The Z-Axial Pinch fusion torch now has an ignition cooldown. It can only draw enough power to attempt an ignition sequence five times per second. While this makes a worn-out drive behave more erratic, it also severely lowers the power requirements.
When starting a dive on the first few kilometres into the rings, you could end up with a trajectory outside the ring area, triggering immediate return. This didn't affect neither Hohmann transfers nor deeper dives.
Picking a target on the Dive Selection screen from your known locations will now always result in the best trajectory you could take towards it. This also prevents the interlunar propellant usage from jumping up or down significantly in subsequent selections of the same target, as rings rotate in relation to Enceladus.
The inclination of your initial trajectory is now visible on the dive target selection screen.
Updated translations.
0.607.3 - Rolling Rocks
Enhanced astrogation: I reworked both the visual effects/camera movement of astrogation and the ice generation during cutscenes. The result is a visible departure/arrival during the astrogation cutscene, and you no longer arrive in a mostly empty area around your destination. Your astrogator should still pick an approach vector that is clear of obstacles.
When departing through an astrogation jump, under specific circumstances, the game could move all the rocks around the area you were departing from a few kilometres in the opposite direction. This could result in relatively empty patches of space next to dense areas. The effect was most noticeable in extremely dense regions and propeller formations.
Improved accuracy of depletion tracking for moving asteroids.
Fixed astrogation selection with gamepad or keyboard alone.
Easier selection of dive targets on gamepads.
EIME HUD temperature warning levels are now adjusted to represent dangerous fusion reactor temperatures on Elon Interstellar Model E.
Cosmetic enhancements to dive target selection screen.
Updated translations
0.606.8 - Black Holes
The astrogation transfers within rings between specific locations used to cause a big hole to be burned on the departure spot. It was dependent on both the starting location and your destination.
Fixed disproportional resource depletion when mining in dense, rich areas. Destroying asteroids created by shattering bigger rocks counted towards depletion of the field, while it should not have. While the effect was mostly negligible in sparse areas, in deep veins and propellers, it could cause more rocks to disappear on subsequent visits than they should.
The game will now remember all the extra rocks you create when excavating a dense ice field. If you create a cloud of small debris, you will find it when you return to the same spot. This excludes ore chunks, which move fast enough to be lost.
Re-set the asteroid depletion map to remove holes created by the in-ring transfer bug.
Reworked the launch dive screen. It now fits better in small resolutions.
You can now pick a known astrogation location as your dive entry target on the station.
Videos on the Enceladus billboards load just before they are played and are freed as soon as they are over, working around codec-related issues some players were experiencing.
Additional in-universe ad.
Updated translations.
0.606.1 - Body Kits
New tuning option: toggle audio feedback for LIDAR contacts.
New tuning option: Customize NDCI collision warning.
New tuning option: toggle autopilot assist for variable geometry crafts.
Disengaging your autopilot with the G key when you have a moving target selected will now apply the correct velocity to your craft.
You could click multiple times on the "Launch Dive" button before the launch animation triggered, which incurred multiple launch fees.
Fixed a race condition that could crash the game whenever a HUD was despawned. This could cause crashes when transitioning between Enceladus and the Rings, adjusting equipment, or tuning options showing your HUD.
Updated translations.
0.604.0 - Hot Rods
Improved performance of the tactical LIDAR markers.
Improved performance of the Tuning menu.
Fixed a race condition in the Tuning menu which could crash your game if you moved between the tuning menu and other menus quickly enough.
When tuning autopilot marker opacity, you will now actually see the preview of what you are tuning on the simulation subwindow.
Keeping a piece of an event, such as flying with a derelict attached to your ship, salvaged cargo container and similar, would prevent other location-based events of the same class from appearing in the game. This led to some unexpected side effects. Moving away from the original event location will prevent that now.
Parts of the HUD-related tuning options, such as the microseismic scanner focus, were missing from the Tuning menu.
Fixed lag spikes on the dive summary screen that occurred when you brought in a lot of ore and sold them.
Tuning options for HUD equipment will now appear in the tuning menu immediately after you purchase such a device.
Some new ships - K37, Prospectors and EIMEs - came without HUD pre-installed. It got installed automatically for free when you first launched into the rings or opened the tuning menu, but prior to that, the equipment screen would show either void or the HUD system installed on your previous ship.
Updated translations. We switched to dedicated translation software, which allowed us to catch many tiny (and big) translation errors. There are hundreds of translation fixes across all languages (including English), and more are to come.