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Rise: The Vieneo Province News

Let it Snow!

[p]The planetary weather model has been significantly expanded with a fully persistent cold-weather system:[/p]
  • [p]Global snow accumulation tracked across the entire planet[/p]
  • [p]Snow melting and sublimation modeled over time[/p]
  • [p]Wintry mix and snowfall visual effects, including rain/snow transitions[/p]
  • [p]Polar ice caps with persistent coverage[/p]
  • [p]Snow state now influences visuals and long-term environmental conditions[/p]
[p]This system is global, continuous, and fully integrated into the existing weather engine.[/p][hr][/hr][h2]Financial & Banking Overhaul (MAJOR)[/h2][p]The entire financial ecosystem has been upgraded for realism, clarity, and future expansion:[/p]
  • [p]Land brokerage fees added[/p]
  • [p]Options trading moved to VCB[/p]
  • [p]Early payment penalties implemented[/p]
  • [p]Loan applications upgraded via the Veridian Bank website[/p][p]https://www.veridianbank.com[/p]
  • [p]New prime rate computation[/p]
  • [p]Flat-rate repossessions via the REV system[/p][p]https://revs.risetvp.com[/p]
  • [p]Alliance data now visible on the bank website[/p]
  • [p]Updated bluebook calculator[/p]
  • [p]Overdraft protection[/p]
  • [p]Fixes and stability improvements across auctions, contracts, and settlements[/p]
[hr][/hr][h2]Flight, Vehicles & Physics[/h2]
  • [p]Headlight cones restored[/p]
  • [p]Landing gear shear strength fixed[/p]
  • [p]Mammoth top speed increased: 49 km/h → 52 km/h
    (still tire-temperature restricted)[/p]
  • [p]T-19 Stratomaster CG moved forward ~2 meters, greatly improving flight stability and control[/p]
  • [p]Increased avionics bay count by +1 for all vehicle types[/p]
  • [p]New weapon guidance system for seeking weapons[/p]
[hr][/hr][h2]Avionics, AFCS & Navigation[/h2]
  • [p]Roll, Pitch, and Pitch Trim PID loops rewritten (AFCS)[/p]
  • [p]Bank angle restriction below 500 ft AGL (AFCS)[/p]
  • [p]Desired course now shown on FMA when NAV or LOC modes are selected[/p]
  • [p]First pass VPT and transponder toggle[/p]
    • [p]PRONLY shown in contact list (instead of IVR)[/p]
    • [p]TCAS skip logic improved[/p]
    • [p]Toggle available in cargo manifest[/p]
    • [p]Telemetry events handled correctly[/p]
  • [p]Pinna shadow effect with 135-degree intensity and attenuation modeling[/p]
  • [p]Cockpit ambient sound modulation based on inverter load and fan speed[/p]
[hr][/hr][h2]ATC, Radar & Scanning[/h2]
  • [p]Terminal area radar scale fixes (ASR-style size-to-distance detection)[/p]
  • [p]Improved scanner update cadence using relative speed[/p]
  • [p]PIREP exposed on the portal[/p]
    • [p]Corrected to airborne automated flights only[/p]
  • [p]METAR INOP status now visible on the player portal[/p]
[hr][/hr][h2]World, Docks & Immigration[/h2]
  • [p]Dock laborer vacation support[/p]
  • [p]Fixed loading laborers from docks[/p]
  • [p]Fix for docking port availability[/p]
  • [p]Improved DIHV immigration policy based on Zygus unemployment levels[/p]
  • [p]Easydock page now shows staff count and staffed ports[/p][p]https://easydock.risetvp.com[/p]
[hr][/hr][h2]Economy, Auctions & Contracts – Fixes[/h2]
  • [p]Fixed negative auction timer duration[/p]
  • [p]Fixed double discounts in Alliances[/p]
  • [p]Fixed auctions not closing[/p]
  • [p]Fixed contracts not detecting fulfillment[/p]
  • [p]Fixed fuel purchase and loading by kilogram[/p]
  • [p]Fixed auction and contract settlement edge cases[/p]
[hr][/hr][h2]Audio, Services & Infrastructure[/h2]
  • [p]Discord audio services overhauled[/p]
    • [p]Upgraded to .NET 10[/p]
    • [p]Newer audio encoders[/p]
    • [p]Improved stability with Discord API[/p]
    • [p]ATC simulcast on the Rise Discord server[/p]
  • [p]Cloud bases now move correctly based on wind speed and direction[/p]
  • [p]Today’s date and article dates added to the newspaper[/p][p]https://news.risetvp.com[/p]

Several bug fixes and improvements!

