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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.

Interstellar Rift
Gangs of Space
Star Sonata 2
Defenders of the Last Colony
Aeon Command
Solar Struggle
Soar 3D: Space Reloaded
Lander: Mission Control
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Blue Libra
Blue Libra 2
Sector Zero
Deep Eclipse
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
Star Bandits
Solar War
Steel Sky: Heavy Wings
Lost Orbit
Exo Miner
UFO Pilot: Astro-Creeps Elite
Astro Emporia
4th Dimension
Raze: Laserstorm
Crater Maker
LeapDrive Online
SBX: Invasion
Vincere Totus Astrum
Godspace Galactic 2
Direct Hit: Missile War
Space Station Alpha
Tiny Trek
Six Degrees To Freedom
Galaxy Union
Beyond Gravity
Darkfield VR
Artifacts of Aduss: O
Earth Under Siege
Luna's Wandering Stars
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
P-3 Biotic
After the Empire
The Spatials
Solarsystem Conflict
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Approaching Infinity
Universe Edge
Smugglers V: Invasion
The Gravity Ether
Exo Miner
Ethereal Galaxy Interplanetary Space Combat
Space Salvager

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Latest Forum Topics


Ground station landing and collision missing on Qulia Cho...

12 Oct 2015

Posted by Marcel In: Pioneer

This illustrates how anyone can contribute to Pioneer.

I was playing walterar's Scout Plus and noticed an anomaly, so I reported it here.


As you can see, I wasn't sure if it was a bug in Pioneer or worth reporting but nozmajner immediately picked up on it and posted it here,


where fluffyfreak fixed it!

It's a nice feeling to know that my little observation has helped improve Pioneer.

Kudos to everyone! :drinks:

  14 Views · 0 replies


Void Destroyer 2 - announcement/reveal - space sandbox, c...

12 Oct 2015

Posted by chaosavy In: Show Off
Hey guys!
Hey guys - have some exiting news.
Void Destroyer 2 announcement/reveal trailer:
Void Destroyer 2 is a space sandbox - inspired by the greats, but with unique elements. One of which is the combination of direct flight and RTS fleet control. 
You'll work your way up from the bottom, eventually leading your fleet to dominance.
Kickstarter going on now -  https://www.kickstar...oid-destroyer-2
Some screen shots:
Let me know your thoughts/feedback/etc - especially on the new art style.
Also if you know someone that might be interested - it would be greatly helpful if you pointed them at this post - or made your own.

  14 Views · 0 replies


A brand new immersive MMO RTS game. Alpha participation...

