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ΔV: Rings of Saturn News

1.74.19 - Burning Edge

  • Updated engine to Godot 3.6.
  • Updated Steamworks to 1.62.
  • Improved performance of burnfinding on single-core-bound systems.
  • Improved performance of pending collision tests.
  • Improved physics performance.
  • Improved sensor reading performance on low-end machines. If you had a period in which your in-game framerate would be lower than a simulated framerate of refresh of your HUD hardware, HUD would remember how many times it wanted to refresh and accumulate all the missing reads, catching up once your framerate exceeded the threshold again. This neither looked good nor was good for performance.
  • Adjusted plume visuals for most plumes. Previous settings used more GPU power and caused some visual glitches when you have fusion drives installed but underpowered and some RCS firing along them.
  • Propellant and Transit Reserve readouts on your HUD will not be misaligned anymore when you install large propellent tanks.
  • When racing drone lost track of it's host racer, it would constantly complain to you that the race is now illegal.
  • NPC ships will not go into precision manoeuvring mode while engaged in combat anymore. This caused significant performance drops when in combat in interesting areas.
  • Grinders of Mining Companions installed in the back of a Cothon family of ships are now unlinked from your excavator. Opening these grinders could damage the reactor of such ship.
  • Mining Companion cradle power supply increased to 30MW. While previous 10MW power supply was sufficient to operate the grinders for extended period while attached to the ship, it was insufficient to power the actuators that open and close the grinder itself. Repeated operation could drain the companion capacitor completely making it reboot and possibly lose cargo.
  • When your crew successfully salvaged AI ghostship, they will actually fly it back to the station as the dialogue implies, instead of silently returning to your ship and sending the ghostship back on autopilot.
  • Not every moonlet discovered counted towards "discover a moonlet" achievement. Now all of them will qualify, even the very special ones.
  • Fixed Obonto and Phage stations docking arms interacting weird when you docked with OCP-209.
  • Nakamura Dynamics and Eon Interstellar were found to advertise inaccurate thermal consumption values for their thrusters and torches. Legal action pending.
  • If you are using a hardware mouse pointer option, your mouse pointer will now disappear after the same period of inactivity as the software counterpart.
  • Selling 200+ ships in 10 in-game days overwhelmed the dealership and caused such game to crash upon loading and attempting to access the dealer quickly.
  • Fixed issue with some mining companions, beacons and cradles unbalancing and possibly damaging certain ships.
  • Fixed Equipment menu labels shifting under your mouse cursor on Enceladus.
  • Enabling the "Reduce Flicker" accessibility feature will also reduce flickering of a full processed storage compartment.
  • Lidar display on your OMS will now work even if you fly without HUD.
  • Ships on the title screen are not considered real ships anymore. Previously, if these ships digged on the title screen long enough to exhaust all their propellant and trigger a return to the Enceladus station, they attempted to see if they are hired by the player. This caused their output during digging added to the next save you loaded - if you previously loaded any save, or game crashing to desktop if you did not.
  • Added additional logs for long-executing physics queries to help troubleshoot performance spikes.
  • Made the stats display on the Dealer/Fleet Examine Ship tab a bit tighter, so descriptions of more robust ship builds still fit on the screen.
  • Pressing two hardpoint keys simultaneously will now toggle both of these hardpoints.
  • Obonto Microengineering Maintenance Drones were found to advertise lower drone consumption than the actual performance of the system. The advertised ratings were adjusted to 50 dps.
  • Updated translations.

1.73.5 - Recursive Feedback

  • Added visual damage model for CERF S&R ships. When damaged, they will now be more visibly beat up.
  • LIDAR display preview while you were tuning it was off-center.
  • If your ship was caught in a salvage manipulator of another ship, and you attempted to catch it in return, the game would crash.
  • Salvage manipulators now require some minimal power to operate. If a ship loses power completely, the arm will lose its hold.
  • B8 Claim Beacons accidentally booting up at the Enceladus station will not crash the game anymore.
  • B8 claim beacons will not accidentally boot up at Enceladus either.
  • People will not attempt to follow two personal agendas anymore. Previously, if you fired and re-hired the same person, they could end up in picking up an additional quest to peruse, and changed their mind about that randomly.
  • If you fire your resident singer and hire someone else who fancies a career is showbusiness, they can perform again.
  • Updated translations.


1.72.13 - Vaporous Luminescence

  • When you astrogate back to the Enceladus Prime station, ships with parts sticking below the ring plane, like Conlido Cothon series radiators, would appear to pass underneath an asteroid while the whole ship passed over it.
  • Additional workaround to prevent a race condition that causes a rare game crash on some systems when returning to Enceladus on a ship equipped with OCP-209 HUD.
  • Story events will not trigger when you are deep into an astrogation sequence, or during a cutscene. Some of such events resulted in dialogues you had no opportunity to reply to.
  • People you talked with used to get impatient as soon as you started an astrogation sequence with comms open. Now, they will wait until it looks like you are committing to the jump before losing their patience with you and demanding that you answer.
  • Eon Interstellar unveiled an ambitious plan for a generation ship to colonize HD 20794d. To celebrate, the company rebranded to highlight a shift from a single person's legacy to humanity’s long-term pursuit of the stars.
  • Fixed some typos.
  • Updated translations.

