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.
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.
Gangs of Space
Star Sonata 2
Defenders of the Last Colony
Soar 3D: Space Reloaded
Lander: Mission Control
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Blue Libra 2
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Steel Sky: Heavy Wings
UFO Pilot: Astro-Creeps Elite
Vincere Totus Astrum
Godspace Galactic 2
Direct Hit: Missile War
Space Station Alpha
Six Degrees To Freedom
Artifacts of Aduss: O
Earth Under Siege
Luna's Wandering Stars
Space - The Return of The Pixxelfrazzer
Nexus: One Core
Space - Dualsus
Shardlands: Directors Cut
Yargis: The Beginning
Star Hammer Tactics
Fringes of the Empire
After the Empire
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Smugglers V: Invasion
The Gravity Ether
Ethereal Galaxy Interplanetary Space Combat
Your game not here? Contact the admin to add it.
Recently Added Posts
Pioneer Musical Appreciation Society
Gernot - Jul 23 2014 07:00 PM
TNM? "the next menace"? i have no idea... sorry. @geraldineyep, "johan alpmar" builded some...
lightgemini - Jul 23 2014 05:34 PM
1. The only way I know to use widescreen is to run the game in windowed mode. To do t...
NeonStar - Jul 23 2014 03:48 PM
I haven't tested those two mods yet, but one of them contains both modinfo.DEF and starblazers.da...
Cody - Jul 23 2014 03:07 PM
This is a rather cool vid - one of the first I have watched, as it happens. http://www.youtu...
robske - Jul 23 2014 02:07 PM
Space Miner: Android space simulator game
klillas - Jul 23 2014 01:50 PM
Version 1.21 available Changelog:Fixed a graphical bug which could displace the solid rocket...
Jumpgate News (RP) from UUNN
Ambrosius - Jul 23 2014 01:39 PM
Yeah there has been a ton of news coming out of UUNN ... just don't want to spame it all he...
A Retrospective to Pioneer alpha8
Gernot - Jul 23 2014 01:17 PM
"schpillt doch kei rollä ich verstah nä so oder ä so" (in case, just use the "idiotikon" which wi...
Sentinel373 - Jul 23 2014 01:09 PM
It's been an interesting series of months but we finally did it! Multiplayer and spaceflight the...
[Released!] Space sandbox RPG/RTS: Star Nomad
Silverforce - Jul 23 2014 10:37 AM
Just updated the PC/MAC version with all new character art (commissioned by a professional artist...
NeonStar - Jul 22 2014 04:23 PM
NeonStar - Jul 21 2014 04:44 PM
Gazz - Jul 21 2014 04:10 PM
In search of old late 90s SHMUP where you protect the earth.
FlightJunkie - Jul 21 2014 10:56 AM
Gazz - Jul 20 2014 12:08 PM
Thoughts on Slow Yaw?
ExpandingMan - Jul 19 2014 11:56 AM
I'm wondering if anyone out there could recommend a game for me
Slshy - Jul 18 2014 05:08 PM
Gazz - Jul 18 2014 01:06 PM
Orders while paused
Gazz - Jul 18 2014 12:35 PM
Left Handed Flight stick
Thunderchild - Jul 18 2014 05:37 AM
SSC recognized as gaming community
Space Sim followers have come a long way in there explorations of extra-terrestrial interests within the web space. Some online sites for poker have even commended Space Sim Central for their thorough dedication to the online gaming community. These sites offer Bonuses for casino players and training tools to help improve your game. Like SpaceSimCentral, these sites want you to become a better gamer, and a more experienced all-around player. If you are to ever venture out to these sites and try your luck within the online gaming world do be sure to let us know how you get on.
Latest Forum Topics
Greetings, Just have a couple of queries in regards to the mods available for Starshatter. Namely, is there any difference between these two mods since they share the same name 'Starblazers' except for one being a rar file and the other a zip file.
