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21
Games Discussion / Re: Invasion Machine : Counter-insurgency RTS game
« Last post by Asid on December 01, 2025, 12:06:06 AM »
A long overdue update is now live
Sun, 30 November 2025


I'm still here and kicking, as well as the game is. As some of you already know, I've been having some major health issues, and it completely ruined my (admittedly patchy) schedule of pushing updates to the game.

 haven't been vocal about it recently, but I have been working to upgrade anything I could, nonetheless, in my recluse. Also, I've recently got better and if everything goes well, I should again be able to get back to more regular and meaningful updates.

For now, I present you the summary update of all the things that I have been able to fix since the last major version got released.

1. the biggest change will probably be the newly added ammo management - I've always wanted to have more management elements in the game (if you leave your units deployed on the map, I'd want them to eventually get tired, hungry and run out of ammunition, forcing you to run ressuply convoys to them), so consider this step one of this plan. Units that are low on ammo will try to resupply automatically, either from a car nearby (if you added the "ammo" cargo to it, when dispatching) or Ammo Stockpiles that you create (by unloading cargo from your cars into the ground).

2. I've added an Active Pause, probably the most commonly requested feature in the game. You can now slow down the game time whenever your want, making it much easier to manage chaotic situations. The pause function is now by default assigned to the SPACEBAR key.

3. I've also added the second-most requested feature - you can now hire Militia Members during meetings with the locals. Militia are just a simple replacement security, patrolling the villages automatically and slightly improving your relations with the locals. As a bonus, if a militia gets killed - that doesn't hurt your relations with the locals or your own command - as would probably happen in the real world, nobody cares about these people or their fate, in the end, so their deaths are meaningless to your gameplay - these are not soldiers your responsible for.

4. An untold number of gamecode lines have been touched, rearranged, optimized and re-thought. Anything from traffic to unit icons, from shooting, firing RPGs, helicopters flying, cars finding their destinations, random issues and many other little details that are hard to list. Basically a result of me playing the game, getting annoyed and fixing whatever bad I noticed.

More to come soon.


Changelog:
* NEW: Active Pause - since so many players have requested this feature, you can now slow down the game time to 10% whenever you want. This actions is by default mapped to
the SPACEBAR key. With the time slowed down, the game continues to operate normally, so you can issue any order you normally would to your units.
* NEW: Ammo Management - your units and vehicles will now use ammo and will need to reload their weapons. I'm trying to add some more management elements to the game, where eventually the player would be forced to either rotate the units actively deployed on the map, or run supply missions with food and ammo.
Your units automatically seek sources of ammo when they have no other tasks - it could either be cars with the proper cargo added to them during dispatch, or ammo dumps (cargo from cars can be unloaded into stockpiles, including the newly added Ammo Dumps). Squads will also share ammo between the members.
* NEW: Militia - also a feature many players have requested - you can now recruit militia members during the village meetings. These are troops that will fight on your side (although they never leave the village they got recruited in), and will constantly improve your relations with the locals. If a militia member gets killed, it doesn't incure any cost in your relations with the locals or the command, and you can always recruit more of them during the next meeting.
* FIX: fixed the unit pre-selection logic. It should now be much easier to preselect/ select the exact unit your mouse is pointing at. Previously, it was often trying to select the unit closest to the camera, instead, which often made it very sketchy and confusing.
* FIX: re-scaled some gigantic UI elements, like the Progress Summary Window
* FIX: re-scaled the Unit Dispatch Window
* FIX: many ridiculous behaviors of cars in traffic, like trying to avoid things that don't actually block their path, have now been tamed. This is a never-ending process, but some of the most annoying issues should now no longer be happening.
* OPTIMIZATION: car driving logic, car pathfinding, car acceleration - everything related to cars have been updated and optimized
* OPTIMIZATION: game physics and time settings have been optimized
* FIX: the issue with cars randomly going through the desert has been fixed
* OPTIMIZATION: unnecessary calculations and extra textures on the terrain have been removed, which should make the terrain rendering faster
* FIX: the HVT window was not being updated correctly with stats and open missions
* FIX: enemies will not use RPGs to execute anyone, or fire them from within buildings, anymore
* OPTIMIZATION: removed random stutters related to units beginning to plan their next course of action. This was related to unnecessary memory allocations in the AI planning process.
* OPTIMIZATION: updated the way the game renders icons for the units on map, reducing unnecessary calculations
* SECURITY FIX - the game was built with the new version of the engine, patching an ongoing security issue
22
Games Discussion / Re: Dagger_Directive
« Last post by Asid on November 30, 2025, 11:07:31 PM »
Dev Blog November 2025
Sun, November 30, 2025



Hi Everyone!