12 Oct 2015

Posted by Snoogms In: PC and Console Gaming
Dear Spacesimcentral!  I am the Community Manager for a small indie studio named Solid Clouds who is developing a brand new MMO RTS game called STARBORNE.  I am posting here because I am looking for gaming communities like SSC to take part in our alpha tests.  
A small FAQ:
STARBORNE is a massively multiplayer real-time space strategy game.
Who are STARBORNE’s creators?
Solid Clouds is the company.
Stefán Gunnarsson, Solid Clouds’ CEO, is an avid strategy gamer and a hardcore PvP-er.
Hrafnkell Óskarsson, STARBORNE’s producer, spearheaded EVE Online’s initial game design and lore.  He’s an avid strategy gamer as well as a Magic the Gathering nerd.
Ásgeir Jón Ásgeirsson is STARBORNE’s art director and comes to Solid Clouds after years as EVE Online’s art director.
Release date.
Solid Clouds aims to beta test STARBORNE during 2016’s third quarter.  The game is currently in alpha testing.
How do you win a game of STARBORNE and how long does it take?
Each game of STARBORNE has a definitive conclusion where a single alliance will be declared a winner.  A single game will take around six months to complete and will have random victory conditions.  A game of STARBORNE is an epic long-term political struggle between alliances healthily dotted with conflicts.  Note that alpha tests only last around eight weeks each.
What are these cards?  Is STARBORNE a collectible trading card game?
Yes and no.  Yes it has a collectible card system, no it’s not a trading card game.  Cards are used to customize one’s space stations, units and empire.  Cards are what makes your empire unique.
What do I need to play STARBORNE?
For now, STARBORNE is desktop only.  However, there are plans to make it cross-platform.  A minimal PC with Windows 8 or newer will be adequate for the alpha tests.
What’s the world of STARBONE like?
We are putting a lot of effort into the background story of STARBORNE. Cards, names, characters and other elements will be detailed and with their own flavour and references to the backdrop of STARBORNE.  It’s a whole world with its own story.
What can we expect in the graphical department?
Solid Clouds is dead set on delivering a triple-a polish.  This is why we have hired one of the best sci-fi art directors in the business.
What’s the gameplay in STARBORNE like?
It’s kind of like Civilization meets Travian meets Hearthstone meets tabletop strategy games.  STARBORNE is all in real-time.  Players log in to “take their turn” several times each day and set actions in motion.  Actions like shipping resources, sending units on missions or choosing which buildings to erect in their stations.  Once their available actions are depleted, they can log off while their actions are under way.
When can we take part in the alpha?
Our next alpha testing, which this community is invited to take part in, will likely take place in february 2016.
If you’re interested in taking part in our alpha tests please register that interest here with a comment, I’ll revisit this thread when we near the alpha test.  
I’ll leave you with a link to STARBORNE’s facebook page as well as to a photo album on that page where you can take a look at our concept art.  As with all young indie studios, we highly appreciate your interest, likes and shares of the page and album.
Kindest regards,
Arelíus Sveinn Arelíusarson
Solid Clouds Community Manager

  19 Views · 0 replies

  91 Views · 1 replies ( Last reply by sscadmin )


Dear Vuzz, ships from Genesia, very necessary in new vers...

10 Oct 2015

Posted by sapog662 In: Pioneer Mods

Если это модификация одного из кораблей (ну, если все корабли), что многие в России будут вам очень благодарны! )

  152 Views · 9 replies ( Last reply by Marcel )


Vuzz's Milky Way Skybox Mod

10 Oct 2015

Posted by Marcel In: Pioneer Mods

Attached File  Screenshot from 2015-09-25 22:42:28.png   241.52KB   5 downloads

Vuzz's skybox is the most realistic version of the Milky Way for Pioneer. He made it for his Genesia version. http://spacesimcentr...e/1063-genesia/ I use it in Scout Plus, so I thought I'd share by making a mod out of it so it could be used in Scout plus and standard Pioneer. Instructions are on the download page.


  97 Views · 2 replies ( Last reply by Geraldine )


Mods for Generation X engine

10 Oct 2015

Posted by piotrintes In: Free SciFi Gaming Projects

Wellcome everyone.
As some of you may know I have developed game called Generation X. More about game you can find theire: http://spacesimcentr...6-generation-x/. I have made that game open for modding and you can build even another game on it's engine. So this is place where you may shere your works and learn how to build your own mods for this engine.


You can download game from this link: http://kenlin.pl/GX 1.9 Setup.exe

or use alternative link:https://drive.google...iew?usp=sharing

Used colors:
Making new mission:

To make your mission listed in menu you need to add menu script.

-Go to [GameFolder]\Scripts catalog
-If you attempting to create campaign, go to Campaigns. If not go to Quick.
-Create script file - file should have no extension. Else it's extension will be displayed in menu.

Menu script file:


  • "[Description]"
  • "[Mission path]" (for mission in  [GameFolder] \Missions\[missioncatalog]\[mission].mis type "[missio ncatalog]\[mission]")" - For campaign type path for first mission.

-Now go to [GameFolder]\Missions. Create directory typed before in menu script file.