Will be posting some more queries, so hope you don't mind as I explore more stuff.
73 Views · 3 replies ( Last reply by lightgemini )
So I stumbled over... packs.
Going with naval terms it goes something like this:
I'm sure you can pick a much better term than "pack", which makes one think of armed rabble rather than an organized military.
"Wolf pack" (WW2 U-Boote) was an aberration because in German "Wolfsrudel" has slightly different connotations.
So the game goes like this:
There is the earth at the center of the screen and your ship can only move around it.
Your purpose is to defend earth by shooting incoming projectiles. If the projectiles scored a hit on the planet, it would loose a chunk.
There were also AI ships that I think tried to shoot your ship directly instead of earth.
The Graphics were full 3D and in the menu there was a battle going on between AI ships. I think this game recieved a sequel that went full 3D space combat.
93 Views · 3 replies ( Last reply by FlightJunkie )
Engage your capital ships in combat to improve your officer’s skills...
What kind of scope are you thinking there?
I don't mean in all gory detail but more a general direction like...
- A ship has one captain and that's the only one who can gain experience.
- Number of officer slots depends on the size of the ship.
- Not an officer but the crew as a whole gains experience.
When replacing losses, the experience is somewhat "diluted" by the new recruits.
- An officer has a "class" and designed to have a very specific skill set. No best-at-everything crew.
- Free skill choice from a skill tree.
- Ships and experience are retained between "missions". (WH40k: Final Liberation style)
- You only get to choose 3 officers to bring into the next mission. The others are lost to you or "have different assignments" like an unavailable mercenary in Jagged Alliance.
Ships and setup will depend on the mission's needs.
It can't be Runequest or it wouldn't work in realtime but if skills are tangible and have meaningful effects (no level 7 in Shiphandling) then a swift selection would be possible.
64 Views · 2 replies ( Last reply by Gazz )
Hello all. As many of you probably know, Elite Dangerous features a yaw rate which is much much less than both the pitch and roll rates. Apparently, in ED this is a universal feature of the flight model and not just a peculiarity of particular ships. As many new people are coming into Elite with the standard beta, many of these people (myself included) have been complaining on the Elite forums. Over there, most of the posters fanatically defend FD's choices about the flight model.
People are always so much more amicable on this site than in game forums, so I was curious how does everybody feel about the slow yaw rate? Is it just something that Elite devotees are fanatical about, and these people are also being seen in other (particularly SC's) forums, or perhaps I'm not in the minority, and most people hate this feature as much as I do?
As for my own thoughts on this, I try to keep an open mind, but I just can't see a good enough reason for it (and I'm not necessarily saying that something else shouldn't be done to take the place of it). The two things that the defenders of the slow yaw say over and over again are that it "prevents turretting" and is "more fun". The latter is completely subjective. To me, it is most definitely not more fun. Also, I really can't understand why turreting+rolling is SO much better than just turreting that it can possibly be worth the awkward feel of the very slow yaw rate. Believe me, in ED the roll rate is VERY fast so it's very hard for me to imagine the actual impact on peoples capabilities being that significant.
Sometimes people say that without the slow yaw, playing a space sim requires "no skill". This is of course absurd, and not really worthy of further comment, other than to say I challenge any one of those people to a game of Unreal Tournament and see how well they do, since it requires "no skill".
I think I can show what I think about the slow yaw with an analogy. Suppose I were to make a first-person-shooter in which the look up/down rate was much much slower than the look left/right rate. It would encourage jumping. It would provide some additional ways to evade your enemies. It would definitely reduce whatever "turreting" there is in the FPS. Being so jumpy might, on occasion, for some people be "more fun" but most people would hate it, and find it a completely unacceptable feature, regardless of what problems some people think it may solve. I've been shocked to find out that most people don't feel exactly the same way about the slow yaw rate.
