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
Starflight: The Lost Colony
Buddha - Sep 22 2014 10:09 PM
Playing as a military Captain, I've completed all the training missions and am trying to carry ou...
Gernot - Sep 22 2014 09:40 PM
to the problematic resting position of the courier....while wait this shouldn't be anymore, the p...
M.O.R.E. - MoO2 successor?
IdeaLcenter - Sep 22 2014 07:40 PM
Yes, we dare to say that...or at lease we are trying to dethrone the king. Right now we deve...
Afar across the universe (retrospective to alpha8)
Gernot - Sep 22 2014 06:47 PM
erm, tricked? dammit geraldine it's a ugly little cup looked from close (the retro thruster nazze...
Pioneer Musical Appreciation Society
Cody - Sep 22 2014 03:09 PM
Currently playing in Chez Cody - an old Donovan song, given the Airplane treatment. http://w...
PINBACK - Sep 22 2014 01:46 PM
They are doing nearly at the £30,000 mark.
Mods which add incentives for exploration?
Twisp - Sep 22 2014 01:29 PM
Thank you very much for the advice and the kind words. It's a shame to hear that Walterar is feel...
Afar across the universe (retrospective to alpha8)
Geraldine - Sep 22 2014 12:16 PM
well, actually it's not a eagle, the similarity wasn't wanted, but it turned out this way because...
Afar across the universe (retrospective to alpha8)
Gernot - Sep 22 2014 10:58 AM
dammit what have i clicked on, the system requested "turn 3D vision for SSC on?". what for, the c...
Starpoint Gemini Sequel in the works!
PavelChekov - Sep 22 2014 10:16 AM
Yea, and finaly they reveald the well known Oliver :P
M.O.R.E. - MoO2 successor?
IdeaLcenter - Sep 22 2014 07:40 PM
Krasny - Sep 22 2014 08:17 AM
Landing Gear behave
Gernot - Sep 22 2014 12:17 AM
Darkdawn is now a Windows Store App!
LeoCeballos - Sep 21 2014 09:52 PM
Mods which add incentives for exploration?
Twisp - Sep 21 2014 11:28 AM
Krasny - Sep 20 2014 02:09 PM
Evochron Mercenary - Sol System Timelapse - Video
Caleb - Sep 18 2014 04:35 PM
[Solved] How to play Pioneer What is the point ?
Levan - Sep 17 2014 09:27 AM
Found a nice YouTube demo on the latest build
XB7 - Sep 17 2014 12:42 AM
Hi, we're Crunchy Leaf Games
CrunchyLeafGame - Sep 16 2014 11:48 AM
SSC recognized as gaming community
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Latest Forum Topics
Rather than just have a reticle showing our direction , can you include the option for a path predictor line? It's already in one of the map modes, so it shouldn't be too hard.
Landing Gear behave is inconsistent in the model-viewer and in the game.
i stumbled over this while i created a lower detailed gear, everything looked fine in the modelviewer, but when i use the ship in the game the animation is messed up.
(collada is truely how one stated? collada-dom, it's inconsistent in itself i assume, download a player for collady models, each will show the models different, one plays animations one not but should, another one messes up rotation of instanced objects and forth...)
something else, i've read in the wiki "blender messes up the material names"
blender exports it proper:
MATERIAL NODE = "name-material", MATERIAL = "name".
it just gets interpreted wrong, not exported wrong (immer sind's "die anderen").
to document this behave (tested with the latest build):
this is how the model appears in the MV with a different gear landing gear for LOD 1, LOD 2 and 3 use the same, amount of keys is of course the same.
it works in proper direction and is to see in all LOD's.
now when i get me the ship in the game i get this landing gear
(besides if i remove the lo-poly gear everything is alright).
already when docked it appears like this, the pistons rake out of the hull
while there is nothing on the bottom side where a gear should be
the only thing from my side i can imagine is a different matrix for either one.
nonetheless, surprisingly there is no error/problem in the MV, which otherwise (should) tells me it's ok.
this since you know i prefere .x meshes for the gears because the "conrod shit" doesn't works else, the problem is a proper keying for constrained objects.
while the dX exporter simply writes what blender plays back, if the key has a rot/loc/scale value or not, if a key is set it will be written.
maybe someone has a good idea to solve this, maybe i oversee something.
the rotational values work fine for the constrained objects if you use visual keying, but translation get's messed up by each key you set.
without translational values the pistons won't move (for a collada and even if you use the recent export script of blender for direct x)
else i wouldn't use dx meshes.
why the whole shit gets messed up i can't imagine, with each key you set for translation the constrain changes or vice versa, however it's a mess.
