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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

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Today CnC release a statement where they are going to delay the release for the alpha version by about 2 weeks. Here is there full statement:

We’ve made the decision to postpone the planned start of the Early Access phase for a few weeks, the reason being the standard of quality that we’ve set as a goal for the game. Currently we’re not 100% happy with a few game aspects - concerning both the performance and gameplay bugs. We are certain that we’re able to improve these areas considerably and think a little bit of extra time is the key to creating an optimal gaming experience for you.

We’re specifically working on improving frame rates concerning vegetation (grass, fruits, trees). At the same time we’re implementing our dynamic weather and clouds system, creating tutorials and of course handling the internal test phases.
At the moment, the programming division is working on gameplay elements such as a detailed feeding and fattening system, a realistic biogas plant simulation, the implementation of UI and AI systems. Most of these areas have been completed, others still require a bit of fine tuning.

Meanwhile we’ve spent the past two months fixing, adjusting and tinkering with the vehicle physics and handling and have added significant enhancements. Vehicles and equipment use virtually real data in Cattle and Crops - be it the weight, the suspension or the engine power. Simultaneously we’ve added three realism levels that...
While all us minions and assembling humans are furiously working on 0.15, today I would like to present to you what I have been working on lately - new graphics for resources, of course including high res and the new uranium ore. In the second part of the article I will get to an old/new topic about concrete.

New resources - the idea
For 0.15, we needed uranium ore, and eventually needed all the other resources in high resolution, so we took the opportunity to rework all of them now (not oil).

Most importantly, we introduce a new way of tiling - instead of a square, a resource tile is a puzzle-shaped thing. This helps to remove the top-down square nature of the old sprites, and make the ore patches much more organic.

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New resources - the process

Since the aim is to create multiple tilesets which work similarly, I tried to save a lot of time by making one master scene (I started with copper ore), from which it would be easy to derive the rest of the ores.

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Of course the most basic way to do this would be to just recolour them in photoshop and call it a day (which would be pretty lame if you ask me), but if we are already redoing it, we might as well create a robust system which can actually change...
Hello, Engineers! To start with, let us explain what happened yesterday. We were planning on releasing the new HUD this week but due some technical complications and internal feedback, the team decided it was better to postpone this feature, giving us more time to improve and polish it before a first public release. At least now, you can rest easy knowing that it’s not too far away!
Instead, we are releasing the cutscene editor today which will allow mission and scenario makers to create cutscenes from within the game. You will need to set up the triggering of cutscenes using the visual scripting tool, which is what the editor is mainly designed to be paired with. Although, it could also prove to be a useful camera tool for other content creators as there is preview button in the menu. Over the next week, we will be creating a more detailed guide for it - so stay tuned.


Full list of new features and fixes: http://news.spaceengineersgame.com/update_01_176
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Update is available for FS17 patch v 1.4.4

Update 1.4.4
For steam version, your game should update automatically,
if not please right click on FS17 in your library, click on properties, then on updates tab, and change the automatic updates to "Always keep this game upto date"


You might also want to check your downloads tab to see if it is in a queue.

Changelog's
A more comprehensive update changelog please see this link:
Below is a brief list of the updates so far:

  • Fixed ai worker headland turns (1.4.4)
  • Fixed ai worker issues with asymmetric tools (1.4.4)
  • Improved ai worker collision detection (1.4.4)
  • Fixed multiplayer max. number of ai workers (1.4.4)
  • Fixed multiplayer grain selling. Earned money will be shared between all players (1.4.4)
  • Fixed Sosnovka mill fruittypes soybeans, sunflowers and canola (1.4.4)
  • Minor bug fixes (1.4.4)

  • Fixed direct sowing machines to work properly with the same fruit (1.4.2)
  • Fixed helper with the Lemken Solitair 12 (1.4.2)
  • Fixed helper with the Joskin Modulo (1.4.2)
  • Added color selection in the shop for...
SCS Software Liftable Trailer Axles
We're almost there to release the open betas of the next wave of updates for both Euro Truck Simulator 2 and American Truck Simulator. Let's keep our fingers crossed that we iron out the last few known glitches so that we are able to release the open betas next week.

Today we'd like to tease you a little with a glimpse on one of the new features - the implementation of liftable axles for trailers.

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This feature was requested by the fan community for quite a while, we're glad to bring it to life for all players looking forward to improvements in simulation fidelity. Lifting a trailer axle allows you to spread the weight among the trailer's wheels to optimize fuel consumption, limit tire wear, or adjust the trailer's maneuverability while turning or reversing. As there was no default hotkey or controller key assigned for this feature as of yet, and we do not want to break players' existing configs, please remember to set this function under any key in the Key & Buttons options.

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Stay tuned for more feature reveals as we wrap up the work on the updates. The full change log will of course come along with the actual releases.​
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