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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing. Here are the changes since the last stable release:
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# 1.59.7:
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- Fixed B8 claim beacons detaching some ships in the initial cutscene and de-stabilizing the launch sequence back at Enceladus.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than the current stable branch.
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# 1.59.5:
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- Switching the OMS tabs with gamepad/Steamdeck controls will not zoom the camera in and out anymore.
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Feedback Focus: Release candidate. Please report anything working worse than the current stable branch.
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# 1.59.4:
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- Attempting to place a B8 Claim Beacon outside of the area of Ring A will now cause it to complain about the claim, instead of silently relocating.
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- Newly purchased claim beacons will not bang against your ship hull anymore when you start the dive.
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- Updated translations.
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Feedback Focus: B8 beacons.
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# 1.59.3:
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- Salvage Manipulator will now again use simplified physics simulation when you astrogate back to the Enceladus station. The full simulation caused a number of weird quirks when other parts of the physics engine were disabled in that particular cutscene.
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- During the astrogation cutscene, the ship will start slowing down only after you regain control of it, making it possible to cancel that manoeuvre immediately. Previously, there was 1.5 seconds of burn that you had no chance of affecting.
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Feedback Focus: Still looking for feedback on any weirdness regarding cradle arms or salvage manipulators during cutscenes.
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# 1.59.2:
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- Cradles, docking arms and salvage manipulators will now use full physics simulation during cutscenes. Previously, they used a simplified system in order to preserve resources and make cutscenes (such as astrogation sequences) more predictable, but this simplified system caused unpredictable behaviour in more complex cases, such as astrogating with mining companions attached that have ore inside them. Now cutscenes will use exactly the same simulation as the normal gameplay.
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Feedback Focus: Any weirdness regarding cradle arms or salvage manipulators during cutscenes - launching from Enceladus, in-ring astrogation _or_ return to Enceladus station. The use of complete simulation during cutscenes also means that salvage operations might be more challenging, as you won't be able to rely on the cutscene logic to pop in and handle the salvage for you.
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# 1.59.1:
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- EIAA-1337 autopilot is now capable of fully autonomous astrogation jumps\*
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- Updated translations.
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\*) The EIAA-1337 autopilot software is provided "as-is" without any express or implied warranties, including but not limited to the implied warranties of merchantability, fitness for a particular purpose, and non-infringement. In no event shall Elon Interstellar or its affiliates be held liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, loss of use, data, or profits; or spacefaring disruptions) arising from the use of, or inability to use, the EIAA-1337 software, even if advised of the possibility of such damage. Use of this software is entirely at your own risk. Updates, support, and guarantees of performance are not assured. Always exercise caution and proper piloting protocols when relying on the EIAA-1337 for astrogation or other navigational tasks.
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Feedback Focus: Astrogation with EIAA-1337.
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# 1.58.1:
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- Astrogators could confuse moonlets that were less than 50km from each other, often losing track of one of them.
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- Updated translations.
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Feedback Focus: POI discovery.
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# 1.58.0:
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- Expanded OST with a release of "Prepare for Decompression" for your off-game listening leisure.
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- Pressing the "match velocity" key (X by default) during the astrogation sequence will now match your autopilot to the astrogation course, making returning to the right course after a manual dodge much easier. A proper on-screen prompt is included.
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Feedback Focus: Changes to the new astrogation protocol. We aim to be a bit more involved, but not more difficult.
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# 1.57.7:
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- The HUD Scale slider in the settings, the very end of the scale would have no effect due to monitor aspect ratio constraints. Adjusted the slider to show only scale levels that actually change the scale.
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- If your resolution or window size is so small that no HUD Scale adjustment is possible, the slider will be disabled with an appropriate tooltip.
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- The railgun particle system now correctly accelerates particles relative to the velocity of the railgun.
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- Repairs were performed on the Enceladus Prime station superstructure, which was slightly misaligned and when you observed it long enough could flicker some pipes in and out of existence.
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- Holding a rotation manual control key while performing an astrogation jump with a fly-by-wire enabled autopilot will not cause your ship to continue spinning through the whole cutscene sequence.
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- OMS's Astrogation destination list will no longer receive lights from the comms window. These lights caused some of the colours to be difficult to tell apart.
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- Updated translations.
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Feedback Focus: HUD scale settings.
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# 1.57.6:
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- Moving your in-game camera will not cause the shadows to shift around anymore.
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Feedback Focus: Visuals.
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# 1.57.5:
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- Having a comms channel open won't stop the astrogation course computation when returning to the Enceladus station. Should such a cowardly escape cause a story event to be broken, the countdown will be slowed instead until the people you were talking to react appropriately.
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Feedback Focus: Still looking for feedback on the new astrogation protocol.
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# 1.57.4:
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- Fine-tuned new astrogation protocol. When matching the velocity to the trajectory, the deadzone now has a fuzzy border, instead of a sharp one - if your trajectory is on the edge of the required precision, the calculation will not stop immediately, but first slow down progressively, as you get further and further away from the required course. This should give you sufficient feedback to adjust the course judging by astrogation progress alone and will give some margin of error if you steer just a little outside the target.
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- If you stray twice as far from the astrogation target, the trajectory computation will now rewind a bit, to reflect the fact that your astrogation software needs to account for unexpected ship manoeuvre. This also prevents abusing the astrogation system by "charging up" the astrogation without actually making the jump, just flying in a completely different direction while having the ship primed for an emergency jump. This made little sense in-universe.
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- Adjusted the visual feedback for the astrogation course near the end of the astrogation sequence to make it easier to set the required course.
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Feedback Focus: The new astrogation protocol.
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# 1.57.3:
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- New astrogation protocol. Previously, there was a fixed velocity deadzone required to match in order to engage astrogation. That deadzone is now dynamic, starting much bigger and narrowing down as the astrogation progresses. This will give you much more space for manoeuvre when you are starting your astrogation sequence but will require stricter adherence to the course at the very end. This change will also prevent large adjustments to the course as the cutscene kicks in, which could cause some unbalanced ships to perform unexpected spins.
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- Your autopilot will now display Approach Speed next to Relative Velocity when you target an entity.
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- When selecting astrogation back to Enceladus, the astrogation velocity slider will now be disabled, with an appropriate tooltip hint.
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- Selecting an astrogation destination that is too close for you will now add an appropriate tooltip hint to the disabled "Plot Course" button.
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- Updated translations.
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Feedback Focus: The new astrogation protocol.
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# 1.55.6:
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- The game will no longer receive gamepad input when not in focus. This caused the game to un-pause when you put it in the background and launched another game on Steam Deck.
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Feedback Focus: Steam Deck game multitasking.
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