There's not too much to go over since the last patch notes included some preview content, so this will just be some additional info.


We'll go over some more details of upcoming features like the SAS Content update and the Custom Weapons update.  This content is in addition to fixing issues from the performance update last week along with continuing to improve performance, improve gameplay, and fix bugs.  You can view the previous update info and notes here:


November 20, 2025 - Performance Update
Hi everyone! Sorry for the delays in getting this update out. It took a lot longer than anticipated. Sorry for not keeping you all updated on the progress too.


Preview: SAS Content Update

Here's another preview of the upcoming SAS Update.  You'll get some new uniform options, updated MP5 and MP5SD models, along with new weapons including the H&K G3A3 (as seen in the previous patch notes) and the FN FAL (seen below).


Update MP5SD:


New Uniform and Vest Options


FN FAL



Preview: Custom Weapons Update



The current flow for custom weapons is for you to download the .fbx template file we've created. This has a base weapon and empty nodes.  You'll create your own weapon, move some nodes around on the template such as the muzzle, attachment points, hand IK positions, and various other controls to fit your weapon.  Then you'll create a data file that has the weapon stats.  You will also create some inventory icons and screen shots for the Workshop.



Next you'll go into the game to the Custom Weapons board in the armory. Then Find your weapon listed and be able to both test and upload your weapon from within the game.  If you need to update the weapon later on you'll simply update your local files, head to the armory, and upload the updated files.



Most of the remaining work is in creating an easy to use editor for the stats file.  Right now it's just editing a JSON text file, so it was not the most intuitive thing to work with, and we want to make the process as smooth as possible.

Thanks!
- Dan

23
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on November 29, 2025, 11:16:47 PM »
Development Status #83
Fri, November 28, 2025



Dear Tankers!
Welcome to our 83th Development Status.


KV-1B 756(r) and KV-1C mod 1942 - work in progress



Turret is done for both versions

As we mentioned in the previous Development Status #82, we wrote there that we would now be working on creating a new cast turret for both versions of the tanks. I have spent the last few weeks working exclusively on preparing models of these turrets.





The cast turret features thicker armour on the sides. The Soviet version will still have the ZiS-5 gun, while the German version has been modified. Instead of the ZiS-5, it has a 7.5 cm KwK 40 gun. A commander's cupola from the PzKpfw IV tank has been added, as well as a vent from the T-34 on the left side.



The models will soon be added to the project, and Robert will have the opportunity to implement them. Before that happens, I still need to finish the interior. It will be based on what was in the KV-1S, with some modifications, of course. More on that in future updates.






There will be three new vehicles for the game. As a reminder:

   KV-1 mod 1942 or KV-1C mod 1942
  -   - same hull as KV-1S
  -   - new cast turret
   PzKpfw KV-1B 755(r) (ZiS-5 gun)
  -   - new hull, few minor modifications, especially seen on the rear
  -   - new cast turret
  -   - German camo/paint
  -   - as a conversion for tank above
   PzKpfw KV-1B 756(r) (7.5 cm KwK 40 gun)
  -   - new hull, new mudguards, some additional modifications made by Germans
  -   - new cast turret with new gun
  -   - German camo/paint
  -   - as a more costly conversion






----------------------------------------------------------
New Ponyrii campaign level art and design tools improvement

We are working on new set of tools that will help us do two things:

  1 - Create the large maps that Ponyrii needs without spending so much time on them as we did on previous ones, with the detail level we want
  2 - Work on these tools so they could be reused or simplified for user modding (map or scenario editor)




The tools we?re using come from a system called MicroVerse. We showcase these tools below with examples on how we can place trenches without a lot of time required to merge the terrain around the trench or that we don't need to cut the terrain underneath ourselves.


In-game screenshot to show how the trench blends in with terrain without much effort from us

We want to streamline the process of creating fortifications, lines of defense etc. enviro and to focus on the mission itself. Previously we?ve added very much detail to some maps that ended up being very dense and not really playable in co-op or with other AI tanks under command. This changes for the next campaign.