Evry mission must have three basic files:
a.) Mission briefing file [mission].bri - main mission briefing script
b.) Actual manifest file [mission].man - List for ship's manifest
c.) Basic mission file [mission].mis - main mission module script

a.) Mission briefing file:


  1. [Number of steps],"[PlayerShipPath]"
  2. "[Step1]"
  3. "[Step2]"
  4. "[Step3]"
  5. ...

If you want a image for briefing put file called [mission].[Step].jpg into [GameFolder]\Missions\[missioncatalog]

b.) Actual manifest file:


  1. [Number of ships]
  2. "[ShipPath1]"
  3. "[ShipPath2]"
  4. "[ShipPath3]"
  5. ...

Make sure evry listed ship have manifest data.

c.) Basic mission file:

Mission file is list of instructions. So evry mission is list of scripts (may be only one, may be more). Main mission file have specific first line:


[SkyBoxName],[Envariment],[Sun scale],[PlayerShipPath],[PlayerShipPosX],[PlayerShipPosY],[PlayerShipPosZ],[PlayerShipRotX],[PlayerShipRotY],[PlayerShipRotZ],[FinishNavPoint]

  • [SkyBoxName] - Name of skybox used for this mission (All SkyBoxes should be in [GameFolder]\SkyBox\[SkyBoxName])
  • [Envariment] - Name of model rendered in space (Should be in [GameFolder]\Models\[EnvarimentModel] saved as Model.x) or/and ground surface: heightmap - [GameFolder]\Models\[EnvarimentModel] saved as Teren.jpg, texture - [GameFolder]\Models\[EnvarimentModel] saved as Teren1.jpg
  • [Sun scale] - Scale of sun (The more number, the brighter sun will be rendered)
  • [PlayerShipPath] - Player's ship path (All ships should be in [GameFolder]\Models\[PlayerShipPath]. Make sure ship is usable for player)
  • [PlayerShipPosX],[PlayerShipPosY],[PlayerShipPosZ] - Player's ship initial posicion
  • [PlayerShipRotX],[PlayerShipRotY],[PlayerShipRotZ] - Player's ship initial rotation
  • [FinishNavPoint] - Index of nav point which will allaw player to finish mission once he will be 700m from it.


This line iniciates game engine. After this line you can write your mission script using fllowing instructions:


  • playsound,[SoundFile],[Channel],,,,,,, - Play sound on specyfic channel 1-4 (1-background music, 2-special effects, 3-voice, 4-others) Sounds should be in [GameFolder]\SFX in .wav
  • uivisible,[1/0],,,,,,,, - Set UI visible
  • info,[Information],[Person],[Image],,,,,, - Gives information. Image should be in [GameFolder]\Characters in .jpg.
  • nextmis,[Script],,,,,,,, - Sets new mission script name [missioncatalog]\[mission]
  • walkmode,[2/1/0],,,,,,,, - Walk mode: 2 - keep camera in 0,0,0 point, 1 - keep camera height on the ground, 0 - normal camera mode
  • stealch,[1/0],,,,,,,, - Stealch INDICATOR - Show message that ship is in stealch and disable weapons. DO NOT AFFECTS AI
  • alert3,[1/0],,,,,,,, - Show indicator that ship is locking on.
  • allowdes,[0/1],,,,,,,, - Allaws to continue mission after player's ship is destroyed
  • grounddes,[0/1],,,,,,,,- Activate ground collision system (should be enabled on planets and disabled in space)
  • scalefactor,[number],,,,,,,, - DISPLAYED distance scale. Basicly 1 for space and 10 for planets.
  • setfog,[1/0],[distance],[dencity],[color-red],[color-green],[color-blue],,,- Sets fog.
  • fire,[Attacker ID],[Particle system],[HP],[Time to hit(s)],,,,,- Fire AI to player. Particle system should be in [GameFolder]\Models\Particles\[Particle system] in .TVP
  • firetoai,[Attacker ID],[Target ID],[Particle system],[HP],[Time to hit(s)],,,,- Fire AI to AI. Particle system should be in [GameFolder]\Models\Particles\[Particle system] in .TVP


