite ‘loading’ when game server unavailable after death screen
- Nav-map frame rate drop with multiple objects
- Ship cargo re-pressurize speed
- Small canister repeatable animation when holding LMB
- Ship cargo constant oxygen consumption when depressurized/vented
- Ship cargo oxygen loss when re-pressurizing
- Industrial container missing RCS recourse injector
- Delay in filling jetpack with Small Canister
- Security terminal doesn't save after server restart or crash
- Press J to warp overlapping with M on screen
- Fixed stations not showing proper names

Known Bugs:
https://www.playhellion.com/forum/discussion/33/known-bugs

HELLION - ZG_Smorty
Greetings survivors,

How’s the harsh world of Hellion treating you? Today’s post will cover a number of improvements that you can expect in the upcoming patch, as well as some additional info about Zones and the Loot Distribution system. Also, we will tease a number of visual improvements that we are working on.



Let’s kick things off with Zones and Loot. These features made their debut with the 0.2 update but we still want to provide a bit more info regarding this system and the placement of zones. After all a good loot system is only useful if players can understand how it works. Since all items are broken down into categories and further divided into quality tiers, a few questions were bound to emerge. Military zones are usually packed with weapons, ammo and various tools of destruction. These zones are also the best place to search for power supply modules, Command modules and abandoned ships that you can confiscate. Industrial zones are loaded with mining gear, specialized EVA equipment and cargo bay modules as well as various refined and raw resources just waiting to be picked up. Finally civilian areas are full of decorations, crew quarters modules, airlocks, life support systems and medical supplies. Below is the map of Hellion’s zones. As a rule of thumb, the further the zone is from the starting area, the higher its tier.



However, these zones are somewhat pointless if getting to them will take hours. Since we want players to explore and try their luck in higher tier zones, the next update will address the Warp Drive speed issue. Overall players can expect significantly shorter warp times when moving between different planets.

Now let’s go over a few additional improvements that players can expect. Aside from numerous fixes a lot of effort is being put into optimization and improving player experience. Ship controls have been tweaked slightly so traveling towards a distant target should now prove to be a pleasant cruise rather than a nerve wracking adventure.

To further optimize the user interface and eliminate annoyances, you can also expect a targeting reticle feature, toggleable from the options menu. Those that compare picking up canisters to finding a needle in a haystack will appreciate it, while players that prefer immersion will most likely turn it of. It should also make EVA maneuvering a bit easier.

And last but not least here’s a tease of something our concept team is currently working on:

Jul 6, 2017
HELLION - Mr. Yankovich


Attention!

We have captured the culprits and recovered the warp cells.Ship is back on track. Signal reestablished. Investigation closed.

Hellion 0.2.1 patch will be deployed tomorrow (Friday July 7th). Servers will be down from 10:00 UTC until 11:00 UTC, and they will be wiped to ensure proper patch deployment.
Your patience is appreciated! (And resistance is futile ;-))

We have a little something for you to make up for the wait: it is HELLION - Dev Q&A and gameplay Part 1, recorded and produced by Quertier:
https://www.youtube.com/watch?v=gkKmcIw0uF4&t=389s

If you like what you've seen, have in mind that the second and third installments of this Q&A session will be available later today. Also, subscribe to Quertier`s channel to give him a thumbs up for his work.

Take care and fly safe,
Zero Gravity team
Jul 6, 2017
HELLION - Mr. Yankovich


Dear survivors,

We just received a transmission from Altair HQ. Unfortunately, there will not be a patch deployed today. Warp cells were missing from a vessel traveling from Io to Burner. Signal lost. Possible sabotage activity around Burner’s orbit suspected. Investigation ongoing.

But in all seriousness, last night’s final tests showed that there is a problem with the loot distribution. Items are not spawning as intended. We are working to correct this as soon as possible and we’ll keep you informed.

Thanks for your patience and sorry for any inconvenience caused.

Zero Gravity team
Jul 5, 2017
HELLION - Mr. Yankovich


Greetings everyone!

First, thank you all for your feedback on the 0.2. update; we will continue to work on bug fixing, optimization and performance improvement. With that in mind, patch 0.2.1 will be released on July 6th. Servers will be down from 10:00 UTC until 11:00 UTC , and they will be wiped to ensure proper patch deployment.

For private servers:
- Update your server and game client
- Delete server save files

New Features / Changes/ Improvements:

- Melee combat added.
- New melee weapon - crowbar added.
- Scanner tweak: results of scans around smaller celestials should now have less fuzzy objects while derelicts around Bethyr should be easier to identify on a scan.
- Loot distribution tweaked - certain items will spawn more often.
- Shortened time for re-pressurizing ship cargo.
- Number of CO2 filter slots in ship’s LSM reduced from five to two.
- New sound effects are implemented for Turret, EMP Grenade,No-Helmet--
Suffocation and few other things.
- New animations:Crowbar swing, fist punch.

Bug fixes:

- AltCorp Corridor Vertical (CSM-AC) colliders missing/flying through object.
- Cargo and Security terminal panels blinking when a player looks at them under certain angle.
- Predefined stations not showing on map after server restart.
- Selecting video settings freezes the game.
- Placed item near wall in ALtCorp PowerSupply Module (PSM-AC) would fall through.
- Ship’s RCS leakage when module is docked.
- Destructible items (turret, grenade) would always have 100 HP(on server) regardless of actual values set.
EDIT:
- Various interaction problems with pilot chair (pilot unable to sit, pilot stuck in chair, etc.)
- After server restart loot is not respawning.

Known bugs list:
https://www.playhellion.com/forum/discussion/33/known-bugs

...