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Welcome to SpaceSimCentral.com

It was a daring move to follow those weak comm signals out this far into space, but you lucked out. You have found SpaceSimCentral, a station that has been tucked away for some time at the edges of our galaxy where only the brave and adventurous travelers dare to go to seek fame and fortune. SpaceSimCentral is one of the last stops before you set off on new adventures in the vastness of deep space. We do get many travelers that tell great tales of merchandise and even things you can get for free if you know where to look. So, finish docking your ship and check-in your valuables and spend some time chatting with the locals on the station and maybe you will discover something you have been waiting a whole lifetime to find.

Enough of the intro, I'm DarkOne the Admin of SpaceSimCentral and we have been around a few years and are striving to become a great source of news, lore and a file repository for your favorite and upcoming space/scifi gaming titles. I have always tried very hard to make SSC a community where both developers and gamers can discuss what they want to see in games and developers can show off what they are working on and get honest feedback from gamers first hand. To all of the developers out there, SSC has always been very accommodating to developers in that we give them free forum space here on SSC to discuss their games with the public. There are quite a few projects going on here at SSC so you might as well join in on the fun as well.

So have fun exploring SSC, the site is going through some major changes and will probably continue to change for the coming months. But this is for the good and I look forward to peoples opinions on what they think and with any luck I can get some members to write up some articles and blogs about their favorite games so I don't have to do all the work. So checkout what SSC has to offer and do register and let us know of any new games or help us out with locating old mods/patches. Enjoy the community and see you in the forums.

Join SSC Steam Group

Join other SSC Members on Steam

Help fund some game projects

Vote for these games on Steam

Please vote for some or all of these indie game titles to help get them on Steam to be sold. This helps support the hard working devs and it supports the space gaming community by having more games available.

Armada Online
Moon Rising
Star Sonata 2
FleetCOMM: Operation Vigrior
The Epic Space Game
Defenders of the Last Colony
Aeon Command
Solar Struggle
Soar 3D: Space Reloaded
Sol Trader
Lander: Mission Control
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Blue Libra
Blue Libra 2
ASA: A Space Adventure
Sector Zero
Deep Eclipse
Smugglers 5
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
ARC Squadron
Star Bandits
Solar War
Star Rift
Deadly Space Jump
Steel Sky: Heavy Wings
Orbital Gear
Lost Orbit
Mothership Attack
Exo Miner
Space Corp Tycoon
UFO Pilot: Astro-Creeps Elite
Astro Emporia
4th Dimension
Raze: Laserstorm
Rage Runner
Crater Maker
LeapDrive Online
SBX: Invasion
Vincere Totus Astrum
Wayward Terran Frontier
Godspace Galactic 2
Direct Hit: Missile War
Line Space Wars
Space Station Alpha
Tiny Trek
Six Degrees To Freedom
Galaxy Union
Beyond Gravity
Darkfield VR
Artifacts of Aduss: O
Metal Planet
Earth Under Siege
Taikodom: Living Universe
Luna's Wandering Stars
Project Root
Fleet Buster
Space - The Return of The Pixxelfrazzer
Nexus: One Core
Space - Dualsus
Andromeda 5
Shardlands: Directors Cut
Sun Blast
Yargis: The Beginning
Star Hammer Tactics
Aeden's Journey
Fringes of the Empire
Subspace Continuum
Relativity Wars
Rex Rocket
P-3 Biotic

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Recently Added Posts

Latest Discussions

Some great Space/SciFi game titles

Checkout Age of Ascent

Latest Forum Topics


New site is up, article about new artwork

23 Apr 2014

Posted by allogonist In: Wayward Terran Frontier

So I've released a lot of info about the new thing I am working on, and more importantly who I am working with. You should check it out if you get a chance on our shiny new fully redesigned webpage.




  2 Views · 0 replies


Gangs of Space - 4X MMO Shmup

23 Apr 2014

I'am Grouroux, the game designer of Gangs of Space, and I want to introduce our indie space game.