Ultimately, I'm actually very ok with this as a feature in ED. It's an oddity, and that's ok, different games should feel different. What absolutely chills my soul, however, is the idea that this will become a universal feature of every one of the new wave of space sims. A lot of people have been asking CIG for this feature in Star Citizen. That would make me very upset. It's annoying, silly, and it's just one more thing that makes it that much harder to feel a little bit like you're flying a spaceship.
My solution, that I think would keep everybody happy is to make different ships have different capabilities. Some could have great yaw, some great pitch, some may be mediocre at both. That way, different ships would actually feel quite different (so we get SOMETHING out of the bad turning), we'd all get what we'd want, and everybody would be happy, right?
108 Views · 1 replies ( Last reply by lightgemini )
Hey guys. I've just registered, but I've lurked here for years. Like many on here, I do like space sims, but have always struggled to find one that fitted my needs.
Basically I'm looking for a sandbox type game (honestly doesn't matter if it's 3D or top-down 2D, as long as it's not ancient), that puts you in control of a ship which is preferably a large ship, but if it's a 2D top down game then imagination can go a long way . I'm not really interested in 'dog fighting', which is what 90% of the space sim games seem to revolve around, but rather a game centred around exploration and random procedural generated events and what not. Of course I don't mind combat, but every new game out there these days seems to be 'accept trade mission or fight pirates mission, rinse, repeat'.
A good example would be FTL with actual controllable gameplay.
I mean consider the Star Trek Voyager series for an ideal storyline in terms of gameplay. Your ship is stranded thousands of lightyears from home, your mission is to find a way home, but you have to traverse through uncharted alien galaxies, upgrading and repairing your ship along the way and meeting new species good and bad.
I don't think such a game exists unfortunately, but anything flexible and sandboxish like that would surely fit the bill.
249 Views · 4 replies ( Last reply by GeorgeMoromisato )
It was briefly mentioned on indiedb but more in a to-be-determined kinda way.
Modding Unity is no different from modding any other game. It's a matter of how you set it up.
It's not something that gets added late in development. At that point it's a lost cause.
- Game data files that are not packed into one Ginormous Resource Archive.
(Take a look at Grim's Unity Asset Editor / ModDB ?)
- If files are packed into one GRA, do "loose" but modded files override the default files in the GRA?
"Loose file support" makes mod development a lot faster because you don't have to unpack/repack for everything you try. And modders try a lot of things.
It can even be helpful with development because you can have (and test!) "temporary changes" in loose files before submitting them to the proper archive.
- Can part of a file be overridden with modded data or can something like "the file with all ship data" only be replaced in it's entirety?
Partial replacement of data makes it far more likely that multiple mods can coexist.
- Are AI data or AI scripts (what actors do) accessible or is A Better Sail the only thing you can mod?
- Is the math that drives the procedural generation moddable?
If you think modders are scared of a bit of math you are fooling yourself.
- What kind of parts / files make up "a ship"?
Can one add a turret at a new position without going all hardcore with 3DSMax?
- Something like Steam Workshop is pointless until there is a modding scene for your game.
In the case of SWS it doesn't actually do anything beyond letting people download mods. It doesn't solve file conflicts or anything useful like that. It's purely for downloading.
- Are there dev tools that modders could get their hands on?
No, we're not looking for polished GUIs that "help" us by hiding all the good stuff like bitmasks and flags.
What's your stance on it?
Me, I see it as an equaliser to an AI that can change it's focus instantly and give complex orders to many ships in practically no time.
It's also an opportunity to allow the manipulation of low level systems like the energy or shield settings on a particular ship. Configuration like that is pointless to have in the game when you can't stop time to delve into detail like that.
It simulates you having a staff of competent officers who are supposedly doing things like that.
58 Views · 1 replies ( Last reply by lightgemini )
A friendly reminder that the early access of Star Ruler 2 is coming in shortly.
See what a unity programming session looks like when creating the spacemasters game.