  • Simplified frequency/rate selection on sound effects
  • New samples for cockpit ambience, main thrust, bypass growl
  • Fix for flap/gear/windshield/spoiler aerodynamic noise
  • Louder missle launch effect
  • Slowed down Steerhead engine sound effect
  • Centralized "GetNormalizedPrecip" method for standardized preciptation scalar
  • Dynamic loading of dock, holiday, and station ID sounds
  • New LOFI radio station and graphic
  • Fix for VMU timing and closed captioning
  • Employed AI to improve shockwave speed and volume calculations
  • Vehicles now fade into cloud tops in addition to the bottoms
  • Added REIL to all colony airfields

Atmosphere, Weather & Visual Effects Overhaul

[p]Welcome back to Vieneo, pilots.
This update introduces our most comprehensive environmental upgrade yet—rebuilding the skies from the ground up (literally). With a deep focus on scientific realism and immersion, we’ve revamped nearly every aspect of the planet’s atmospheric simulation and how you experience it from the cockpit and beyond.[/p][hr][/hr][h3]🌠 Airglow: The Night Sky Comes Alive[/h3][p][/p][p]Airglow is no longer just a pretty haze—it's now a physically-based phenomenon derived from Vieneo's unique atmospheric chemistry and pressure profile. You'll notice it:[/p]
  • [p]Emerging around 6 km altitude and peaking at the atmospheric scale height (~7.4 km)[/p]
  • [p]Displaying a soft greenish-blue luminescence, tuned to ionization bands influenced by solar angle[/p]
  • [p]Modulated in brightness based on the sun’s position beneath the horizon for stunning night flights[/p]
[p]On Vieneo, our higher atmospheric pressure and increased ionospheric activity make this effect more intense and visible than Earth's faint bands.[/p][hr][/hr][h3]⚡ Electrified Skies: St. Elmo’s Fire & Lightning Reimagined[/h3][p]Our electrical discharge systems just got a massive upgrade—visually, audibly, and behaviorally.[/p][p]🟢 St. Elmo’s Fire[/p]
  • [p]+40% increased occurrence, owing to higher corona onset potential from Vieneo's dense atmosphere and trace SO₂ content[/p]
  • [p]Now appears more bluish-green in low visibility, with a soft corona flicker near static discharge points[/p]
  • [p]Behavior scales with turbulence, airspeed, and charge accumulation—pilots flying in storms will notice![/p]
[p]⚡ Lightning, Now with Chain Reactions[/p]
  • [p]Lightning is now chained, branching realistically between multiple points of potential across storm cells[/p]
  • [p]Color grading reflects real atmospheric ionization:[/p]
    • [p]Core: White-hot (#FFFFFF)[/p]
    • [p]Channel: Violet-blue nitrogen glow (#C8C8FF)[/p]
    • [p]Corona: Pale blue-green (#99FFFF)[/p]
  • [p]Lightning strikes are no longer just aesthetic—they cast shadows, illuminate terrain, and sync to audio thunder with proper Doppler offset[/p]
[hr][/hr][h3]🎧 Sound Engine Overhaul: New Audio, Smarter Occlusion[/h3][p]This update includes a ground-up redesign of our environmental soundscape, reflecting how sound behaves in Vieneo's dense atmosphere (2.6 bar):[/p]
  • [p]Rain, hail, and snow now feature frequency-adjusted EQ curves to reflect transmission through glass, hull plating, and cockpit materials[/p]
  • [p]Occlusion and Doppler effects dynamically adapt to surface materials and player motion[/p]
  • [p]Subsurface rumbles and muffled turbulence—especially in storm zones—add realism for ground vehicles and bunkered positions[/p]
  • [p]You can feel the heaviness of the atmosphere now[/p]
[hr][/hr][h3]☁️ Dynamic Weather System: Science in Motion[/h3][p]A complete rework of planetary weather introduces realism-driven precipitation and wind patterns using real meteorological dynamics:[/p]
  • [p]Rossby waves and seasonal ITCZ drift influence jet streams, doldrums, and pressure zones[/p]
  • [p]Weather cells are driven by overlaid global grayscale maps:[/p]
    • [p]Vapor content[/p]
    • [p]Surface pressure[/p]
    • [p]Convection activity[/p]
  • [p]Moisture and lift potentials determine rainfall dynamically—no two days on Vieneo are the same[/p]
  • [p]Precipitation radar is now available on the Player Portal (ground-based only for now—airborne units coming soon)[/p]
[hr][/hr][h3]🌞 Light, Clouds, and the Sun[/h3][p]The sun on Vieneo now behaves like a true light source filtered through miles of alien sky:[/p]
  • [p]Sunlight color has been tuned to Vieneo’s G-type primary—a golden hue with a wider scattering spectrum[/p]
  • [p]Cloud decks attenuate light based on depth and density, including color bleeding and indirect bounce[/p]
  • [p]Azimuthal and zenith transitions (sunset/sunrise) now blend in layered atmospheric tones from violet to burnt orange[/p]
  • [p]The entire lighting model responds to solar scalar (sun elevation), with smoother fade between daylight and night[/p]
[hr][/hr][h3]🛰️ Radar Infrastructure and Surface Ops[/h3][p][/p][p]In-universe developments are also accelerating:[/p]
  • [p]Players can now purchase radar installations for settlements or research sites[/p]
  • [p]Each radar includes a full 3D Doppler reflectivity volume, cost-scaled to beam width and maintenance[/p]
  • [p]Expect more upgrades as the atmospheric science economy deepens—radar coverage will matter for commerce, routing, and safety[/p]
[hr][/hr][h3]🔧 More Behind the Scenes[/h3]
  • [p]Improved rendering pipeline performance with deferred light falloff from flashes and explosions[/p]
  • [p]Ground fog and low visibility dynamically respond to dew point, terrain, and time of day[/p]
  • [p]New debug layers for visualizing pressure contours, cloud densities, and convection zones (dev mode only)[/p]
  • [p]Preparing the engine for airborne radar, colonist insurance pricing, and long-range weather prediction tools[/p]
[hr][/hr][h3]🚀 This Is Only the Beginning[/h3][p]This update represents over 200 hours of engineering, testing, and tuning. We’re proud of what’s here—and even more excited about what’s coming.[/p][p]Fly safe,
— The Rise Development Team[/p]