Feel free to ask all the questions you want (I'am not very well skilled in english, but I hope you will understand).





Gangs of Space is a massively-multiplayer space online game of the 4X genre (eXplore, eXpand, eXploit, eXterminate),

using a shmup / hack'n'slash gameplay

Gangs of ambitious players compete against each other to conquer the most territories in hostile planetary systems,

using ships and items looted from destroyed enemies, or designed and built in player-owned space bases. 

The Gang which accumulates the most territorial, economical, technological and political influence is awarded the rank of

Quadrant Administrator, and is allowed to write the laws of the universe. 




  • Action gameplay, hack'n'shash shmup with permanent death. 
  • Multiple ship classes, each with a very distinct gameplay. 
  • No XP, no levelling. The skill of the player himself is paramount. 
  • One universe (no sharding) to discover and conquer. 
  • Space structures to build & then protect in order to exploit the conquered territories. 
  • Economy, technology, industry, geopolitics are all completely player-driven. 
  • Governing players can set laws and taxes in their governed planetary systems. 
  • Innovative crafting system, which gives players complete freedom in designing their own item variations. 
  • API that let anyone create applications (PC/Mac, web, mobile…) that can interact with the game.


Screenshots and video


Attached File  screen1.png   678.52K   0 downloads Attached File  screen2.png   318.72K   0 downloads Attached File  screen4.png   428.81K   0 downloads

Attached File  screen6.png   524.82K   0 downloads Attached File  screen7.png   325.04K   0 downloads Attached File  galactic-map.png   268.94K   0 downloads


  32 Views · 0 replies


mayday! the-starport.net is down!

22 Apr 2014

Posted by tachyon In: Freelancer



Hi citizens of SSC.


I would like to know if the Starport family/community is having any difficulties or problems at all?


I can't find any info or news about the down-site.


It is already been 3 days that the site is down.


I'm worried because it is the only place or site where all Freelancer fans are helping each other to make the game more fun and alive.


Please do inform me.


Thank you!


So say we all! ;)

  48 Views · 1 replies ( Last reply by sscadmin )


Contested Space

21 Apr 2014

Kickstarter for another Lego in space game seems some what familiar but then again it may be just that they are all stating to look similar.   https://www.kickstar...-sandb?ref=live


Looking for $26K target more details on the kickstarter page.


Website http://www.contestedspace.net/


Action oriented ship combat in one persistent universe where everything is created by players

Contested Space mixes action oriented ship combat with creativity and community. Players design their own ships and stations, while defending and expanding territory for their alliance. All of this happens in one persistent universe where every action has a lasting consequence. The game will be available on PC, Mac, and Linux.

A Role Making Game

Too many online games impose a static narrative on their players. Contested Space lets players control their own identities and define how they interact with the universe. Players naturally fall into role playing when they are given different goals and perspectives. The game's primary goal is to help players create their own stories.


Contested Space gives players direct control of their ship. Every shot and missile is physically simulated and must be carefully aimed. Ships range from lumbering battleships a kilometer long to nimble frigates only 60 meters long.

The Prototype

This project's first step was to create a prototype that demonstrates the game's foundation. All of the Contested Space video was captured from a client connected to a server hundreds of miles away. The game's networking, physics, and data are all implemented in a simple, straightforward, and decentralized manner. Everything is designed so it can be affordably scaled to larger audiences.

Launch Features

Contested Space will start small, perfect the features it has, and grow from there. The purpose of this campaign is to fund that first step. The goal is to launch a completed version of the game before the end of this year.

At first Contested Space will be about territory control. Players will pick from one of three predefined alliances. These alliances will compete to control locations in orbit where stations can be built. Players that defend or capture territory will be rewarded with credits that can be used to build space stations or buy better ships.

The game will launch with three different ship sizes along with a suite of weapons and abilities to go along with them. Players will have a skill progression that will grant them modest bonuses as they gain experience.




