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The fleet

  • New hulls for every pirate ship. The Hauler, the Fighter, the Interceptor and the Syndicate Dreadnought are all new, far more detailed models, each in its company's colours: rust-red bands on the miners' scavenged ships, gunmetal and gold on the Syndicate's.
  • A new civilian transport. The ship you shepherd on ESCORT contracts, and the one adrift in a DISTRESS CALL, is now a white-and-blue passenger liner with portholes down both flanks.
  • Reactor flames. Engines now burn with a real exhaust: a white-hot throat, a yellow-orange body with turbulence rolling down it, and shock diamonds when a ship is pushed hard. The flame stretches with speed, so a ship's tail tells you how fast it is going.
  • Lit cockpits. Canopies and portholes glow faintly, so a ship in shadow still shows where its crew sits, and the Dreadnought's decks light up along its whole length. The stranded transport stays dark, as a dead ship should, marked only by its amber beacons.
  • Ships are solid. You could fly straight through the escort convoy, which had no collision at all, and into either end of a long hull, because ships were walled off as spheres. Every ship now stops you at its actual hull. Pirates also steer around each other instead of flying through their own hauler, and the Dreadnought's escorts circle clear of its bow.


Flight

  • LOCAL SPEED. Near any planet, moon, the ISS or a mission object, your top speed now eases down as you close in, so you can fly right up to Deimos or the station by hand instead of arriving at 1,000 km/s. Inside the zone the panel reads LOCAL SPEED and your speed is relative to what you are near: beside the ISS you move with the station, and you keep its momentum when you undock.
  • Finer control up close. Near an object, thrust is scaled to the local limit, so a tap is a nudge rather than full speed, and X brings you to a clean stop beside a satellite.
  • Satellites at real scale. Salvage and servicing satellites were drawn 13 to 17 km across, the size of a small moon. They are now built at their real size, with the tiniest nudged up to a few metres so you can still find them.
  • Scanning Deimos works. Its scan range sat behind the collision wall that stops your ship, so no pilot could get close enough. Scans and mining now reach from where the wall holds you, on Phobos, Deimos and the ISS.


Missions

  • Board filter. Sort both mission boards by ALL, COMBAT, HAULING, SERVICE or STORY. Keyboard: [ and ]. Gamepad: LT/RT when docked, BACK+LT/RT in flight.
  • Contracts no longer leak between runs. A contract from your previous run could carry on into NEW GAME or a loaded save. Both now start clean.
  • Charters no longer block the board. A sightseeing charter saved on its way home never let its passengers off at the ISS: the passenger room stayed occupied, and every charter and distress call vanished from the board for good.
  • Claiming a station servicing round. Docking to claim a finished ISS servicing round did nothing, even with the prompt on screen. It works now, and the dock prompt stays hidden while a round is still being worked.


Interface

  • Key prompts in the target panels no longer break in the middle, with "[" on one line and "A ] ENGAGE AUTOPILOT" on the next.


This update is a bigger download than usual, about 600 MB more, for the detail on the new ships.




Fly out and meet the new fleet, and if anything looks or feels wrong, post it in the discussions. Your reports shape the next update.


Windows 64-bit Depot 4989231
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