|
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:
|
|
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:
|
|
|
|
|
|
|
|
# 1.59.3:
|
|
|
|
|
|
|
|
- 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.
|
|
|
|
- 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.
|
|
|
|
|
|
|
|
Feedback Focus: Still looking for feedback on any weirdness regarding cradle arms or salvage manipulators during cutscenes.
|
|
|
|
|
|
# 1.59.2:
|
|
# 1.59.2:
|
|
|
|
|
|
- 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.
|
|
- 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.
|
... | | ... | |