  69 Views · 0 replies


Initial thoughts on AoA gameplay and design

20 Apr 2014

Posted by sscadmin In: Age of Ascent

Was able to play for a little bit this past Saturday on AoA and I was actually quite impressed with WebGL, wow didn't know you can create a full fledged game in a browser with basically no load time. I went to the webpage and I think within 3-5s I had the game running and I was in the cockpit. The graphics are good/great for a non-client based game and I was avg 40-50 fps during my gameplay. So hats off to the development team for showing people that you can make a great web based game, didn't try to play this on my android tablet, maybe it could have worked since I can have chrome on it?


Pros/Cons on combat:



- It's actually pretty smooth gameplay

- Gfx are good, and yes i know we can't have E:D and SC style graphics because of the bandwidth. So people have to understand the assets can only be so detailed and still be playable over the web browser.

- You get assisted kills and you have achievements depending on kill streaks

- Nice overview of the action you were in when you do get killed



- No collision damage, adds that extra strategy factor

- Unless I missed it, would be nice to have auto-target the nearest fighter enabled by default

- The effective range of the weapons should be reduced on a fighter

- Spawn points are sometimes far away from the action, it took me almost 1-2mins to get to the fight



For an alpha and showing off the tech behind WebGL its looking really good and can't wait to see what 2015 will bring. Do you happen to know when AoA will be increasing the length of the alpha test phases to maybe last 24hrs or something like that. I know I have missed the past two weeks myself? But I know servers and bandwidth cost money. :)

  27 Views · 0 replies


Import UI errors during Launch

19 Apr 2014

Posted by Styggron In: Pioneer

UPDATE Problem Solved. Sorry I had the older Scout Mod in the Mods directory that was interfering.

If the mods could please delete this thread as the problem is solved.




Just tried to launch Pioneer March 17 build, I can't get it to launch. I had a look around but could not find any fixes.


When I try to launch I get a box that says


import UI/TabGroup: Not Found

stack trackback: [C]: in ?

                         [C]: in function 'import'



Thanks in advance Pioneer team.

  90 Views · 0 replies


Piracy Pioneer

18 Apr 2014

Posted by Nachodsk In: Pioneer

I want to ask a question here.. is this available to do on other ships? i'm really new to the game and this is a very interesting topic for me.


Once you get the other ship to surrender you can get the cargo from it?


Thanks! :D

  133 Views · 1 replies ( Last reply by ollobrain )


joystick ?

18 Apr 2014

Posted by shadowma45 In: Age of Ascent

Hi was wondering if your game would be supporting joysticks- x52pro & logitech extreme 3d pro ?

Thanks in advance for any info.



  51 Views · 2 replies ( Last reply by shadowma45 )


Age of Ascent - Tactical Map enhancement

18 Apr 2014

Posted by AgeOfAscent In: Age of Ascent

HI everyone,


Just wanted to introduce the new tactical map enhancement for AoA.  It'll be in and testable this weekend on PvP Saturday at http://www.ageofascent.com  Come along!  It's free, there's no download, install or plugins needed - just a WebGL-capable browser such as Chrome, FF, Opera or IE11.  8pm GMT (9pm UK / 4pm EST / 3pm Central US time).





James N

  32 Views · 1 replies ( Last reply by sscadmin )


Proposal code: autotrader and mouse functions

17 Apr 2014

Posted by walterar In: Pioneer Mods

Author: Darkdesire

-- /pioneersp/src/KeyBindings.inc.h
+++ /ShipController/KeyBindings.inc.h
@@ -21,7 +21,7 @@

 KEY_BINDING(targetObject, "BindTargetObject", Lang::TARGET_OBJECT_IN_SIGHTS, SDLK_t, 0)
-KEY_BINDING(fireLaser, "BindFireLaser", Lang::FIRE_LASER, SDLK_SPACE, 0)
+KEY_BINDING(fireLaser, "BindFireLaser", Lang::FIRE_LASER, 0, 0)
 KEY_BINDING(fireMissile, "BindFireMissile", Lang::FIRE_MISSILE, SDLK_m, 0)