  • addtgt,[ID],[Type],[pos.x],[pos.y],[pos.z],[Name],, - Add nav point. Type should be "Nav", "Protect", "Scan", "React", "Disable", "Destroy" or "none"/empty for no icon
  • remtgt,[ID],,,,,,,, - Earse nav point
  • regship,[ID],[Icon],[ShipPath],[pos.x],[pos.y],[pos.z],[rot.x],[rot.y],[rot.z] - Register new ship. Icon should be "FFreighter", "FTaskForce", "ETaskForce", "EOutpost" or "none"/empty for no icon, Type is ship path (All ships should be in [GameFolder]\Models\[ShipPath]).
  • setacc,[ID],[Acceleration],,,,,,,- Set ship's acceleration
  • setrot,[ID],[x],[y],[z],,,,,- Set ship's rotation
  • particle,[Particle system],[px],[py],[pz],[rx],[ry],[rz],[scale],- Add patricle system. Particle system should be in [GameFolder]\Models\Particles\[Particle system].TVP



  • distto,[ID],[Distance],,,,,,,- Halt until player's ship is in specyfic dystance from target.
  • scantask,[ID],[Phisical analises],[Chemical analises],[Radiation analises],[Life forms analises],[Radiation scan],[In hide],[In emission scan Go to],- Halt until player scan object and give answer for spacyfic scan. If "In hide" is 1 execute "Go to" command for specyfic script [missioncatalog]\[mission].mis (extension needed)
  • time,[time(s)],,,,,,,,- Wait
  • dec,[info],[decide1],[decide2],[decide3],[decide4],[GoTo1],[GoTo2],[GoTo3],[GoTo4]- Make player choose one from for decisions to make and execute "Go to" command for specyfic script [missioncatalog]\[mission].mis (extension needed) For less decisions leave last fields blank
  • destroytask,[ID],[GoTo],,,,,,,- If specyfic ship will be destroyed execute "Go to" command for specyfic script [missioncatalog]\[mission].mis (extension needed)
  • gotonext,,,,,,,,,- End mission and let player save game. Make sure there is specyfied nev mission using "nextmis" command
  • endcamp,[Info],,,,,,,,- Displays message and ends campaign (without saving)



Making new ship:

All ships should be in [GameFolder]\Models\[ShipPath]

In ship catalog there should be some basic files:

a.) Data.shp        Ship's script file
b.) Info.txt        Informations about ship to display in manifest. Should start and end by " chars
c.) Image.jpg        Manifest image. Should be 700x500

a.) Data.shp:


  1. [Rotation for part1],[Rotation for part2],[Rotation for part3],[Rotation for part4]
  2. [Not used varible, should be 0], [ShipHP]
  3. [Has weapon1 (1/0)],[Particle system],[Reload (s)],[1/projectile speed],[Damage HP],[Minimal fire angle],[Maximal fire angle]
  4. [Has weapon2 (1/0)],[Particle system],[Reload (s)],[1/projectile speed],[Damage HP],[Minimal fire angle],[Maximal fire angle]
  5. [Has weapon3 (1/0)],[Particle system],[Reload (s)],[1/projectile speed],[Damage HP],[Minimal fire angle],[Maximal fire angle]
  6. [Has weapon4 (1/0)],[Particle system],[Reload (s)],[1/projectile speed],[Damage HP],[Minimal fire angle],[Maximal fire angle]
  7. [Has weapon5 (1/0)],[Particle system],[Reload (s)],[1/projectile speed],[Damage HP],[Minimal fire angle],[Maximal fire angle]
  8. [Has weapon6 (1/0)],[Particle system],[Reload (s)],[1/projectile speed],[Damage HP],[Minimal fire angle],[Maximal fire angle]
  9. [Acceleration],[Rotation speed]

AI-Only ship may have only two first lines in this script. Rest is needed for Player-controlable ships.