----------------------------------------------------------
Battle Save system (WIP)

We are finalizing the Battle Save System. How will it work:

  - Auto save every 5 minutes during battle
  - Auto save upon leaving the battle early (before it finishes)
  - Manual save available in pause menu
  - Manual load available in pause menu
  - Loading a battle from main menu



The game will save following information:

  - who played on session and their stats
  - overall stats of battle
  - spawned units and their state, what was their command, who was in charge, their position and rotation
  - objectives and event states
  - wrecks state
  - damageable objects, trees and deformation state


----------------------------------------------------------

Explosives and aim prediction improvements

We are also reworking how Explosives damage is handled by our game.

Let?s start from the need of this work, the new campaign will also introduce the soviet perspective. Now imagine fighting against Tigers, Ferdinands or Panthers on flat terrain without much cover on distances around 1500-2000m away.

This requires us to add a bigger tank for soviets for 1943 Kursk, the SU-152 that will allow the player to knock out these tanks on long distances. After adding a prototype of SU-152 we?ve noticed that it doesn't really do that, the shots hit the target but fail to destroy it.




This also applies to Air attacks, heavy artillery bombardment direct hits - they should knock out a KV-1 or Tiger. Having all this in mind, we also need to think about the infantry and how players have a hard time killing them when they are entrenched.
Here we also have some improvements but that?s for next dev status, where we?ll showcase how these changes must help players dominate a fortified position when he?s shooting with HE shells or calling in offmap support on it.

----------------------------------------------------------

Thank you and have a good weekend!
DeGenerals

24
Steel Beasts Pro / Steel Beasts ProPE - Waypoints/Movement Management: By JC
« Last post by Rinix on November 29, 2025, 02:39:36 AM »



November 21, 2025
By: JC
Steel Beasts ProPE - Waypoints/Movement Management

Read on: Click Here
25
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on November 28, 2025, 11:21:45 PM »
Helios' Debrief - The Playtest
Fri, 28 November 2025



Dear Operators,

Lately, I have been conducting a playtest for Black One Blood Brothers' next major update, which is the migration from Unreal Engine 4 to Unreal Engine 5.6, which I plan to release in early 2026.


This closed playtest, conducted with players from the community on Discord, was focused on the performance and stability, as they are key for you to enjoy BOBB even more.. It was also a good way for me to start identifying potential issues and fix them, before the official deployment.

First, we wanted to thank our playtesters for their feedback and efforts. Thanks to them, we had the opportunity to challenge this early version and get some incredibly interesting findings.




Conclusions of the Optimization Playtest

One of our main points is to make sure that the game is accessible to as many PC configurations as possible. Of course, we do realize that we can't cover everyone perfectly, but the least we can do is try.

I'm glad to announce that I'm satisfied with the overall feedback: most - if not every - configurations could play the game comfortably, including what we affectuously call 'potato' computers ;). Although this represents a lot of work - I had to deep dive and finetune every setting in every map and system, to stay true to the spirit of the game and make everything scalable -, players have confirmed that they could see and feel a real difference.

That was one of the biggest challenges for this migration: on the one hand, Unreal Engine is such a huge playground that it's very tempting to go all-in with the technologies to treat the most powerful machines. But on the other hand, I wanted to make sure that the lighter setups could run Black One Blood Brothers, and run it in the smoothest way possible without sacrificing the experience. After having spent so much time in the game overall optimization, learning that the balance was found between a beautiful yet optimized, with less micro-lags and framerate drops, was extremely motivating.

But it wasn't just about stress-testing the performances: I'm happy to report that most - if not all - of the reported bugs have been fixed during the playtest.




Next Steps

And it's far from being done. The next big steps are to add and improve the content that will be available for the official release. Which means to keep including maps, operators, gears, equipment and finetune what has already been migrated. Optimization and bug fixes are still going on, so that the public release is as clean as possible. I want that on the day of release, everyone can enjoy the finest technologies and solid, fully baked content.

The good news is that: this playtest will not be the only one. And of course, it will not be a copy/paste of this one: in addition to the optimization, performance improvements and content, I am currently working on something that will be, from my point of view, a real game changer: vocal command. The idea is for the player to be able to command the squadmates directly through their mic, with simple sentences. If everything goes well, I would love for the next playtesters to try this new features.