@@ -40,6 +40,8 @@
 KEY_BINDING(thrustLeft, "BindThrustLeft", Lang::THRUSTER_PORT, SDLK_j, 0)
 KEY_BINDING(thrustRight, "BindThrustRight", Lang::THRUSTER_STARBOARD, SDLK_l, 0)
 KEY_BINDING(thrustLowPower, "BindThrustLowPower", Lang::USE_LOW_THRUST, SDLK_LSHIFT, 0)
+KEY_BINDING(FlightFollowMouse, "BindFlightFollowMouse", Lang::FLIGHT_FOLLOW_MOUSE, SDLK_SPACE, 0)
+KEY_BINDING(ActivateAutoTrade, "BindActivateAutoTrade", Lang::ACTIVATE_AUTO_TRADE, SDLK_b, 0)

 KEY_BINDING(increaseSpeed, "BindIncreaseSpeed", Lang::INCREASE_SET_SPEED, SDLK_RETURN, 0)
--- /pioneersp/src/LangStrings.inc.h
+++ /ShipController/LangStrings.inc.h
@@ -218,7 +218,8 @@
@@ -430,6 +431,7 @@
@@ -491,3 +493,5 @@
--- /pioneersp/src/ShipController.cpp
+++ /ShipController/ShipController.cpp
@@ -11,6 +11,7 @@
 #include "Space.h"
 #include "WorldView.h"
 #include "OS.h"
+#include "LuaEvent.h"

 void ShipController::StaticUpdate(float timeStep)
@@ -33,7 +34,8 @@
 	m_lowThrustPower(0.25), // note: overridden by the default value in GameConfig.cpp (DefaultLowThrustPower setting)
-	m_mouseDir(0.0)
+	m_mouseDir(0.0),
+	m_AutoTradeActivated(false)
 	float deadzone = Pi::config->Float("JoystickDeadzone");
 	m_joystickDeadzone = deadzone * deadzone;
@@ -46,12 +48,22 @@
 	m_fireMissileKey = KeyBindings::fireMissile.onPress.connect(
 			sigc::mem_fun(this, &PlayerShipController::FireMissile));

+	m_FlightMouseFollowing = KeyBindings::FlightFollowMouse.onPress.connect(
+		sigc::mem_fun(this, &PlayerShipController::FlightMouseFollowing));
+	m_ActivateAutoTrade = KeyBindings::ActivateAutoTrade.onPress.connect(
+		sigc::mem_fun(this, &PlayerShipController::ActivateAutoTrade));
+	m_IncreaseSetSpeed = Pi::onMouseWheel.connect(sigc::mem_fun(this, &PlayerShipController::IncreaseSetSpeed));

+	m_FlightMouseFollowing.disconnect();
+	m_IncreaseSetSpeed.disconnect();
+	m_ActivateAutoTrade.disconnect();

 void PlayerShipController::Save(Serializer::Writer &wr, Space *space)
@@ -171,53 +183,71 @@

 		// have to use this function. SDL mouse position event is bugged in windows
 		int mouseMotion[2];
-		SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1);	// call to flush
-		if (Pi::MouseButtonState(SDL_BUTTON_RIGHT))
+		SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1); // call to flush
+		// if (Pi::MouseButtonState(SDL_BUTTON_RIGHT))
+//		if (KeyBindings::FlightFollowMouse.IsActive())
+//		{
+//			if (Pi::FlightModel==0) Pi::FlightModel=1;
+//			else
+//				Pi::FlightModel=0;
+//		}
+		if (Pi::FlightModel==1)
+			int x,y;
+			SDL_GetMouseState(&x,&y);
+			x-=Pi::renderer->GetWindow()->GetWidth()/2;
+			y-=Pi::renderer->GetWindow()->GetHeight()/2;
+			if ((x > -5) && (x < 5)) x = 0;
+			if ((y > -5) && (y < 5)) y = 0;
 			const matrix3x3d &rot = m_ship->GetOrient();
-			if (!m_mouseActive) {
-				m_mouseDir = -rot.VectorZ();	// in world space
-				m_mouseX = m_mouseY = 0;
+//			if (!m_mouseActive)
+			{
+				m_mouseDir = -rot.VectorZ(); // in world space
+				// m_mouseX = m_mouseY = 0;
 				m_mouseActive = true;
 			vector3d objDir = m_mouseDir * rot;