Ship models:

  • Ship can have four parts with diffrent rotation direction and speed. Models for this parts should be in [GameFolder]\Models\[ShipPath]\called PRT1.x, PRT2.x, PRT3.x and PRT4.x.
  • Each of this parts may have emmiserive models. This models should be in [GameFolder]\Models\[ShipPath]\Ilumination called PRT1.x, PRT2.x, PRT3.x and PRT4.x.
  • Ships controlable by player should have bridge model. This model should be in [GameFolder]\Models\[ShipPath]\Bridge callled Model.x Bridge Ilumaination model should be in [GameFolder]\Models\[ShipPath]\Bridge\Ilumination callled Model.x. Evry bridge may have screen in which person tocking to player will be displayed. Model for this screen should be in [GameFolder]\Models\[ShipPath]\Bridge callled Screen.x.
  • To make damage system for your ship you need to add particle damage systems. In [GameFolder]\Models\[ShipPath] files called DMG[HP].TVP are particle system displayed when ship's hp is lower than [HP]. [HP] must be dividable by 1000.
  • You may create engine fire for your ship by adding particle system to [GameFolder]\Models\[ShipPath] called Engine.TVP. Bilboards will be scalled automaticaly depending by ship's speed.

Ship models - global informations:


  • All models should be in *.x (DirectX model) extension with NO COLORS (Textures only, if you want plain color you may use 1x1 texture). All game models have been created in Google SkethUp (link: http://www.sketchup.com/) and exported using 3DRad Exporter Plugin (link: https://drive.google...WFJtOUUwN0JkYWM). To install plugin just move it into [SkethUp installation]/Plugins folder.
  • All particle systems should be in *.TVP (TrueVision3D Particle System). To create your own particle system you need TV3D Particle Editor (download link: http://www.truevisio...oad.php?file=30).

I am looking forward to see your works.



  103 Views · 0 replies


The End Game - Derek Smart

09 Oct 2015

Posted by sscadmin In: Star Citizen
Just read Derek Smart's lengthy blog post here:


This actually wasn't a bad read when you read this first from the Escapist that was written this week http://www.escapistm...-of-the-Company

Looks like people are actually looking into how the kickstarter and funding money is being spent and Derek does bring up a decent point. They have what 4 offices and 200+ employees and I am sure each one is near or possibly more than 100k a yr, just simple math that is 20mil a year just in salary and that's not counting equipment, rent, licensing, tradeshows and other services. And with the recent talk of lay-offs that happened at CIG it makes you think did they party too much with the money?

I have always been a fan of Chris Roberts and his games, but if some of this is true I will pretty upset.

Your thoughts on this.... make sure you read all this stuff. :)

  170 Views · 4 replies ( Last reply by LeoCeballos )


Contributions unwelcome

08 Oct 2015

Posted by joonicks In: Pioneer

right now Im feeling severely unwelcome as a contributor. Ive submitted patch after patch and usually the response is "why?" or has to be fought over tooth n nail because its just a step towards improvement and not a complete perfect solution wrapped up in a neat package.


it disturbs me a lot that noone is taking the severe imbalances in pioneer seriously right now.


simple things like,

starter ship has a 120ly jumprange

jumprange is bugged

even if you fix the jumprange bug, starter ship still has 70ly range

trading is impossible because prices on commodities is absurdly low, but noone wants to change it because then it becomes "too easy" to get money

fuel runs out after a 1 leg journey, unless you have a starbase at your destination you will be stuck doing 10-20au journeys at 200km/s instead of 2800...

good luck trying to visit a planet without a starbase


I dont know if walterar would be more open to changes or if I should fork my own project and go at it alone.

but Id like to be part of something bigger and I cant do that alone. fucking life sucks. fuck.




