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Celestial Command News

Update 0.8923 Alpha - Turret mounted long range mining lasers



Currently mining lasers in the game has a very short range, and this is not too correct because if mining device suppose to be a short range it could be just a simple mining drill, but since we have lasers, we should have long range version.
So here it is, long range mining lasers!

Also now it can be mounted on turrets and automatically collect required ore within range! It acts like a great advanced tool for mining and should partially solve a situation with lack of fuel for large ships because mining is much easier now.

A bit later this issue will be completely solved with addition of large mining devices which can be placed on large asteroids in order to extract even more ore.

CHANGE LOG


Large improvements
  • Added long range mining laser which should be mounted on turret. Such turrets will automatically mine asteroids with desired resource within its range. Also added a possibility to select which resource you want to mine
  • Damage and mining rate of all lasers no longer depends on distance to target (this feature didn't adds any interesting aspects to the gameplay, on the contrary it was confusing and non intuitive, also it turned lasers into some kind of "shotguns" which should be used from the minimal distance, that is not a desired game-style for combat lasers). Also visual effect of laser ray no longer falloff with the distance and in result it looks much better
  • Lasers now activated and deactivated not instantly, but during a short time, as result its visual effect looks much better
  • Lasers now will consume energy from internal power storage which will recharge over time, so now in cases when you have not enough energy, lasers will wait for full charge instead of attempt to emit thin and weak ray. Overall, combat and mining operations now looks much better in cases when ship has not enough energy


Small improvements
  • Added possibility to setup hotkey for auto center of thrust calibration
  • Text elements such as "+2 Iron ore" which appears over cargo containers now displayed only at close range
  • Graphs of power monitor now hidden by default
  • Xenon collector max radius in orbital mode increased from 5 to 30 (it should be much easier to use now)
  • Added missing info on control panel of xenon collector
  • Target of turret now visualized only on selection of module


Fixes
  • Critical bug with impossibility to save \ load a game with error "Position is NaN" should be fixed (but we are not sure, so let us know if you will encounter this issue again)
  • Ships with activated warp drive no longer able to move inside a warp field (solved an issue when you press W during warp flight and ship explodes due contact with warp sphere)
  • Fixes impossibility to load a game which was saved during warp flight
  • Fixes issue when options and save load windows still visible after menu reopened with Esc button
  • Fixes internal error when galaxy map opened during warp flight
  • Xenon collector works again in orbital mode
  • Pause on Esc now correctly works after save load


Update 0.8922 Alpha - Automatic calibration for center of thrust and important fixes





CHANGE LOG


Improvements
  • Added button which will automatically setup maximum thrust level for all main engines in order to align center of thrust with center of mass. Very useful for asymmetrical ships or for ships with unbalanced distribution of cargo.
  • Added notification if you try to buy goods to container of not suitable type or if it has not enough free space


Fixes
  • Possibility to buy goods on trading stations now works again (it was accidentally broken when cargo types were reworked)
  • Game speed no longer affects on functionality of double click
  • Fixed possibility to load a game from existed game (no longer infinite loading screen)
  • Fixed internal error when cursor hovered on item in global inventory window during sell mode
  • Station size fuel tank now may contain only 1 type of resource instead of 2 (earlier it caused various issues with fuel production and consumption)
  • Auto saves now works properly (now each file has correct data such as date, time, version etc.)
  • Fixed an issue when sometimes salvaging module consumed resources but did not unloaded a product
  • Added missing on hover info about characteristics for modules: Life support, crew quarters, escape pods
  • Added missing on selection info about characteristics for modules: Engineering module, escape pods
  • Added localization for characteristics of some modules




Update 0.8921 Alpha - Reworked energy generator and important fixes



CHANGE LOG


Improvements
  • Power generator now automatically adjusts its production level according to current power consumption and availability of power storages. Fuel and energy no longer wasted and power generator now should be much easier to use. Also added some additional information to its control interface.
  • Now when you press Esc to open game menu, the game will be put on pause (only in single-player game)


Fixes
  • Now titanium can be found in asteroids
  • Recycling module now works properly
  • Ore refinery no longer consumes energy while waiting for a free cargo space and also now it properly displays warning message about lack of free space
  • Fixed a bug when some planetary systems was not revealed after warp jump even if it located within range of warp drive
  • Mining skill now has correct description
  • Removed outdated "reaction wheel power multiplier" from world settings
  • Parameter "Max players" for multi-player game now works correctly




Update 0.892 Alpha - Reworked cargo types, better inventory windows and important fixes



Hello!
Another medium size update. Inventory system now should be much easier and more intuitive to use and also, we fixed many frequently occurred and critical bugs.

Also we want to express a huge gratitude to everyone who support us on Patreon! We just achieved a first Patreon goal, such support is really helpful and allows us to resolve financial things. Thanks you very much!

Currently we are working on a huge content and gameplay update which should be released approximately within the next month, before that we plan to release a smaller updates from time to time, similar to this one, with important fixes and core improvements.