 			const double radiansPerPixel = 0.00002 * m_fovY;
-			const int maxMotion = std::max(abs(mouseMotion[0]), abs(mouseMotion[1]));
-			const double accel = Clamp(maxMotion / 4.0, 0.0, 90.0 / m_fovY);
-			m_mouseX += mouseMotion[0] * accel * radiansPerPixel;
-			double modx = clipmouse(objDir.x, m_mouseX);
-			m_mouseX -= modx;
+			const int maxMotion = std::max(abs(x), abs(y));
+			const double accel = Clamp(maxMotion / 12.0, 0.0, 90.0 / m_fovY/20.0);
+			m_mouseX = x * accel * radiansPerPixel;
+			m_mouseX = clipmouse(objDir.x, m_mouseX);

 			const bool invertY = (Pi::IsMouseYInvert() ? !m_invertMouse : m_invertMouse);

-			m_mouseY += mouseMotion[1] * accel * radiansPerPixel * (invertY ? -1 : 1);
-			double mody = clipmouse(objDir.y, m_mouseY);
-			m_mouseY -= mody;
-			if(!is_zero_general(modx) || !is_zero_general(mody)) {
-				matrix3x3d mrot = matrix3x3d::RotateY(modx) * matrix3x3d::RotateX(mody);
+			m_mouseY = y * accel * radiansPerPixel * (invertY ? -1 : 1);
+			m_mouseY = clipmouse(objDir.y, m_mouseY);
+			if(!is_zero_general(m_mouseX) || !is_zero_general(m_mouseY))
+			{
+				matrix3x3d mrot = matrix3x3d::RotateY(m_mouseX) * matrix3x3d::RotateX(m_mouseY);
 				m_mouseDir = (rot * (mrot * objDir)).Normalized();
 		else m_mouseActive = false;

-		if (m_flightControlState == CONTROL_FIXSPEED) {
+		if (m_flightControlState == CONTROL_FIXSPEED)
+		{
 			double oldSpeed = m_setSpeed;
-			if (stickySpeedKey) {
-				if (!(KeyBindings::increaseSpeed.IsActive() || KeyBindings::decreaseSpeed.IsActive())) {
+			if (stickySpeedKey)
+			{
+				if (!(KeyBindings::increaseSpeed.IsActive() || KeyBindings::decreaseSpeed.IsActive()))
+				{
 					stickySpeedKey = false;

-			if (!stickySpeedKey) {
+			if (!stickySpeedKey)
+			{
 				if (KeyBindings::increaseSpeed.IsActive())
 					m_setSpeed += std::max(fabs(m_setSpeed)*0.05, 1.0);
 				if (KeyBindings::decreaseSpeed.IsActive())
 					m_setSpeed -= std::max(fabs(m_setSpeed)*0.05, 1.0);
 				if ( ((oldSpeed < 0.0) && (m_setSpeed >= 0.0)) ||
-						((oldSpeed > 0.0) && (m_setSpeed <= 0.0)) ) {
+					((oldSpeed > 0.0) && (m_setSpeed <= 0.0)) )
+				{
 					// flipped from going forward to backwards. make the speed 'stick' at zero
 					// until the player lets go of the key and presses it again
 					stickySpeedKey = true;
@@ -233,9 +263,11 @@
 		if (KeyBindings::thrustLeft.IsActive()) m_ship->SetThrusterState(0, -linearThrustPower);
 		if (KeyBindings::thrustRight.IsActive()) m_ship->SetThrusterState(0, linearThrustPower);