  355 Views · 13 replies ( Last reply by PINBACK )


Starfall Tactics: "The smaller, the better"

07 Oct 2015

Posted by Relampago In: Starfall Tactics


Hey, it's WIP time again! We' d love to show you several models of nerve-recking small ships, which will bring a piece of chaos to the battlefield by moving quickly through it and annoying everybody.


This time we present you two ships: Bruno (Deprived) and Talaria (Vanguard).

As we've decided to take a break from giant ships and try something smaller for a change, these two are really tiny in respect to Premier, for example. But that doesn't mean they can't cause even more troubles sometimes: it's definitely more difficult to catch a smaller but faster and more maneuverable ship which is hard to target, then slowly destroy a hulking dreadnought. So, take a look at these little devils - both are in very early development stages on these screenshots:


Good news for all who love it: we've joined Sketchfab so don't forget to check it for new models and like us! Here is a full model of Bruno ship - it's form seems to be a little bit strange, but what else can you expect from a race which has been living in a radioactive wasteland for many years?


Talaria, Vanguard ship in traditional red colors with a sheepish smile, also looks great:



Although it looks more like a spaceship than Bruno, they have some things in common. These ships, both of them, are obiously designed by the same talanted men. Here is only a sketch as we're working on it, giving a long and exciting life to Solomon, but it's already worth to be seen:


Hope you like it. Don't stay away - go to the forums and tell us which ship you love most!



  66 Views · 0 replies


Don't you have to stop playing at some point for a ga...

05 Oct 2015

Posted by theAntiBob In: Classic/Retro Space Games

I should probably introduce myself in the "appropriate" section, but seeing as how most people's phones are more powerful than any of my computers I pretty much belong here with the rest of the discarded spacejunk waiting to be tractored in...


BEHOLD: i am theAntiBob!


If you were around in the IHHD days, you may have Descent with Xenocide... that was me, too.

I was the kid being laughed out of the room for saying that WC Privateer should be multiplayer back in '94... No one thought it would ever be possible, much less what to call a "MMO" back then...


I've played a little VO (vendetta) and that's as close to my vision of MP Privateer as i've seen, so i'm open to suggestions for a "new" game.





I have had EXTREMELY great success getting "retro" games to run on GNU/Linux machines using wine and would like to offer my knowledge to the SSC community.

Having a little trouble getting an oldie to work on a "modern" computer? ASK ME! I probably already have, and I love helping "true" gamers shed their windows shackles and dive into the world of computing freedom.




This site is the best community resource for the best genre of "games" on the net, BAR NONE! and I hope I can act as a contributing resource for all of you.




If I can stop lurking and join the ranks of SSC, anyone can! Let your voice be heard where no one can hear you scream!

  139 Views · 2 replies ( Last reply by theAntiBob )


New Egosoft Game

04 Oct 2015

Posted by PINBACK In: X Series

So Egosoft has hinted at a new game in one of the patch update videos, some of the games sites were reporting that it's X4 but the video makes no mention of a new X game, it just states that they want to add empire building and being able to fly multiple ships.



So anyone want to speculate on what they might do?.


I like to see them continue the XR story line but with more ship to fly and bring back the station docking from X2 with just one docking hangar on the stations.Put all the internal areas together then the creeping about in ducts and the hacking or mini games would have more use than they do at the moment.


Planet,  not sure if they should add planets into the Xgames but given that they will have so much competition when the get around to releasing a new game they my have no choice but to add them.

In that case it may make more sense to keep the the game small as in XR which is only 4 solar systems big, they should go for a small universe but with grater detail instead of having hundreds and thousands of solar systems.

Again as with the stations they should group all the star ports facilities around the landing pad with maybe only one or two areas on the planet which can be landed on.

  304 Views · 8 replies ( Last reply by PINBACK )


Battleship Commander

04 Oct 2015

Mdaddett back with a Kickstarter for Battleship Commander https://www.kickstar...eship-commander


Looking for €20K also have a demo to download, needs a better pitch video and I hope he remembers to do lots of updates.


