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Patch Notes - 0.5.2.8:250408-1848

Hello Spacers,

I apologize for the delay in getting this patch onto main, but given how it is going to upend a few things with respect to carriers I wanted to get through a few weekends of public testing before sending it to Live. This update is focused on balance and performance, but we'll be back to feature minor updates soon.

[h2]Craft Performance[/h2]
The network sync system for craft has been updated again to greatly reduce framerate drops on clients. The previous update duplicated a lot of work across clients, resulting in players with lower end PCs struggling to simulate all of the craft and causing low framerates, as well as a lot of divergent behavior causing dogfights to be completely unreadable. With this update, craft are no longer simulated on clients and their motion is now interpolated in a way that keeps it smooth and consistent with the server's while also reducing network traffic to improve server performance. There is still a little bit of ugly snapping when taking off and landing, but everywhere else things should look great.

[h2]Fighter Light Strike[/h2]
During carrier beta testing we found that fighters were a gamble to bring because if the enemy didn't bring a carrier there wasn't much for them to do. To help make them less of a gamble we added a number of light strike weapons to enable fighters to interact with ships if no other fighters were present. Unfortunately, a number of factors have contributed to carrier builds coalescing around nothing but fighters on both factions. Hopefully that has been addressed in this patch with a few changes:

[h3]Fighter Durability & Flak[/h3]
Skin thickness for the Tanto and Barracuda has been reduced and flak armor penetration has been increased. This means that fighters flying close to or attacking ships with active PD nets will now take full damage (instead of 50%) from most dedicated PD weapons, including single S1 missiles with enough warhead capacity. Bombers retain their previous durability, giving them better survivability against warships. Some other missiles, like the R-2 Rocket, had their skin thickness increased to prevent unintended changes in the rocket/flak matchup.

[h3]R-1 Perch Rocket & Fragmentation Bombs[/h3]
Another frustrating issue with fighter light strike, particularly for capping fleet players, was their ability to easily prey on small ships. In this patch, fighter weapons like the R-1 have had their per-ray damage reduced to retain their same total damage amount while not being able to fully destroy most components. This turns them into "stun" weapons, allowing fighters to contribute to the warship battle but requiring a warship or bombers to confirm the kill. Without a followup strike these ships can eventually repair.

The RBU has been removed from the munitions list (though it is still carried on the CBU-40, pending a development pass on that weapon) and replaced with the Fragmentation Bomb which is now the Alliance version of the R-1.

[h3]Hellbombing Fratricide[/h3]
And finally, "hellbombing" has been the bane of my existence since starting the Carriers update. Bombs have always been intended as finisher weapons against ships which have already been heavily damaged, but a large enough group of fighters swarming a target will get through any amount of PD. To put the final (hopefully) nail in the coffin of this tactic I have slowed bombs down to the speed of the craft that dropped them, instead of gaining a minor boost, and added fratricide damage. This means that when a single bomb is destroyed by PD it will do damage to nearby bombs and craft, including the one that dropped it. Dropping kinetic bombs against healthy ships with active PD nets can no longer delete them in one attack.

Again, I apologize for the delay in these critical balance changes and I hope you enjoy the patch. As always, full patch notes follow.

See you in the Battlespace,
- The NEBULOUS Team

Changes/Features:
- Updated network sync system for craft.
- No longer requires duplicate work on all clients, clients with weaker computers no longer have to simulate craft behavior in parallel to the server result in low client framerates because tidi is server-based.
- Still some ugliness on takeoff and landing, will be improved.
- Decreased inherited velocity multiplier for KBU-15 and KBU-22 bombs to 0.99 (was 1.33).
- Added AOE damage to destruction effect of KBU-15 and KBU-22 bombs.
- Decreased per-ray damage of R-1 Perch Rocket to 15 (was 33.3), total damage unchanged.
- Removed RBU-15 Boosted Bomb from munitions list, still carried in CBU-40.
- Added FBU-15 Fragmentation Bomb, proximity burst warhead similar to RPF rounds.
- Increased Tanto illuminator pods FOV to 10 degrees (was 5).
- Increased positional error for Halberd Advanced Radar mission module to 40m (was 20).
- Increased R-2 Piranha Rocket wall thickness to 0.18cm (was 0.15).
- Decreased Tanto Interceptor skin thickness to 0.175cm (was 0.3).
- Decreased Barracuda Strike Fighter skin thickness to 0.175cm (was 0.3).
- Increased 50mm Flak round armor penetration to 0.176cm (was 0.1).
- Decreased Mk25 Rebound PDT recycle time to 0.2s (was 0.3) and reload time to 2.5s (was 3).
- Changed Mk25 Rebound PDT recycle stat type to "belt", no longer buffed by Rapid Cycle Cradle.
- Increased point cost of KBU-22 Bomb to 2 (was 1).
- Removed munition tag "Glide Bomb/S2" from Tanto S2 Bay and Barracuda S2 Pylons.
- Updated starter fleets.

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Patch Notes - 0.5.2.7:250317-0242

Hello Spacers,

I'm back from a short break visiting family and have a quick bugfix patch before we get to our next balance PTB cycle. Some of these notes may be a little cryptic so let me mention a few of the more important ones and what they mean.