-		if (KeyBindings::fireLaser.IsActive() || (Pi::MouseButtonState(SDL_BUTTON_LEFT) && Pi::MouseButtonState(SDL_BUTTON_RIGHT))) {
-				//XXX worldview? madness, ask from ship instead
-				m_ship->SetGunState(Pi::worldView->GetActiveWeapon(), 1);
+		// if (KeyBindings::fireLaser.IsActive() || (Pi::MouseButtonState(SDL_BUTTON_LEFT) && Pi::MouseButtonState(SDL_BUTTON_RIGHT)))
+		if (Pi::MouseButtonState(SDL_BUTTON_RIGHT))
+		{
+			//XXX worldview? madness, ask from ship instead
+			m_ship->SetGunState(Pi::worldView->GetActiveWeapon(), 1);

 		if (KeyBindings::yawLeft.IsActive()) wantAngVel.y += 1.0;
@@ -254,17 +286,20 @@
 		changeVec.z = KeyBindings::rollAxis.GetValue();

 		// Deadzone more accurate
-		for (int axis=0; axis<3; axis++) {
-				if (fabs(changeVec[axis]) < m_joystickDeadzone)
-					changeVec[axis]=0.0;
-				else
-					changeVec[axis] = changeVec[axis] * 2.0;
+		for (int axis=0; axis<3; axis++)
+		{
+			if (fabs(changeVec[axis]) < m_joystickDeadzone)
+				changeVec[axis]=0.0;
+			else
+				changeVec[axis] = changeVec[axis] * 2.0;

 		wantAngVel += changeVec;

-		if (wantAngVel.Length() >= 0.001 || force_rotation_damping || m_rotationDamping) {
-			if (Pi::game->GetTimeAccel()!=Game::TIMEACCEL_1X) {
+		if (wantAngVel.Length() >= 0.001 || force_rotation_damping || m_rotationDamping)
+		{
+			if (Pi::game->GetTimeAccel()!=Game::TIMEACCEL_1X)
+			{
 				for (int axis=0; axis<3; axis++)
 					wantAngVel[axis] = wantAngVel[axis] * Pi::game->GetInvTimeAccelRate();
@@ -347,9 +382,36 @@
 	if (!Pi::player->GetCombatTarget())
-	LuaObject<Ship>::CallMethod<bool>(Pi::player, "FireMissileAt", "any", static_cast<Ship*>(Pi::player->GetCombatTarget()));
+	lua_State *l = Lua::manager->GetLuaState();
+	int pristine_stack = lua_gettop(l);
+	LuaObject<Ship>::PushToLua(Pi::player);
+	lua_pushstring(l, "FireMissileAt");
+	lua_gettable(l, -2);
+	lua_pushvalue(l, -2);
+	lua_pushstring(l, "any");
+	LuaObject<Ship>::PushToLua(static_cast<Ship*>(Pi::player->GetCombatTarget()));
+	lua_call(l, 3, 1);
+	lua_settop(l, pristine_stack);
+void PlayerShipController::FlightMouseFollowing()
+	switch (Pi::FlightModel)
+	{
+	case 0:
+		{
+			  Pi::FlightModel = 1;
+			  break;
+		}
+	case 1:
+		{
+			  Pi::FlightModel = 0;
+			  break;
+		}
+	}
 Body *PlayerShipController::GetCombatTarget() const
 	return m_combatTarget;
@@ -381,4 +443,38 @@
 	else if (m_setSpeedTarget == m_navTarget)
 		m_setSpeedTarget = 0;
 	m_navTarget = target;
+void PlayerShipController::IncreaseSetSpeed(bool up)
+	if (Pi::MouseWheel == 0)
+	{
+		if (up)
+		{
+			m_setSpeed += std::max(fabs(m_setSpeed)*0.05, 1.0);
+		}
+		else
+		{
+			m_setSpeed -= std::max(fabs(m_setSpeed)*0.05, 1.0);
+		}
+	}
+void PlayerShipController::ActivateAutoTrade()
+	switch (m_AutoTradeActivated)
+	{
+	case true:
+	{
+		LuaEvent::Queue("onActivateAutoTradeOFF", Pi::player);
+		m_AutoTradeActivated = false;
+		break;
+	}
+	case false:
+	{
+		LuaEvent::Queue("onActivateAutoTradeON", Pi::player);
+		m_AutoTradeActivated = true;
+		break;
+	}
+	}
--- /pioneersp/src/ShipController.h
+++ /ShipController/ShipController.h
@@ -69,6 +69,9 @@
 	void SetRotationDamping(bool enabled);
 	void ToggleRotationDamping();
 	void FireMissile();
+	void FlightMouseFollowing();
+	void IncreaseSetSpeed(bool up);
+	void ActivateAutoTrade();