CHANGE LOG


Large improvements
  • Cargo containers now divided on 2 types instead of 3 (for solid cargo and for liquid\gas cargo), type "for raw ore" is removed (all existed ore containers now may store any solid cargo). Solid container no longer can store liquids or gas. Some containers still may hold only 1 resource, but more effective which should be an interesting feature. Previous the system with containers was too non intuitive, now it should be much easier to use.
  • Global inventory window now opens for all docked ships (also a window appears above command module, not in random position)
  • Added possibility to drag resource icon from one global inventory window to another (also now it is possible to hold shift to specify transfer amount)
  • Changed names and descriptions for all crew skills


Small improvements
  • Prices of all modules recalculated and now equal to sum of prices of its crafting components
  • Crew now may survive without life support modules much longer (solved a situation when entire crew died within seconds after life support module was removed)
  • Reaction wheel removed from the game (because it does not suit a concept and ideology of the game, we want to use engines for ship rotation, engines have nice visual \ audio effects and can be destroyed in combat, engines it is realistic and important aspect of the game, while reaction wheel was a boring method of magical rotation which does not have any effects and can't be destroyed in combat since located inside the ship. Also, hardcore fuel economy should not be a main aspect of the game even in orbital mechanics game mode)
  • Debris scanner removed from the game (because science data now collected from salvaging of command module debris from defeated enemies)
  • Gas collector now shows correct warning in aero mode in case if it is located too far from the planet
  • Module placement radius increased from 15 to 30 and now equal to move tool radius (solved issue with impossibility to place modules inside shipyard which located too far from the command module)
  • Simplified recipe for Warp Drive 1
  • Specific resources in other regions no longer includes basic resources (Iron, Carbon, Ice, it presents anyway) and no longer repeats
  • Now it is guaranteed that adjacent locations via warp gate will contain silver and niobium which required for warp drive


Fixes
  • Fixed most bugs related to skills of command officers
  • Fixed impossibility to activate move tool near NPC station after save load
  • Fixed a bug when turrets in manual control mode was directed at some random point instead of cursor
  • Middle mouse button click on module in build menu now works as intended
  • Max range of large warp drive increased from 7000 to 15000 (earlier, in some cases it was unable to jump anywhere)
  • Large warp drive now has proper collider on its ring
  • No longer possible to move crew members from ship to the same ship
  • No longer possible to move command officers and cargo via global inventory window from ship to another ship which are not docked together
  • Engineering modules no longer will auto salvage turrets with weapons attached on it, now it will salvage weapon first
  • Fixed incorrect list of required resources when you selected fuel generator after selection of production module
  • Multiplayer: Fixed impossibility to take control over spawned ship for connected players
  • Bug with duplication of every object after loading of game from existed world should be fixed (but not sure)
  • When loading menu opened from in-game menu, the previous menu will we properly hidden
  • New asteroids which spawned in replacement of destroyed one now have a proper spawn position (random altitude)
  • Build menu with modules now properly rescaled and now usable on displays with 1366 resolution or lower.



Update 0.891 Alpha - Planets, crew skills, inventory window, other improvements and fixes



Another medium size update with some nice and important improvements!
Also we set 25% discount due 50th anniversary of the Apollo 11 mission to the Moon!

CHANGE LOG


Improvements
  • Planets in aerodynamic mode now located below 0 plane, added stations at the center above planet, added gas giants with its rings.
    We decided that possibility to crash into planet in aerodynamic mode does not have too much sense. We have an orbital mode for that, but in aero mode such planet just caused some issues for solar panels and also planets which located below zero plane looks much better from top-down view.



  • Added passive skills for command officers in command module which improves various systems of a ship
  • Redesigned window with info about command officer, added icons for skills





  • Added "Total Cargo Window" which shows all cargo stored in entire ship with possibility to drag and drop all resource from one ship to another



  • Added oxygen monitor (like food monitor) which displays time for how long oxygen is enough
  • Solar panels no longer blocked with distant asteroids which located somewhere far away (now it blocked only by obstacles within some distance)
  • Fuel generator and recycle module no longer have internal inventory, now it will unload produced resources in containers somewhere on the ship
  • Now you may buy, sell and repair modules on any NPC station (earlier it was illogical that a huge space station can't provide a shipyard services for you)


Small improvements
  • Added possibility to hire command officers on NPC stations. Interface a bit redesigned.
  • Starting location now may have only terrestrial or desert type planet (no longer weird lava, oceanic, etc)
  • Planets of thunderstorm type no longer have unrealistic surface ripple effect
  • Various rebalance for recipes of modules, overall, cargo containers and structural modules now more affordable
  • Warp drive 1 in-system warp speed reduced from 0.1 to 0.05 a.u. per second (warp flights were too short)
  • Star of staring system now have constant (not random) irradiance level
  • Starting planet now can be only on 2, 3 or 4-rd position from the star (no longer starting on some outer planet with very low star irradiance)
  • Added info that window with starting hints can be reopened with F1 button
  • Added info that multiplayer game in non-sandbox mode still in development and could be unstable
  • Fuel generator crafting speed changed from 0.33 to 0.2
  • Maximum level of music volume reduced to 30% (it was too loud at 100%)


Fixes
  • Radar icons of debris no longer displayed on map
  • Multiplayer: Settings of energy shield now properly synced
  • Engineering modules in auto mode no longer will try to salvage or repair asteroids
  • Offset value of energy shield now properly save loaded
  • When the game on pause, exit to main menu no longer freeze the game
  • Unavailable gunpowder no longer required for rocket ammunition
  • Distance to target of selected warp drive now displayed correctly
  • Warp flight to star no longer teleports a ships right inside the star
  • Fixed issue with incorrect portrait of character after game loading