The Next Playtest

And that will be the last good news for today: the next playtest is set to be conducted early January. It will be on Discord as well so you might want to join if you aren't on as it will be the heart of the playtest, debug and feedback. We will let you know closer to the date.

We also wanted to give a huge shout out to Talocan: he's been working as well on the adaptation of all of his squads to the UE5 engine. You're a legend! And again, a huge thank you for everyone's participation.

We'll see you soon!

Helios, out.
26
Games Discussion / Re: Stellar Tactics
« Last post by Asid on November 26, 2025, 11:40:07 PM »
Achievements, ship transfer and more.
Tue, 25 November 2025



The long awaited achievements are now active.

This update includes achievements for Stellar Tactics - 40 total with three hidden achievements related to the end of the story. If you have been playing the game for some time, a good number of these will unlock the first time you load your favorite save. So, sit back and relax as the game parses your save and unlocks your well deserved rewards.

Over time there have been many requests for a way to transfer ships between stations. Now, with this update, you can do just that.

  - Travel to the destination friendly station (space or ground).

  - Open the ship screen [K] and the SHIP STORAGE UI (left panel near repair, ore refinery etc.).

  - From the lower list on the STORAGE popup (ALL SHIPS STORED AT STATIONS), select a ship from the list that is NOT CURRENTLY STORED at the station you are on.

  - Select "TRANSFER SHIP". A dialog will pop up notifying you that it will cost 20,000 CREDITS and take 10 minutes to arrive. Select OK.

Your ship will begin the transfer. This cannot be canceled. Only one ship can be transferred at a time. NOTE: Time in game does not progress when you are in menus like the ship ui, inventory etc. Exit the screen and proceed about your business. You will be notified when the ship arrives at the station.

  - While a transfer is taking place, you cannot swap ships.

  - While a transfer is taking place, you cannot purchase new ships.

I've also added a "CONTINUE" button to the main menu. You know the one, with asteroids, ship wreckage etc. Any save (auto save, quicksave, manual save) stores the most recent save. As long as a save has been made after this patch, the new CONTINUE button will be displayed on the main menu.

That's all I have for now. Patch notes below with the latest fixes and updates. Thanks as always for supporting Stellar Tactics!


Patch notes:

ADDED - You can now transfer ships between stations.

--First, you need to be at the station where you want to transfer your ship.

--Open the "SHIP STORAGE" UI from the ship screen (left panel near repair, ore refinery etc.)

--From the lower list on the STORAGE popup (ALL SHIPS STORED AT STATIONS), select a ship from the list that is NOT CURRENTLY STORED at the station you are on.

--Select "TRANSFER SHIP". A dialog will pop up notifying you that it will cost 20,000 CREDITS and take 10 minutes to arrive. Select OK.

Your ship will begin the transfer. This cannot be canceled. Only one ship can be transferred at a time. NOTE: Time in game does not progress when you are in menus like the ship ui, inventory etc. Exit the screen and proceed about your business. You will be notified when the ship arrives at the station.

--While a transfer is taking place, you cannot swap ships.

--While a transfer is taking place, you cannot purchase new ships.

ADDED - Achievements

40 Achievements added - 3 of these are hidden related to the end game. Many of these had already been tracked in existing saves, so you may see achievements pop up on the screen the first time you load a game. Others, for example, enemy elimination achievements (among others) were not. Anyway, load your favorite save and kick back for a while as the achievements trigger...

ADDED - The often requested "CONTINUE" button at the main screen. Any save (auto save, quicksave, manual save) stores the most recent save. As long as a save has been made after this patch, the new CONTINUE button will be displayed on the main menu. This is not to be confused with the CONTINUE button while in a loaded save which merely continues your current session...

I'll be looking into a EXIT SAVE for the next major patch. For now, you must save your progress before exiting the game if you want to continue from where you left off.

ADDED - Icon links to Discord, the Stellar Tactics Wiki and a bug report icon that will open the log folder.

FIXED - Game is now paused when recruiting a NPC.

FIXED - The recruit NPC window can now be exited with the ESC key.

FIXED - You can no longer save when recruiting crew members until they are actually completely recruited. Previously, saving in the middle of recruitment and loading that save could cause unexpected results.