 	//XXX AI should utilize one or more of these
@@ -92,6 +95,7 @@
 	bool m_invertMouse; // used for rear view, *not* for invert Y-axis option (which is Pi::IsMouseYInvert)
 	bool m_mouseActive;
 	bool m_rotationDamping;
+	bool m_AutoTradeActivated;
 	double m_mouseX;
 	double m_mouseY;
 	double m_setSpeed;
@@ -106,6 +110,9 @@

 	sigc::connection m_connRotationDampingToggleKey;
 	sigc::connection m_fireMissileKey;
+	sigc::connection m_FlightMouseFollowing;
+	sigc::connection m_IncreaseSetSpeed;
+	sigc::connection m_ActivateAutoTrade;


  106 Views · 9 replies ( Last reply by walterar )


Earth to ECHO

16 Apr 2014

Posted by sscadmin In: Sci-Fi Movies and Television


  51 Views · 0 replies


The Signal

16 Apr 2014

Posted by sscadmin In: Sci-Fi Movies and Television


  41 Views · 0 replies


Come celebrate Alkotó -- a Solrain (Jumpgate) Holiday

16 Apr 2014

Posted by Ambrosius In: Jumpgate Series

If you played as a Solrain character in Jumpgate, and have not yet come back to play the revived game, next Tuesday is a good time to come back since it is an ancient Solrain holiday called Alkotó and it also marked the end of the fiscal year for Solrain corporations.  Perfect time for an Sol to rejoin the JG universe.  ;)


Here's the story on this year's holiday:




STCC Calls for Alkotó Supplies
by Kedra Brenari, reporting for UUNN


Wake Station – The STCC has put out a call for all Solrain pilots to help with preparation for this year’s Alkotó celebrations on 104.04.22.


“We are thrilled to host the official Alkotó festival this year,” said Hantor Rebenios, Governor of The Wake station. “And T&P has been a great partner in helping us pull things together. But we need our independent Solrain pilots to help as well by hauling in supplies for the event. We still need Organic Foods, Beers (all types), Water and Textiles for the various Corporation dinners that will be hosted here after The Closing.”


“We’ll also need about 50 Sabre missiles delivered as well,” Rebenios added.


Modern Alkotó is primarily "celebrated" as the end of the Fiscal Year (“The Closing”), when books are closed and profits are calculated. The work day ends and celebrations begin at 14:00 GBS Time (14:00 GMT; 9:00 EDT). Most Solrain Corporations treat their employees to a fine dinner. Fireworks -- usually accompanied by a concert or music of some sort -- are the traditional finale to this holiday. Since Pilots and Space Station Residents can’t enjoy fireworks the alternate tradition is “Nuking the Gate” where a number of Sabre missiles are fired at a specified gate with the resulting light show broadcast throughout the Commonwealth.


Because the political climates with both Octavius and Quantar are tense this year, there have been no official invitations made outside of Solrain. “Unofficially,” said an unnamed STCC official, “all pilots with peaceful intentions are welcome to help us prepare and to join the celebration on the 22nd – especially for The Nuking of the Wake/Purian gate.”