Dynamic Logos, Bulk Laborer/Prisoner Loading

We have added support to many models for the placement of logos! This has been a dream of mine for many years and it finally came up on the road map. Imagine your brand on the side of a container or on the nose of your ship!

Players will eventually be able to upload their art through the Player Portal and select from different one-time licensing models... single use for $5.95, fleet license for $14.95, and alliance licensing for $23.95.



We are also offering advertising/sponsorship opportunities for vehicles and containers that are not under a player license. Those start at $100 annually.





In other news we rewrote the menu structure to support the bulk loading/unloading of laborers/prisoners similar to how we did the revenue passenger system and the cargo operations before that.

EVA Suit

Now experience a spacewalk in your favorite universe!

[previewyoutube][/previewyoutube]

Other improvements and fixes:
* Animated flames on the refinery flame towers
* Ambient sound at refineries along with fixes for the sound location at colonies
* TVM and DOR (AFCS modes) now support RCS-only thrust (for EVA)
* Roll/steer key binding was ignoring the "invert" flag
* Fixed a docking issue and scanner sorting issue with spacewalk
* Created a proper "Contact List" instrument (the last of the legacy instruments)
* Fixed issues with overhead lighting (for EVA helmet)
* Fixed issues with bus unhandled messages for the radio and the midway target sound
* Smooth reduction of Vno with application of flaps, gear, and bay doors
* Fixed a bug with the CABIN ALT caution on CAS
* Updated icons for the waypoint manager to align with the moving map
* Destination now being provided for the cargo manifest and scanners for ticketed pax
* Fixed issues with the glideslope capturing prematurely
* Turned the passenger PODS around in the A-4 so the exit faces outward