FIXED - Various typos.

FIXED - Various navigation errors in Aznari ruins.

FIXED - Various strings that did not fit in UI fields.

FIXED - Game lockup if docking/landing while in space combat.

UPDATED - German translation.

UPDATED - Mission flags and other object indicators on radar made larger.

UPDATED - Reduced schematic unlock requirements via crafting.

REMOVED - I removed blocked achievements if using advanced gameplay options. Achieve your way!

Other notes since the last major patch:

10/31/25 - HOTFIX

FIXED - An edge case related to boarding the Command ships (end game).

10/29/25 - 0.826

UPDATED - When targeting turrets to multiple ships, rolling over a turret does a better job of highlighting it's target in the left target list UI.

FIXED - Ghor Command Ship anomaly systems are now correctly targeted on the star map in the log. Previously, the could only be targeted using the objective tracker in FTL space.

FIXED - Orbital stations in star systems where Aznari Cannons are deployed could not be boarded.

FIXED - Cleanup pass on critical hits from bonus values applied via mods. Note that weapon wear affects criticals - so, a repaired weapon will crit more often than a worn weapon.

FIXED - A few collider errors where enemies/player could fall through world.

10/23/25 - 0.825

FIXED - Selected crew members (unarmed primary or sidearm slots) would lock up the character info and inventory screens.

10/17/25 - 0.824

FIXED - DEMOLISH and BACKSTAB now correctly add AP at various tiers. Previously, they required a skill level 1 level higher than the stated value.

FIXED - Procedural trade missions are no longer generated in Saod to Cronus, which does not have cargo storage.

FIXED - A display error on the CTH display related to equipped mods. An example would be a HAFT equipped on a PUGILISM weapon not displaying correct CTH values.

FIXED - Consolidated various MIN/MAX DAMAGE errors in rollover info vs info displayed for primary and secondary weapons on the equipment and character info screens. Note that rollover info for weapons in inventory, stash and vendors (not equipped) take into account mods on currently equipped weapons that modify STATS and other bonuses. Equipping a weapon with different mods will result in different damage values from the rollover inventory preview.

10/14/25 - 0.823

FIXED - A fix for a bad state at end game.

10/12/25 - 0.822

FIXED - Edge case that could disable the ability to FTL if certain conditions were not met.

FIXED - When mining derelict wrecks, loot containers could not be looted once the wreck was completely mined.

10/7/25 - 0.821

FIXED - Error when boarding "Command" ships.

10/6/25 - 0.8d

FIXED - Lockup when entering the 4th Aznari ruin.

FIXED - Updated floor colliders in Aznari ruins.

10/5/25 - 0.8c

FIXED - "Who goes there" mission would not allow players to enter star system from FTL space.

10/4/25 - 0.8b

FIXED - A bug that would lock the game up when boarding ships
27
Games Discussion / Re: Foundation
« Last post by Asid on November 25, 2025, 11:20:45 PM »
Update 1 - Quality of Life Update, coming November 26, 2025!
Wed, November 19, 2025



Big news, city builders!

Thanks to all your feedback and suggestions, we will soon be releasing the first post-1.0 Quality of Life Update for Foundation!


Arriving November 26, 2025, Update 1 - Quality of Life Update, will bring a wide range of improvements, new tools, new building parts and visual upgrades, giving you more freedom, flexibility, and style options as you shape and expand your medieval cities.

Check out the YouTube Reveal Trailer below to see what?s coming!



28
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on November 24, 2025, 11:15:38 PM »
Elite - 1st Guards | Out Now
Mon, 24 November 2025





Panzer Corps 2: Elite - 1st Guards is out now for $4.99. This second Elite Campaign of the 1st Guards offers Panzer Corps 2?s first fully playable campaign for the Soviet Union, following their struggle against the German Wehrmacht during World War II.

As an elite campaign, 1st Guards highlights Soviet Russia?s best fighting units and showcases their major contributions to the turning points of the war. From the pre-war years, when the first lessons of this new era of warfare were first being learned, to the decisive battles of Stalingrad and Kursk and finally the collapse of the Third Reich.

