It also means much slicker transitions between scenes, as we don't have to respawn everything again. This means the world you see at the space center is now exactly the same as the one you see in flight, and in the tracking station. Now, instead of having everything duplicated in each of the game's scenes, all common elements like the scenery, game logic, ambience and the planetarium are created once and get reused. This was one of the biggest code overhauls we've ever pulled off. The insides of the construction facilities are also completely re-done, the models are not only vastly better-looking than before, they're far more efficient as well, so there's no performance tradeoff here. Pick from the list of available crewmembers, and assign them to any (yes, any) part on the vessel. Another huge feature in the making, the Astronaut Complex is a new building at the Space Center, that gives you an overview of all your available victims brave explorers, and lets you recruit new ones from a list of applicants.Ĭrew Management Along with the Astronaut Complex, this adds the ability to select the crew for a vessel before launch (from the launch sites or from the editors). Keep on reading for more details on them. The most underdeveloped part of the game finally gets its much deserved overhaul, featuring new models for nearly all the facilities, plus a couple of new ones as well. Now, you'll either get to return to the Space Center (as before), or when applicable, Revert to an earlier state (to launch or to the editors). ![]() Gone is the 'End Flight' button in the Pause Menu, cause of many a tale of accidental space station deletion. In preparation for Career gameplay, we've redesigned the way flights are ended. Here are the main features for this update: ![]() More from that post, in case the forum servers explode:
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