Site http://battleshipcom...er.blogspot.it/



Battleship Commander is a single player, non twitch-based sandbox space game. The features that differentiate it from others game of the same genre are the accurate damage modeling and ship customization. The ships are made of hulls with slots for component and turrets. You build the ship by filling the slots with components. These can be for examples powerplants, engines, weapons and many others. Each component has mass, hitpoints, dimensions and a position inside the ship and can be damaged. When it happens the ship lose the functionality provided by that component. The armor of the hull and turrets can be customized by choosing the metal type and the thickness. The interaction between weapons and armor is realistically modeled. You start with a small ship and by fighting, trading or mining acquire larger ships, fleets and space stations. In Battleship Commander you are the captain of the ship and do not manually aim the guns or pilot the ship, instead you give orders to the AI, though manual piloting is possible.


Also the game has a thread here if you want to see how the game game has progressed over the years. http://spacesimcentr...ship-commander/

  140 Views · 1 replies ( Last reply by sscadmin )


Amazing news over on IndieDB 'Force Multiplier'

03 Oct 2015

Posted by MawhrinSkel In: Shallow Space


Huge announcement over on IndieDB folks as we get a new talented team member to assist us, Mathias (previously of Deep Space Settlement) joins the team further upping the quality of our ships and stations and speeding the time it’ll take to construct the long list of planned assets.

In other news you can get a sneak peek at 3D renderings of the new INC faction ‘Armstrong’ modular cruiser, some shots of the updated UI and yet another cogent summary of progress from James in the latest news ‘Force Multiplier.’

“Back in the trenches Mathias joins the project in an unexpected twist of good fortune, it’s a curious sensation actually as I remember peering over the game design document a month ago thinking ‘man that INC faction and their modular ships has Mathias’ name all over it’ but beyond even that we’ve been seeking his council for well over a year now…”

Read on in the latest article 'Force Multiplier'


  84 Views · 0 replies


Galaxy map problems

03 Oct 2015

Posted by 2YRRAH In: Pioneer



I'm new to this forum and Pioneer, but I played Elite II may years ago on the Atari (and loved it).  I'm amazed and appreciative of all work that has gone into creating this new game that has its roots in such a great old game. 



I'm having trouble though, with the 3D Galaxy map.  I keep encountering system locations on the B/B that I cannot find on the map.  I've run into this eventually in every game I've started and have had to restart about 5 times now.  It makes the game almost umplayable for me. 


Last night it happened on my very first trip in a new game!  I started at New Hope and found a package delivery mission (to McMillan Town, Zeda  [4,0,-1], 27.75ly)  on the B/B that I accepted.   I did a search for the Zeda system and it gave me an exact match...but located at (0,-5,-1)  and 32.16ly away, and uninhabited.


So I searched for 4,0,-1.  This took me to a system at that location...but it was called Cemfa and was also uninhabited.


I never was able to find a Zeda system located at 4,0,-1, 27.75ly away from New Hope with a settlement called McMillan Town.  As I said, this behaviour has happened to me several times before in both the 20150912 and the 20151002 versions of the game.


I have searched this forum for a similar problem, read and viewed instructions for using the Galaxy map and have still come up short.  Any guidance on this problem would be greatly appreciated.





  307 Views · 13 replies ( Last reply by walterar )


Minor mods: custom mouse pointers

03 Oct 2015

Posted by joonicks In: Pioneer Mods



Just starting to make mods, hopefully more will follow.


Right now there is only 4 custom mouse pointers to choose between.




  81 Views · 1 replies ( Last reply by Geraldine )


Space Simulation Best Features

30 Sep 2015

I'm trying to find a specific feature for my would be space game, so I'd like to know what are your favorite things in a space flight simulator in terms of experience. You may mention stuff from existing games. For example I like exploration, but more specifically I like the feeling of driving the Mako in Mass Effect and not so much scanning planets in Elite Dangerous. I love the newtonian flight of KSP, but it would probably be too realistic for a game with close quarters combat, those are the nuances I'm looking for in order to find unique stuff.