1.72.6 - Preemptive Damage

  • Slightly increased the size of the cargo bay opening on ND-LIS Kitsune shuttle.
  • Decreased the uranium crystal collider size to better match the displayed sprite and make it easier to ingest for smaller ships.
  • Fixed a bug that caused most derelicts to be less damaged than they should have been.
  • If a derelict story refers to a ship as highly damaged, it will actually be highly damaged once you recover it.
  • Increased camera zoom when looking at the SRO service back at Enceladus.

1.72.4 - Scrapyard Shift

[h3]Exclusive Salvage Sighting Broadcasts Launched[/h3]
Scrapwright Recovery Operations now offers a subscription service granting independent contractors first access to derelict ship sightings, complete with transponder data and cargo details. While SRO claims this will improve salvage efficiency, the move comes amid growing concerns over falsified ship registrations and reactor sabotage. Some speculate that opening access to freelancers is a response to an ongoing investigation, though guild officials remain silent.



[h3]Transponder Fraud Ring Dismantled[/h3]
Authorities on Enceladus Station uncovered a crime ring that built replica ships using transponders salvaged from wrecks, allowing them to pass as legitimate vessels. The fraudulent operation exploited salvage laws to conceal ship origins and avoid detection. Investigators acted swiftly, arresting those involved and seizing multiple illegally modified ships. Officials urge salvagers to report suspicious activity to prevent further fraud.



[h3]Sabotaged Ships Prompt New Regulations[/h3]
Several recently registered derelicts at Enceladus Station were found rigged with reactor settings designed to fail - some too cold to start, others set to overheat and explode. To prevent further sabotage, station officials introduced mandatory tuning reviews for all new registrations, ensuring reactor settings are restored to safe defaults before ships are cleared for operation.



[h3]Maintenance logs[/h3]
  • Access to monthly Scrapwright Recovery Operations subscription - a periodic broadcast service aimed at licenced salvage crews, utilizing a vast collection of guild contacts, polar telescope arrays and long-range radars to detect and identify salvage opportunities.
  • Over 20 additional salvage events, ranging from ship variants to ships that you could not previously encounter as derelicts.
  • Five new story-based recovery scenarios when you are salvaging ships.
  • Support for individually named astrogation destinations.
  • Expanded salvage options: you can now pick who you send on the salvage mission.
  • A careful review of drone camera footage revealed that some crew, when instructed to transfer propellant from your ship to a derelict, would not send the supply crate if they suspected the derelict ship would fail to boot up. Several such crates stashed in hidden compartments of the cargo hold were discovered.
  • Sometimes your crew was overzealous when sending propellant to derelicts, sending two crates instead of one that was required.
  • Recovered ships now have their tuning options reset, preventing configurations that would not boot up or straight explode if you tried to take them on a spin.
  • If you witness an explosion of the craft you just salvaged, you will not receive a free identical copy once you get to the Enceladus Prime station.
  • You can encounter two additional unusual formations in the rings.
  • New accessibility option to further reduce flickering of UI elements, most noticeable during a damaged on-board computer event.
  • Added a spotlight to the EVA suit your crew uses.
  • Derelicts you find can now have some complications around them, which makes recovery a bit more challenging.
  • If you don't send the crew to salvage a ship after being prompted to, or you have insufficient propellant, you will have an opportunity to send them again when you approach the derelict later.
  • Locations of Obonto stations and other locations discovered through dialogue will now closely match their preferred placement, including not being too close to one another. This shifts the probabilities of discovery a bit.
  • Better placement for dialogue-obtained astrogation destinations.
  • New salvage-related achievements.
  • The storyteller will now prioritize the derelict stories you haven't seen yet.
  • Added graphical representation of an open channel to all the comms windows.
  • Delivery rate of mass driver ammunition compartments was not actually enforced, allowing ammo-hungry massdrivers to consume much more ammunition than they should be getting.
  • Largest containers for propellant, mass driver ammunition, and nanodrones were not accounted for in the resale value of your ship.
  • Fixed some dialogue presenting a space for a ship name, when the entity didn't have one.
  • Fixed Antonoff Ore Purifier when installed on AT-K225-BB. It tried to scan and process ores extending all the way out to the rear container cradles.
  • During some derelict recovery scenarios, your crew would radio that they were flying back with the ship, but instead set it on autopilot and snuck back on board. This was deemed unsafe, and the crew was reprimanded.
  • When you deny your crew an opportunity to reclaim their family and they angrily leave you, they will now actually leave immediately, instead of flying back on your ship and leaving silently on Enceladus. You will now be able to see them perform EVA to another ship when they do so. If you choose not to acknowledge them leaving, they will still leave.
  • If there is a network communication error with Steam servers, the game will now re-try storing achievements and achievement progress in about 30 seconds, instead of waiting for game restart.
  • Selecting a reply which has a decorator with looping animation caused animation and audio cue for "message being sent" to not play, as it waited for the infinite loop to finish. This could be confused with some of the dialogues not progressing, even once you reached the very end.
  • Additional workaround for a race condition that could occasionally cause the game to crash after returning to Enceladus on some systems.
  • Fixed some type-casting errors which might display some achievement progress wrong.
  • Fixed equations for computing damage resistance when time was slowed down due to adrenaline boost or OMS screen being open. Some of the equations did not take the changed timescale into account, while others took them effectively twice, which caused damage anomalies when the time was not moving at a normal scale - some systems took more damage when OMS was open, for example, while others were almost impervious to all the damage. This caused some cradled hardware configurations to cause continuous damage when they wedged against the ship hull after you opened your OMS screen, and some types of damage were more severe when the game was running in a slower framerate.
  • Decreased achievement related network traffic.
  • Updated translations.