Fixed the controls display in the Setting menu for keyboard controls, which showed a shift key for all controls.
Your ship logs will not scroll upwards anymore when you enter the menu for a second time.
0.583.1 - Inner Alignment
Added more aggressive dynamic physic limitation will now focus the simulation around your ship if there is a lot going on there. While a system like that existed in previous versions, in some events it could allow the physics simulation to track and simulate an unreasonable amount of objects, which for some playstyles caused the performance to degrade dramatically.
Ships and drones that are not actively powered, are in cargo bays or inside cradles will use much fewer resources. This improves performance for playstyles that favour multiple cargo containers constantly attached to your ship, especially on Antonoff-Titan AT-K225.
Docking arms that rotate ships attached to them will now allow your ship to dock both ways, making it possible to dock to habitats, ships and stations with your engines pointed at them. This makes it easier to perform some of the more challenging docking manoeuvres.
Big ships with docking arms now have their docking sequence adjusted to keep your ship further away from their hull. This makes it easier to dock with big and heavy ships.
Ship logs at the Enceladus Prime station will now will in from the end, making the most recent events immediately visible.
Adjusted physical shape for AT-K225 to prevent ore from sticking into certain areas and preventing astrogation.
When a terrified pirate was asking for a truce the dialogue could be cut short if you did not actively approach them.
Addressed the gameplay-story segregation of crewed derelict recovery. Previously, derelicts that turned out to be too damaged to salvage were rigged to explode. Now, they actually sustain the type of damage indicated by the dialogue. In the event of recovery of such craft by other means, the results will be consistent with the presented story. This will also prevent derelicts from spontaneously combusting if you recovered them in such a way.
Tooltips will now simply fade in and out, instead of sliding through your screen. There is a bit more delay when displaying the tooltip.
Fixed an illegal access bug that could cause the game to crash if a point defence turret examined a possible target in the very same instant it was docking or undocking.
When attempting crewed derelict recovery and not having enough propellant on board to perform the action, in 66% of cases the relevant crew reply didn’t show up.
You could attempt to perform crewed salvage on a derelict that was in the process of being towed away by a Search and Rescue ship if it was a part of a crew quest.
Extended the “ignore minor collisions” tuning range for EIAA-1337 autopilot.
Changed the way the tutorial displays keyboard, gamepad and mouse controls to make it clear that some actions can be performed by more than one keypress, and the choice is up to the player.
Updated translations.
0.580.4 - Newsbreak
New Enceladus News Network broadcast for the Enceladian Billboards.
Added baked-in depth-of-field effect for the Enceladian Billboards to reduce aliasing artefacts and make displayed information easier to read.
Point Defence Systems of stations and ships would try to snipe out equipment from your cradle that they didn’t like. Due to their overzealousness, this often resulted in an escalation of violence. All PDT systems will now treat hardware attached to your ship through cradles the same as your ship - but the crew might still not like that you bring wiretaps to their area.
Some claim beacons could boot up while they were still attached to your ship - and tried to contribute to your ship manoeuvres with their own thrust. While commendable, this often resulted in overheating damage.
Adjusted physical collider shape on Antonoff-Titan AT-K225.
Ingesting cargo containers into your main hull and flying with them back to the station this way will now yield their contents, just like you had them attached to a dedicated cradle arm.
Changed the collision algorithm for carbon-based ice. Previously used raycast was precise for small, fast-moving objects, but tended to experience problems with multiple items confined in a cargo hull.
Limited the number of music tracks that can be mixed simultaneously. While all our soundtracks were designed to be mixed seamlessly, if you put 4 together, that didn’t sound very coherent.
Ship logs now display progressively, eliminating a lag spike in late-game saves.
Ghosts of deceased spacemen won’t haunt you with eerie music for the rest of your dive if you fail to put them to rest.
Adjusted OSX fullscreen mode handling. On some M1 systems, window manipulation could induce a race condition that caused the game to crash when you switched modes while it was running.
Updated translations.
0.579.3 - Phantom Pain
Ship in equipment menu simulations are not real and thus should not cause the simulated ore they catch of have in their cargo hold to transfer into the players inventory on a subsequent dive.
0.579.2 - Compliant Minions
Control button hint in the Hardware menu is now bigger, and is displayed on both the Description and User Manual tabs.
Adjusted some dialogue trees so you cannot inquire details about information that was not yet revealed to you.
Grinders of an Mining Companion that is fully enclosed in your cargo bay will not prevent astrogation anymore.
Astrogation labels on the Astrogator tab for destinations, whose tracking expires while you are flying in the rings will now disappear.
Hiring wingmen will now make them more friendly towards you.
Hired wingmen that dig out ore for you will now send over both processed and raw ore when you return to the Enceladus Prime station.
Hired miners will not transfer the ore to you when they run out of propellant before you and return to the station on their own.
Added a missing key prompt for manually operated point defence turrets.
The camera on the Enceladus Prime station will now pan to the side when you open menus, so they won’t obscure information from the background.
Interlunar transit usage on the Dive Selection screen used to flash a higher value for a fraction of a second after you pressed the Launch Dive button.