Panzer Corps 2 joins Slitherine 25th Anniversary celebration
This year marks the 25th Anniversary of Slitherine. To celebrate, we are pleased to announce the release of two free fictional scenarios:

  • Epsom Rising
  • Liberation of Milan
The Epsom free scenario takes you to a completely fictional 1945, where the German invasion of Britain has dragged on for years, and they have enlisted help from their Vichy French allies for one more push on London.



This is one of our very special Slitherine anniversary scenarios, and you?ll get a chance to see some special heroes based on real Slitherine staff, and get a first look at several of the brand new Slitherine camos and Slitherine insignias we?re adding to the game.



The Milan scenario is another one of our special Slitherine scenarios, this time a fictional battle based on the real events of the liberation of Milan in the Spring of 1945. This scenario features some more Slitherine staff from their Milan division and very dense urban battling. Watch your prestige here, the resources are very tight and every turn counts to freeing Milan from the grip of German troops and their Italian collaborators.




Keeping the tradition
Lastly, as we traditionally do for the Winter holiday season, and to thank our players for being the beating heart of Panzer Corps for over 14 years, another free scenario has been added: Operation Wittgenstein.



This scenario explores a different timeline from our own, in which the Allied powers decide to go ahead with Operation Unthinkable and launch a preemptive strike on the Soviet-occupied sector of Germany. Making rapid advances in the first week of the offensive, the Western Allies have managed to achieve total air superiority and nearly encircle the city of Dresden.



The outcome of the whole operation will be decided on the Elbe River. However, the Soviets have no intention of giving up their hard-fought conquests without a struggle. With reinforcements pouring in from other sectors, the Soviets prepare to launch a major counterattack. Take control of the Red Army, halt the Allied offensive, and unleash a red tide on the Western backstabbers.

Editor update
As a very special improvement, we have something that has been on the agenda since launch dayone: We finally have updated the arsenal of thousands of unit previews in the editor from their ancient legacy Panzer Corps icons to brand new Panzer Corps 2 icons.

While we honor the legacy of our original Panzer Corps art and graphics, as Panzer Corps 2 has continued to grow with new unit additions to the game, the editor has become less and less accurate, as new units have debuted such as the E-100, T-44, Bf-109Z, and many other such new units had no OG Panzer Corps equivalent.

With this major update, the editor now better represents exactly what unit is being placed on the battlefield, a huge boon for both our official content designers as well as any enterprising modders out there making their own scenario content too.







Changelog v1.17.1

  • Added 1st Guards DLC
  • Added two free bonus Slitherine 25th Anniversary scenarios: Epsom Rising and Liberation of Milan
  • Added one more free bonus scenario: Operation Wittgenstein
  • Added new set of Editor unit icons derived from in-game unit models
  • Fixed localizations in Ghost Division DLC
  • Other minor fixes
We hope you appreciate all the free content we released for these holidays. Thank you once again to all our awesome players and to the Panzer Corps 2 community as a whole. We wish you all Happy Holidays and best wishes through the rest of winter. We?ll be back with more news and updates to share very soon.


29
Games Discussion / Re: Ground Branch
« Last post by Asid on November 23, 2025, 11:52:08 PM »
Intel Report #028: Changing of the Guard
Thu, 20 November 2025




Hello everyone, thank you for joining us for another Intel Report!

Today's topic is a bit different than usual. As you may have seen here https://www.microprose.com/news/micro-prose-acquires-ground-branch-from-black-foot-studios , GROUND BRANCH has moved ownership from BlackFoot Studios to MicroProse. The team behind GB fully moved over alongside John, BlackFoot Studios owner and GROUND BRANCH creator, who took an advisory role and helped us finish V1035.


This transition involved many moving parts, including changing over hardware infrastructure, licensing, and software ownership to MicroProse. During this time, our heads have been down, with the team focused with onboarding new developers and preparing our base code for a greater expansion of GROUND BRANCH's future.

READ ON: https://steamcommunity.com/games/16900/announcements/detail/621061805456753123
30
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on November 22, 2025, 12:01:25 AM »
Reentry has been updated to 1.0.12 - Landing Time Scale, Gemini EVA, Save States
Fri, 21 November 2025



This patch continues my work on correcting reported issues on the 1.0 features, while also improving some of the existing systems to support time scale during landing, improve lessons and missions, improve Save States, and improve the Gemini EVA. See the patch notes in the bottom for a full list.

Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.8.