  382 Views · 10 replies ( Last reply by xeoncat )


Starfall Tactics WIP: 3D models

30 Sep 2015

Posted by Relampago In: Starfall Tactics


More 3D models today for you! Don't hesitate to read this short article or just watch a hypnotizing turret gif, Premier and Tarnhelm ships in all their beauty.


Say "Hello!" to a friendly turret making it's first step into this cruel world. Being not as cute as it looks, in Starfall Tactics these nice things help blowing away your enemies by firing and trying to not get broken up. Obviously, broken turrets can't shoot, so take care of it and it'll pay you back by defeating several opponents.



Here is a full 3D model of Eclipse dreadnought which you could see in previous WIP articles and now it's ready to entertain you by showing all the details. Just touch and move Premier to watch carefully every single part of it.



Tarnhelm, another ship mentioned before, is a large vessel belonging to Vanguard faction and covered with red, the color of war and fire. Spend some time to look at this dazzlingly beautiful model and wait for Starfall Tactics' tests or release to get it in-game!


As Premier and Tarnhelm have finally made it's long way into the game, we hope on showing and telling you more interesting things next week. We also welcome all thoughts about Starfall Tactics - don't forget to visit our forum section as you can find some information there.

Hope you enjoyed it!


  116 Views · 2 replies ( Last reply by Relampago )


NASA TV Channel

28 Sep 2015

Posted by Geraldine In: Sci-Fi Movies and Television

Didn't find any links to this on the forum so thought I'd add it. There is sometimes very interesting things to be found on here. Here is the link:


  123 Views · 2 replies ( Last reply by Geraldine )


Starpoint Gemini 2 new game, patch and DLC

27 Sep 2015

Posted by PINBACK In: Starpoint Gemini 2

And another game get an anniversary http://steamcommunit...959224014342926 alone with news of a new game and DLC



This weekend, publisher Iceberg Interactive and developer Little Green Men Games will celebrate the 1-year anniversary of the launch of Starpoint Gemini 2 on Steam, offering all Starpoint Gemini games at 70% off for a week, as a Special Promotion.

Demonstrating continued support for the game, the developer released a new patch this week, with tweaks and optimizations.

There is further exciting news regarding the highly successful space sim franchise, with the announcement of new DLC for November 2015 (named "Titans"), as well as the message that the strategy-oriented sequel Starpoint Gemini: Warlords is still on course for a Steam Early Access entry during Q4-2015.

About Starpoint Gemini 2 Titans DLC:

  • 3 new Titan class ships and 3 new chain-quests.
  • Choose and help one of the three major factions finish their Titan and fight other Titans.
  • A new set of hero characters to hunt down.




  • FIXED: An error that could potentially cause the game to crash when a fighter is firing a missile at the same time as the ship is going through its OnDestroy animation
  • FIXED: A potential CTD error when merceneries are attacking a defense platform
  • FIXED: An error in the "Rogues signing off pt.2" mission (Origins DLC)
  • FIXED: Faction change issue related to the Korkyran Triumvirate and the Liberation front (Origins DLC)
  • FIXED: Waiting for orders objective issue when crossing from mission 22 to mission 23
  • FIXED: An error where the Apocalypto didn't regenerate shields after they were shut down
  • FIXED: An error that would cause the game to crash when accessing the Starchart after all nebulas were removed from the game world
  • FIXED: A memory leak that would manifest after a long playing session. Several textures were never released from memory.
  • UPDATED: Slight PhysX optimization
  • UPDATED: Optimized Junkyards to increase performance
  • UPDATED: Riftway slightly optimized for better performance
  • UPDATED: Game now records more data into the Log.txt


  145 Views · 1 replies ( Last reply by sscadmin )

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