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1.59.1 just hit the Experimental branch, featuring:
- EIAA-1337 autopilot is now capable of fully autonomous astrogation jumps*
- Updated translations.

*) 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.

Feedback Focus: Astrogation with EIAA-1337.
Post edited September 29, 2024 by koderski
1.59.2 just hit the Experimental branch, featuring:
- 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.

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.
1.59.3 just hit the Experimental branch, featuring:
- 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.
1.59.4 just hit the Experimental branch, featuring:
- 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.
- Newly purchased claim beacons will not bang against your ship hull anymore when you start the dive.
- Updated translations.

Feedback Focus: B8 beacons.
1.59.5 just hit the Experimental branch, featuring:
- Switching the OMS tabs with gamepad/Steamdeck controls will not zoom the camera in and out anymore.

Feedback Focus: Release candidate. Please report anything working worse than the current stable branch.
1.59.7 just hit the Experimental branch, featuring:
- Fixed B8 claim beacons detaching some ships in the initial cutscene and de-stabilizing the launch sequence back at Enceladus.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than the current stable branch.
1.59.8 just hit the Experimental branch, featuring:
- When you hire a wingman, your IFF display will now update immediately.
- Hiring civilian wingmen and paying them well now nets you a good reputation amongst miners.
- Fixed part of the simulation chart label which was visible at the edge of the screen when the simulation initialized.

Feedback Focus: Wingmen interactions.
1.59.9 just hit the Experimental branch, featuring:
- IFF controls got stuck. A liberal application of WD40 fixed the issue.

Feedback Focus: Wingmen interactions.
1.60.0 just hit the Experimental branch, featuring:
- Additional dialogues you can have with fellow miners.
- Additional options to hire wingmen.
- You can now give commands to wingmen you hire. They might even listen to you.
- The IFF display only updates when visible now.
- Fixed a bug that could cause a game crash when you hired a wingman but they decided to not follow you through astrogation.
- Additional logging to debug wingmen interactions.

Feedback Focus: Wingmen interactions.
1.60.1 just hit the Experimental branch, featuring:
- AI now understands that when you are astrogating away you will end up far away, and that if they want to stay close to you they should follow. This fixes a problem with wingmen who would sometimes stay behind if they were at a comfortable distance from you when you performed a jump and were distracted with something else.
- Fixed THI Cargo Containers not unloading completely when asked to unload on ships with big processed cargo capacity.
- Obonto Microengineering unified its branding.
- Updated translations.

Feedback Focus: Still looking for feedback on wingmen interactions.
1.61.1 just hit the Experimental branch, featuring:
- You can now tune the processing speed of your Mineral Processing Unit.
- Grinders of mining companions attached to AT-K225 are now detached from your main excavator. The placement of the docking bays made that feature useless, and they tended to damage your ship if you tried to open them up.
- You can't drive your crew to alcoholism in the Space Bar anymore. The bartender will not serve you anymore if you overdo it.
- In some complex inter-faction interactions you could turn your own IFF against you. That made your drones and wingmen to be afraid of you and leave.
- When fixing thruster misalignment with OMS drones, your mechanic will not have to adjust the jury-rigging options in order for repair to take effect.
- Unified spelling and fixed typos.
- Updated translations.

Feedback Focus: MPU tuning.
1.61.2 just hit the Experimental branch, featuring:
- When fixing weapon misalignment with OMS drones, your mechanic will not have to adjust the jury-rigging options in order for repair to take effect.

Feedback Focus: Still looking for feedback on MPU tuning options.
1.62.0 just hit the Experimental branch, featuring:
- When tuning your ship, the simulation window will now display secondary parameters affected by the tuning option you are changing. This applies for parameters that have difficult to predict consequences.
- Rebalanced Mineral Processing Unit tuning - including reaction mass efficiency now being boosted by quicker processing and the power curve being more aggressive when you push the speed to the very limit of the device.
- Updated translations.

Feedback Focus: New tuning display and MPU tuning.
1.62.1 just hit the Experimental branch, featuring:
- Improved compatibility of USV-GOT reconnaissance craft with both MLF Haul Drone and MPI Tug Drone systems. The commands imposed from the craft will now interface properly with the ship-area-network bus, allowing the systems to coordinate efforts when directed manually and preventing two opposite systems from fighting over the same ore chunk.
- Updated translations.

Feedback Focus: Still looking for feedback on the new tuning display and MPU tuning.
1.62.4 just hit the Experimental branch, featuring:
- Files clean-up: then you had the OST DLC purchased, game used to download some of the mp3 tracks twice. It will now only download them once.
- Your crew is now much less likely to be distracted by the environment when you approach a derelict ship. Previously, they could not notice it if there were exciting things happening around them.
- Fixed number formatting functions. In some circumstances, some fractional numbers were rounded wrong and produced off-by-one errors, for example 3.97 would be rounded to 3.0 instead of 4.0.
- Dynamic backgrounds on the title screen, credits screen, and the screensaver mode now have more asteroids.
- Activating screensaver mode (with a `--screensaver` command-line switch) will now automatically mute all sounds and skip the boot animation of the game.
- Added additional logging for AI behaviour to make it easier to pinpoint potential problem with the new wingman system.

Feedback Focus: Still looking for feedback on the new tuning display and MPU tuning.