82 Views · 1 replies ( Last reply by sscadmin )
Original on the ISO platform Out There is coming to the PC/Mac http://www.outtheregame.com/omega/ with new content and is available to pre order on the site, their also looking to get on Steam.
The sci-fi indie hit blending resource management and interactive fictions goes multi-platform with additional content.New alien breeds, new space ships and a brand new ending.More than 50 new interactive stories.Uncharted planets and environments delivered by a new graphic engine.Extended soundtrack by award-winning composer Siddhartha Barnhoorn.Free update for owners of the original version on iOS and Android.
Thanks for all of the support you provide to space sims! We wanted to get some feedback on our Yargis Greenlight page, because we are only getting about 10% of the Steam users votting yes, and would like to get your recommendations to improve.
Please reply back and let us know how you would vote and why?
Also, let us know your thoughts on our spaceship shooter.
So while the prototype is being assembled and tweaked and the visual effects are being constructed, we are also researching into the creation of the custom made fleet to replace the low poly models that we are currently using once the funds start rolling in.
Below you'll see five ship sketches depicting various styles of ship, any one of them could be used as a baseline to design the human fleet. Which do you prefer? If you have any comments, suggestions or maybe even sketches or screenshots of your own that you feel would help, we would very much like to see them.
596 Views · 11 replies ( Last reply by Gazz )
Firstly let me say I hope this is soemthng that will interest people on these forums. It's had a great reception in the Elite forums and it's time to share it a bit more widely.
What Is It?
The VRC (Vocal Response Compilation) is a custom recorded computer voice for your ships computer. A professional voice artist has worked with me to create a versatile and useful collection of responses that you can use with VoiceAttack to have your ship computer respond to your every whim. (if you haven't checked out VoiceAttack.. do so, it's a voice recognition program that works brilliantly with games and it's only $8 itself!! )
It's specifically designed for use with Space Sims and Space Combat games like Elite: Dangerous, Star Citizen and other Space Sims such as the X series
Where Can I Get It?
You can buy it for only $3USD here https://sellfy.com/p/NaGf/
Anyone who buys this pack (and I'm charging VERY little for it) will get updates for free as long as I'm adding stuff.
Thats the link to buy the Female English Voice Pack. It's only $3 USD, so we think it's a no brainer.
How Do I Use It?
Basically you can just extract the files to your HDD, then when using VoiceAttack tell the program to play a sound, and point it at the sound you want played.
One of our helpful users Inaeem has posted the following info:
The definitive VoiceAttack threads and setup introduction below may prove useful. Commander Flaks Voice Controlling Elite: Dangerous - A Guide is truly extraordinary. I’d recommend downloading and utilising a predefined profile kindly made available by fellow Commanders which you can further customise to suit you specifically. You’ll need to extract the zipped file; I use 7-zip file manager.
Once you’ve acquired a profile you can import through the dropdown options under profile (top left hand side of the main VoiceAttack menu). If you want to apply a new sound, edit a command (first icon top left-centre of main window) double-click on command (edit profile window) and select other on the left hand side of the edit command window, next you’ll need to scroll down (other stuff window dropdown) to select play a sound and select browse for application icon to locate a new sound clip. Please do persevere it’ll be second nature in no time, VoiceAttack is beyond revolutionary. Take care and Elite!
YouTube video behind the spoiler...Spoiler
Also, if the phrase you want isn't there, you may be able to construct it from parts, another user gave us this tip:
I had to make up a couple using two comments ie "Navigation" and "Off" but found you need to add a 1 second pause between or you just get "off".
Just make the pause the length of the fisrt voice clip, that stops the second one playing over the top of it (which negates it entirely)
What's The Latest News?
We're updating the pack frequently at the moment, adding extra responses, fixing any issues reported with the current set.