Gate Nuking traditionally takes place at 24:00 GBS Time (Midnight GMT; 19:00 EDT), so all pilots are warned to stay well away from the Wake/Purian Lake gate between 23:50 and 00:10 GBS time to avoid unfortunate accidents.


Alkotó is an ancient feast that predates the Sorian culture, and is now sometimes referred to as "Founder's Day." Many scholars insist that the original translation/meaning was closer to "creator" or "begetter of all things" and that the newer "Founder's Day" was simply the result of modern-day secularization of Solrain culture.



  69 Views · 1 replies ( Last reply by Ambrosius )


Mod Support

16 Apr 2014

Posted by SJones In: Colonisation: Moonbase

So the kickstrter backers got an early heads up on a new feature that has been worked on and now opening it up to everyone to know.


Colonisation: Moonbase will have mod support, there are some good and bad news on this front though.


Due to the continued extended development time required at this point mod support will be fully implemented after release.


The good news is though the functionality could be added sooner, 85% of the functionality of the mod support is in it is the super easy UI that I want to develop that will have to come after release.



Here is the kickstarter information I released and should explain all about the mod support



What will this mod support look like?
Well the one thing I wanted to do is make it super easy for people to make all kinds of mods, this means no extra tools or downloads, there will be a specific menu in the front end for mods to create and add, most of the cleanup of code, while has helped me develop the game easier and get some performance back has also meant that adding additional content is possible straight from within the game.

So what can you mod?
Well if you really wanted to you can mod the original content, while this will not be possible from within the game itself it is completely possible by editing a database.

What can you mod in game.
Well you can add as many buildings as you like, setting up their resource cost, income and outcome, description, name, how many colonists will work there etc. just like any other building in the game.

For buildings you will need to get a 3D model and texture, these can be created by yourself or obtained through other sources available on the internet, there will be some setup required to get the texture working in game and giving them correct naming convention.

Missions, you will be able to add your own set of missions to the game to run alongside the normally available missions. These can follow any scheme that the current missions will follow

The plan is then to make this easy to package up and then unpack into another copy of the game, avoiding mod mixing problems allowing you to add as many as you like without any interference from each other.

While these are all possible, unfortunately the UI to make this all super easy will take some time to do and while might be an awesome addition to the game, its not essential to the games release.



As mentioned above in its current form there is some mod support, if enough interest is shown in modding the game before the official UI is made I can potentially finish it up to get some basic mod support going.


What you will definitely need to add a mod without the UI is an sqlite database editor, for those who want to add 3D content you will either need to find a model of the internet that will fit specific requirements (the UI will hopefully get around most of these) or the best approach is to model the content yourself in a 3D modeling program.


As to textures for the 3D content, again you can use existing textures if you wish however the specular (shiny surface) and emmisive (glowing / light emitting) have a specific requirements to follow and it is suggested that you have 2D editing software like photoshop.


If there is interest in modding please post below and I will do a short write up on the specifics mentioned above so that you can start making mods while the mod support is being added.

  51 Views · 2 replies ( Last reply by SJones )


Need help!

15 Apr 2014

Posted by Tommygun628 In: Fairspace

I just dled the game and joined the forums. I can only get to update screen then it goes to desktop and closes. I've tried the fixes, I'm on Windows 8. I uploaded my bootlog here Attached File  gbootlog.txt   5.74K   1 downloads

  75 Views · 2 replies ( Last reply by Tommygun628 )


Outcast Reboot HD

15 Apr 2014

Posted by PINBACK In: PC and Console Gaming

Quick shout out for this Kickstarter https://www.kickstar...tcast-reboot-hd


Looking for a huge $600K.




  73 Views · 3 replies ( Last reply by CaptainKal )


Exodus of Sol

15 Apr 2014

aka Sol Exodus remastered, or whatever you'd like to call it.




  103 Views · 1 replies ( Last reply by PINBACK )

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