For one, beams will no longer completely miss their first shot against a new target by holding steady on a point in the void. Additionally, a slight offset of the aimpoint selection volumes on some Marauder LN configurations has been fixed, so aimpoints will always be inside the hull. This happened for other weapons as well but was a lot less noticeable. The issue is fixed for all weapons.

Ships will also no longer get stuck in space when trying to maneuver in tight quarters, such as when changing direction while trying to back out of D point on Pillars or when trying to navigate canyons on some modded maps. This was most noticeable with small, fast ships. The changes made to fix this also made it so ships no long get dragged down to a tiny fraction of their top speed when maneuvering close to obstacles.

Missiles will no longer be missing visual tracks on their first use, and some exploits in the behavior of submunition containers with End-of-Path staging have also been fixed. There are also a few other minor issues fixed, which you can find below.

Bug Fixes:
- Fixed some cases where failed pathfinding requests would be repeatedly re-run after a game had ended.
- Fixed ships being significantly slowed down when moving close to rocks.
- Fixed fast ships attempting to change direction to a distant waypoint in a constricted area being stalled by the collision avoider.
- Fixed ship deployment positions being able to overlap other ships or terrain if the mouse did not intersect the map's bounding sphere before another ship was selected.
- Fixed visual tracks not appearing for missiles the first time they are spawned.
- Fixed ships without radars still having an interactable EMCON button if they had weapons with integrated FCRs (which ignore EMCON).
- Fixed movement widget time estimate tooltip not accounting for HBRN state when issuing craft move orders.
- Fixed NullReferenceException when the first selected ship has defensive missiles and the HUD disabled.
- Fixed announcer declaring the enemy is capturing a point when the enemy stops contesting a point.
- Fixed weapons retaining the aim point offset from their previous target for the first period, resulting in misses when switching from a larger target to a smaller one.
- Fixed random modular hull aim point volume segments not being offset correctly.
- Fixed missile status bar not having an icon for a failed launch state.
- Fixed submunition missiles with no seeker indefinitely retaining the initially-fired-on track from the ship.
- Fixed cruise missiles without seekers not being able to use TRPs.

See you in the Battlespace,
- The NEBULOUS Team

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[h3]New Update Brings Optimization, Balance Changes, and Fleet Editor Overhaul[/h3][hr][/hr]They have been working hard, following up on the Carriers Update with a new update focused on optimizations, balance adjustments, and fleet-building improvements.

Strike warfare balance has been adjusted, with nerfs to OSP weaponry—rockets are now heavier, slower, and costlier, while the R-1 Rocket’s damage distribution has changed to prevent unintended armor penetration. Dogfighting mechanics have also been tweaked, with improved AI for Tanto pilots and changes to gun ranges, giving defenders a better chance to counterattack. The “Guy35” Barracuda loadout has been removed to prevent a single build from dominating multiple roles.

The Fleet Editor now features a revamped warning system, grouping advisories into categories for clarity. New Player Tips have also been added, offering guidance on fleet design based on ship configurations.

On the technical side, network optimizations now allow dynamic objects like missiles and craft to operate more efficiently, reducing bandwidth consumption and improving performance.

Read more here:
https://store.steampowered.com/news/app/887570/view/751641087504810559

[h3]In Case You Missed It – The Carriers Update Is Live![/h3][hr][/hr]The Carriers Update has brought fighters, bombers, and utility craft to NEBULOUS: Fleet Command, changing fleet dynamics with recon, torpedo strikes, and dogfights. This is the biggest update yet, going far beyond adding small spacecraft—it includes new carrier hulls, modular loadouts, expanded missile systems, and a total AI rewrite for smarter opponents and deeper tactical play.

New tutorials introduce carrier operations, and an additional skirmish mission lets players test their skills against the overhauled AI, which now employs advanced tactics and map awareness. The update also adds customizable spaceframe loadouts, enabling mid-battle role adjustments.

Check out the trailer and read more about it here:
https://store.steampowered.com/news/app/887570/view/536587777549011152?l=english

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/

Patch Notes - 0.5.2.6:250225-1752

Hello Spacers,

It turns out the power of friendship teamwork swung the dogfight pendulum a bit further than I would have liked with the last update. This patch has a small balance change to improve the Barracuda's gun evasion maneuvering and behavior to help counter that, as well as a few bugfixes.

I'm also aware there are some desync artifacts from the new system used for craft and missiles. These are not induced by high latency, I tested the system with 1000ms ping and 25% packet loss. They are caused by divergent behavior on the client and server (e.g. craft decides to turn left instead of right), and I am working to identify and fix the causes. Please know that these are only visual issues on the client, and while they can make it more difficult to tell exactly what is going on they do not affect the outcomes of any games.

Changes/Features:
- Modified Barracuda gun evasion behavior to be more aggressive.
- Increased 35mm flechette collision detection radius to 2.5m (was 1m).

Bug Fixes:
- Fixed ELINT crossfix accuracy varying incorrectly based on distance to the scene origin.
- Fixed games ending prematurely if all magazines on a ship were disabled but DC teams were available.
- Fixed turreted missile launchers not updating their unmask roll vector as the target moves.
- Fixed SALS/TALS launchers spamming the log with failure sentinel warnings when target is outside arc.
- Fixed turreted launchers continuing to train on their last target until a new attack order was issued.
- Fixed ATGT SENSORS giving incorrect subsystem positions for sensors on lineships.

See you in the Battlespace,
- The NEBULOUS Team