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ΔV: Rings of Saturn News

Original Soundtrack expanded

The Original Soundtrack of ΔV: Rings of Saturn was just updated with two extra tracks polished by Evader Music. If you got it already - either from the stand-alone purchase, or through the Tungsten Edition, your music should update automatically.

[h3]New tracks[/h3]
  • Exhaust Velocity
  • Shattered Moon

If you don’t have the sound track yet and you are looking fine music - and to support development of ΔV - you can find it on sale here just now:

https://store.steampowered.com/app/1127590/V_Rings_of_Saturn__Original_Soundtrack/

[h2]About Evader Music[/h2]

Experience the thrill of epic game soundtracks with the award-nominated compositions of Evader Music. Damian has created unforgettable music for a diverse range of games. Explore the music, listen to the samples and check out some of the other cool tracks that he has produced!

[previewyoutube][/previewyoutube]

0.609.2 - Icebreaker

  • Mineral processing units capable of processing massive asteroids will now apply damage based on the exposed area of the rock they process. This considerably speeds up the processing speed of Rusatom-Antonoff MPU applied to larger asteroids in your cargo hold - but also increases the power requirements to process.
  • Fly-by-wire autopilots will now use another computation method for the desired velocity, ignoring the overshot limits of autopilots. This will increase angular velocity you can apply with a fly-by-wire autopilot, as it is not concerned about being able to stop within 90 degrees if you release the control anymore.
  • Added a new crash reporter, which should give me more information to fix any crash-to-desktop problems.
  • Fine-tuned jittering settings of the engine. This should result in much smoother gameplay, especially if something unexpected happens that uses a lot of computer resources.
  • Fine-tuned memory settings for a smoother background loading experience.
  • Videos on the Enceladus billboard now utilize lazy loading, and they should load just before they are displayed. This should fix some video playback problems as well as a race condition experienced on some Linux systems, which caused the game to freeze when you load a save immediately after the main menu is displayed.
  • Improved performance of asteroid spawning.
  • Anomalies and points of interest will now appear further away from your ship, giving you more time to react and preventing some astrogation accidents - but making them harder to find.
  • If your ship suffered kinetic damage during cutscenes, some could carry out and get applied just a few seconds after the cutscene ended.
  • Impact with thruster exhaust will not cause the same kinetic damage as being hit by rocks.
  • Fine-tune tooltip appearance speed. They will appear sooner now.

0.608.5 - Velocity Squared

  • Improved performance of the Dealer and Fleet screens on Enceladus station.
  • Increased accuracy of kinetic impact damage tracking for ships (both yours and NPC).
  • Fixed unresolved physics for Runasimi KR37 cargo baffles, which could induce an unexpected torque on your ship, causing it to spin up without visible interactions.
  • Fixed some dialogue trees regarding salvage recovery, which could lead to dead ends.
  • Changed the dynamic loader to address freezes experienced on some Linux systems.

0.608.1 - Ignition Sequence

  • 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