Wow, to make up for the quiet weekend I got stuck into adding samples tonight. I'm uploading the latest file as i type and it's now reached about 70Mb zipped. That's almost 400 samples to use! A few sci-fi quotes and tributes including Marvin, Holly (Red Dwarf and even Chris Roberts (This is Bull****!). I re-edited a couple more that I noticed may have been getting cut short and tweaked the volume on some of the earlier ones. I realised after uplaoding had started that I may have left a couple of duplicates in, so I'll tidy those up in a mini update later.
I've also updated the support email address, it's in the included readme if you need to get in touch.
I've worked with professional voice acting talent to create this huge set of voice responses for Elite and other space sim games. We think it's pretty cool, and hopefully so will you.
This pack is in English, and has a female computer voice. I'll be releasing English Male, and Polish Female packs as well, but its a time consuming process!
Use this with Voice Attack for an awesome immersive experience. In fact a future update will include pre-made VA profiles for Elite and Star Citizen.
Anyone who buys this pack (and I'm charging VERY little for it) will get updates for free as long as I'm adding stuff.
It IS a work in progress, I'm releasing it early to get a feel for how it's received. You WILL get a LOT more audio files as I release updates.
Where Can I Find You?
We have a Facebook Page: https://www.facebook.com/VRComps
I have also setup a support email address for bugs/questions: support at tglmultimedia.com
120 Views · 5 replies ( Last reply by sscadmin )
F3D is now competing for the Microsoft Ventures Accelerator Programme, and we strongly believe that we will give you a much more exciting Cimmerian Space by winning this!!
AND! You have a chance to win an XBOX1 by just voting!!
SO, vote for us here: http://www.stuff.tv/microsoft/meet-uks-38-most-exciting-startups-part-1/feature
Thank you guys!!
93 Views · 1 replies ( Last reply by LeoCeballos )
So the game has essentially forked into two, with the art team working on the graphical effects and myself on the mechanical prototype. Over the next few months we'll see screenshots from both but the gameplay videos will be from the prototype, when the time is right we'll merge the two together, tie a ribbon around it and put a skirmish mode on Steam so we can start funding the ships.
There is also talk of an investor, you probably wouldn't believe who if I told you and I'm not sure I even can yet - but its a real eye-opener and I'm looking forward to following it through. We have a new addition to the team, previously working on 'Angels Fall First' Dae is providing us with ship sketches as we really start to shape the future of Shallow Space.
Over on IndieDB you can find out more about the direction of the graphical effects, an animated GIF showing an explosion and a more general update as too our progress in the article The Human Condition
You can find out more about how the game mechanics are progressing in the latest blog entry 'Order to Chaos' along with more of these stunning images from the art team and Part 3 of 5 of 'The Gift' a short story set in the Shallow Space universe written by John Harper our resident scribe Shallow Space.
Below is the latest development video, enjoy.
122 Views · 4 replies ( Last reply by MawhrinSkel )
I don't know if this is the appropriate subforum to put such a thread in so I apologize if it isn't.
Anyway, nowadays I mostly play Kerbal Space Program to satisfy my stargazing needs. That's all fine and dandy but there is one tiny problem with a game of such (sandbox) nature - it tends to be unstable at times. I don't mean the game itself, to be clear, but the mods, which I consider absolutely essential, create all sorts of situations which bring my blood pressure to dangerous levels.
I have decided that I need another space game to play on days during which I don't feel like dealing with bugs and glitches. The problem is, I seriously can't make my mind up on one. That's where those of you willing to help come in.
I'd like some recommendations based on those specifications:
- The game has to be able to run on Windows 7 or at least on Windows XP
- I need to be able to set 1280x960 resolution in the game
- The game has to have a cockpit view for the starship
- The ship has to be controlled by the player (that is with a mouse or a joystick, no point and click stuff)
- (connected with the above) - the game has to be a first person shooter kind of deal, no strategy games
Think you can help me?
408 Views · 9 replies ( Last reply by MV2000 )
Hi. I'd like to talk about what can be done to promote Pioneer, and build a bigger community around it.