Timescale during Landing/Splashdown

One key feature this patch contains is the first support for time scaling during landing. Time scaling is generally a very hard problem to work with and support. Systems usually need some recovery-logic when they "return from their time travel", and figuring this out can be very hard. One of the key areas yet to support time scale is during landing. Unlike ascent, you do not have much to do other than completing some minor checks and waiting for splashdown.

I am happy to now roll out the initial support for time scale during landing. You can use the keyboard buttons [1] -> [4] to set the time scale to the same amount as what they key is, so [4] is [4x]. The maximum time scale I support in this first iteration is 4x, but this is something I can work to improve once I know the current implementation is stable.

In addition, I have made some improvements where some players who have very high fps could experience a slower descent, making the waiting time during landing longer than normal. I made some corrections to the logic to prevent this from happening.


Credit: Martha Gooch


Gemini EVA

I have improved some of the main elements related to Gemini EVA. First of all, I improved the reaction system to better account for weight and solved an issue where the weight of the Gemini craft was too light, making it spin when colliding with it.

The attitude control sensitivity of the astronaut during EVA is also improved and should now give you much finer control during attitude maneuvering.

I also added a breathing sound effect as requested during Gemini EVA as a test.




Save State improvements

I have been working on some of the core save state logic to solve some issues reported related to the mission progress when saving/loading save states. The state would insert you in the orbit you had when saving the state, but mission progress would for some users not continue from where it was when the state was saved. Going forward I will keep iterating on the Save States to also support burn plans and computer states.

Note: If a step of a mission blocks you from proceeding you can use the DENY button on the Message or on the Current Objective to automatically complete the current step and proceed with the mission.




Mercury Cage logic

I made a fix for the Mercury gyro cage logic. In Mercury, the gyros are slaved to the horizon scanners, where they try to maintain a local vertical orientation, meaning the horizon is your zero attitude. You can decouple the gyros from the horizon scanners by setting the gyros to free. This will make the gyros stay fixed relative to the stars instead. You can then re-align the gyros to any attitude by caging the gyros.

An issue made so the platforms x-axis got inverted during gyro cage. It was not easy to notice as the outcome was that your pitch attitude needle would move up instead of down in pitch, something that also can feel natural without knowing.



I also fixed an issue that caused the Horizon Scanners to stop driving the platform after separating the retrograde engines.






Perform star marking in the SXT

In the Apollo Command Module you use stars during navigation, and need to center a target on them to perform marks. These marks must be very precise. To get the needed precision, you use the SXT as it has a very narrow field of view. However, the mission and logic would allow you to perform marks using the SCT instead, but this mark would not get captured and no error was given. In this patch I make it required to perform the MARK through the SXT, and adds a note about this in the checklist and the optics lesson.




Language support

This patch rolls out contributions and fixes to both the Russian and French language support. All of these contributions are made by other players in the community so a big thank you for those who has contributed.

Note: The Discord has international channels for both French and Russian speaking players.

Thanks to all who has helped me with feedback, bug reports and suggestions.


Patch notes:

  - Fixed an issue where the Mercury Horizon Scanners would stop slaving the platform after retrofire.

  - Ultimate Reflection probe tuning

  - Updates to mission texts, typos

  - Pulled in latest language support contributions (FR, RU) - thanks to all contributors!

  - Fixed and balanced the Gemini/Astronaut weight during EVA

  - Improved the physics forces of landing chutes to attempt make them equal across various hardware and fps

  - Added support for time scaling (up to 4x) during landing

  - Animated the Landing Attitude transition in Gemini

  - Attached the Gemini panel lights to the hatch models

  - Fixed an issue where Gemini cabin pressure would some additional time to load during missions starting in orbit

  - Mercury Gyro Cage inverted up-axis fix

  - Save State Improvements for all programs

  - Time Scale resetting to 1 when receiving a message while timescale is 0.5 (slow) - it should keep the slow mode

  - Made so it is required to be in the SXT to press the MARK button

  - Made timescale multipliers consistent between all programs

  - Make it clear that in CM lesson 10 the orb rate is normal but it will stabilize when sep.

  - Jukebox will reset position and orientation on toggle

  - Added a breathing SFX for Gemini EVA

  - Fixed Saturn V exhibition footstep SFX

  - Gemini Altimeter model improvements

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