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Apart from some major GPU optimizations to reduce memory consumption, this contains a lot of smaller fixes and changes. Here are the major points:
added anti-gravity toggle to extra settings panel (for easier ship re-entry)
zooming in (reducing fov) shouldnt drop FPS anymore
ship and booster should swing less now when on chopstick rails
engines now shoot out when popped
overall GPU RAM requirement should be a bit lower
it can take some time now until textures are fully loaded in
start menu loads in quicker now, filling less RAM, and you should be able to enter this always now to adjust settings before loading into map
re-arranged the start menu and added a test map that just has the launch site, if you need something that requires less memory
I got a lot of small things off my list including some annoying ones that were there already before the latest update. So Im quite happy now and can fully focus on next update. Ill update the roadmap soon.
added display of horizontal velocity components in booster/ship panel, removed unnecessary center of mass offset on Block 2 that is on Block 1 to balance it on sticks, fixed some panel tool tips and tank farm digit displays, fixed game crashing on server when restarting with client connected, fixed an issue with booster lod, added anti-gravity toggle to extra settings panel (for easier ship re-entry), extra settings have now a separate panel, set r.RayTracing.Culling=3 and r.RayTracing.Culling.Radius=153333 (should increase ray tracing performance, especially when reducing field of view), added script commands to retract OLM and QDs as well as Masseys Deluge (see readme), added overlay that shows version number (only for itch and dev version), added Stargate to optional spawn toggle on extra settings panel, added reset all booster and ship settings button to extra settings panel, added option to toggle auto exposure to lighting panel, made it so that clicking hot stage button on ship panel also triggers sequence on booster when stacked, adjusted ship payload door opening mechanism so that it is a bit less glitchy on client, fixed fov not resetting when zoomed in and not closing game via menu, fixed some tank farm panel digit display issues, fixed volumetric fog setting not being saved, fixed some issues with volumetric fog and ray tracing (r.VolumetricFog.InjectRaytracedLights=1) ship and booster should swing less now when on chopstick rails, engines now shoot out when popped, added test map to start menu and re-arranged buttons to fit everything better, added nanite toggle in extra settings panel for testing, replaced ship nanite version with lod, optimization: different things on textures, which can load in slowly at beginning now, optimization: cleaned up unused/invisible objects, optimization: start menu doesnt load in everything anymore, optimization: reduced water quality a bit (bit scuffed for the moment, but will be replaced sooner or later altogether anyway, added one second delay when spawning stack on map start to see if it fixes random explosions, fixed when spawning full stack block 1 option not working, fixed when spawning full stack with run script ticked, it doesnt initialize it fully, and also not adding it to the selection boxes
Besides the new Starship model, that has a movable payload bay door now, there are also a few general additions and fixes to the ship. Here are the major changes:
"2025-03-26:": [ "fixed BQD not connecting to booster", "fixed shadow draw distance" ]
This is a small patch, mostly to fix a few things that were left unfinished in the latest release. Here are the major changes:
This is a physics sandbox where you can play around with Starbase devices.
You walk or fly around in first or third person to look at and operate all kinds of devices. For example, you can drive a so called Self Propelled Modular Transporter (SPMT) under the booster, lift it up, transport it from the build site to the launch site (at real world scale and distances), pick it up with the launch tower lifting device (a.k.a. chop sticks) and put it on the launch mount.
Then you can do the same for second stage and stack it on top, launch the full stack, do the hot staging maneuver and return first and second stage to launch site and try to catch them with the chop sticks.
All this is simulated with more or less realistic, slightly simplified physics. You can have it fly mostly automatic (in the future hopefully completely automatic) or control everything yourself, if you want, down to the settings of the PID controllers for angular velocity.
You can do all this also in co-op mode in multiplayer. But it's very rough still. So expect some wonkiness. Consider it more as a nice-to-have add-on.
You can not fly into orbit around earth yet. You also can't go into the rockets yet, but you can follow them as observer anywhere. These features and much more, like Moon and Mars, are planned for the future.
The main idea with this project is to closely follow and recreate the developments of the real Starbase in BocaChica, Texas and have fun learning to understand how everything works there, and later if they go the Moon, we go to the Moon with them.
There is a lot missing that needs to be added, so this will be in Early Access for a while probably.
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