I think we can all agree that currently Pioneer is an obscure game. Does it have to be? Years ago when the project started it might have looked like that - the space sim genre was left behind, along with others like adventure games and city planning games.
Today with the incredible success of Kerbal Space Program and the successful funding of games like E:D and SC, I think it's pretty clear that Pioneer could be much more popular. There's a lot of wasted potential here and it's sad to watch.
What can be done about this? I have some ideas
1. Produce normally versioned releases.
Clear, regular versioning is crucial in my opinion. You can't have users used to proprietary games running different daily builds - it's chaos. It's also impossible to promote. How do you get people excited about "Pioneer git rev. 2e7775a66..."??
Please do releases every 1 to 3 months and tag them with some clear versioning scheme i.e. 0.1,... or the old Alpha 1,... and name the archive names after this too.
2. Create a tutorial.
Currently players unfamiliar with Frontier go into the game, don't know what to do, and quit. There needs to be a tutorial.
E.g. you start on Earth, game tells you how to fly around, how to buy some goods. Instructs you to deliver and sell some goods to Gates Spaceport. On the way out you're attacked by some weak ship that has very little chance of damaging you and the game tells you how to fire weapons.
So the player learns how to fly, trade and fight. The player is now equipped to explore the rest of the game without too much fumbling around.
3. Comment the code
The code itself seems ok, but there are almost no comments. This makes it more difficult to contribute than it could be.
In the future if there was some guideline e.g. that functions are to be commented, that vectors should declare in what frame they are, it would help a lot
4. Publish the game on Desura and Steam
Both of these are amazing platforms for reaching more people. I'm not sure if Steam accepts games that are otherwise free, but if not this can easily be circumvented by adding something to the Steam version that's only accessible to Steam buyers and then charging some nominal price for it ($1)
There's already a smelly fork of Pioneer on both of these, so there's no worry that it wouldn't be accepted
5. Run a Kickstarter campaign
Running a kickstarter is a great way to get attention. Just starting one will get journalists writing about the game. It worked well for Cataclysm: Dark Days Ahead and many other games.
What would be funding goal be? One thing that would be fairly simple is to fund an artist to make more ground space ports - add some different architecture, some arcologies, etc.
Another option would be to fund a programmer to work on the game full-time for a period. Since KSP is so popular why not have them do work on making ships modular, and a simple interface to build them. Even though the result would be much more basic than KSP is now, I think Pioneer has great potential here, particularly because it's written in C++ and could therefore have much better performance than KSP (where bigger ships tend to induce extreme lag)
KSP also has many skilled modders who if attracted with basic functionality could greatly contribute to Pioneer. And unlike with KSP they would have access to the source code.
This could be a separate mode from the main game.
So these are some of my ideas about what the community could do to make the game more popular. Feel free to comment, add, tell me why it's stupid, etc.
I have done some work with this goal in mind: I've written a Wikipedia page on Pioneer: https://en.wikipedia.org/wiki/Pioneer_(video_game)
I contributed a little bit of code too.
I've started a subreddit: http://www.reddit.co...ioneerspacesim/
There was a small discussion on r/linux_gaming: http://www.reddit.co...urce_space_sim/
The picture on the Wikipedia page reminds me of ksp. I have to see this when I get home.
If anyone's interested in doing the above or their own idea, tell me and I'll see what I can do to help. I can be found on irc: dv- on #pioneer at irc.freenode.org. Hopefully we can make something happen!
Thanks for reading!
382 Views · 11 replies ( Last reply by ollobrain )
I know I am probably gonna get beat up a bit. But I have decided to wait until the game is fully released to buy E:D and I wanted to get some honest opinions on how people are liking the early access beta version? Do you think this game is going to deliver what you have been waiting on in a Elite sequel? Is there something that you don't like about E:D?
471 Views · 12 replies ( Last reply by SuperG )
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