As of today, Darkdawn Encounters is up on the Windows Store for all Windows 8.1 devices. Even better, if you've got the Windows Phone version, you also have the Windows Store version, and vice versa.
The windows version has mouse/keyboard controls and full support for XBox 360/One gamepads. Grab it here!
Things are really heating up in terms of building the campaign and reaching the magic 1.0 for the game. More soon!
I really enjoy this game, but I notice that there's really a lack of practical reason to go into uninhabited space. It's still fun to go out and see unusual places and such far from settled systems, but, unless I've missed something during my time playing the game, there's no ingame reward for doing so. FE2 and FFE had the mining machine, which encouraged one to stake claims on planets far from inhabited space and explore them thoroughly for good deposits. One solution I thought was clever was the scanning missions found in the Scout+ mod, but I personally don't like some of the other changes the mod makes. I've made clumsy attempts at creating a mod consisting solely of those scanning missions, for use with the base game, but I honestly didn't know what I'm doing and could never get it to work.
Are there any mods which add something akin to the mining machine, or plans to include something like it in the base game? Is it already there, and I just failed to notice it? Regarding the scanning missions, is there any way at all to import the scanning missions from Scout+ alone, to the base game?
Thanks in advance.
78 Views · 2 replies ( Last reply by Twisp )
How do I land?
I've tried thrusters but I always seem to hit too hard?
Also how do I fire my engines in manual mode?
92 Views · 3 replies ( Last reply by Gernot )
I've finished this video about a pseudo-timelapse with some planets of the Sol System, hope you like!
I have few questions and please do not judge the topic title harshly.
What I want to know is this, is this game is all about space exploration ?? It's all about creating your own game like building an empire by slowly developing it ?? Starting from delivering packages to becoming a strong figure in this game ?? If this is the case great but I have not gone far in this game and I do not understand the dynamic of this game, and I am asking for help (explanation):
First you get missions that are all about deliver, as I understand the more you progress the better missions you can get but What is the most interesting mission that a person might get ???
There is a lot of things on the market, (I am not talking about ships and its parts I understand what they might be used for) for example different industrial goods, For what can this goods be used for ?? I saw the prices are different in other solar systems so buying selling them is the only function they have in this game or it is more complex than that??
About fighting mechanics the first ship has a blaster or something, I was not able to do anything (fight with police) with it will the future upgrades of the ship make fighting mechanics different ?? or shooting is not an integral part of this game and just a fun add on ??
Thank you very much for your time
297 Views · 5 replies ( Last reply by nozmajner )
Pioneer has been lacking some recent demos on Youtube for quite a while -- and a lot has changed recently. I stumbled on a recent update demo by a user named Avtoandlevan who seems to know their way around the interface. It's a good silent demo.
I am new to the game, recently I accepted a passenger mission, I selected the system, then I hyperjump but I was 2500 AU far from the starport where I have to land with my passenger. So the question is how can i jump closer to my final destination?. Thx in advance. Regards.
PS...Sorry for my english
124 Views · 2 replies ( Last reply by Sinchi )
Hell SSC community
I really have not played Pioneer game all that mutch but I really want to give it a look.
In this game I exepted a mission and the mission is to deliver cargo to a location GJ 1105 (2.1.2)
I looked up the navigation and found this on it
However I have a few questions: How do I get there is there a way to use autopilot ?? What do this numbers stand for (2.1.2) .
Thank you in advance.
162 Views · 3 replies ( Last reply by Levan )
Hello Space Survivalists!
My name is Luke and I'd like to ask for community feedback about our new indie game title "Empyrion - Galactic Survival." It is a 3D open world, space survival adventure in which you can fly across space and land on planets. Build, explore, fight and survive in a hostile galaxy full of hidden dangers. The game uniquely combines elements from space simulations, construction games, survival games and ego-shooters. The game is currently under development by Eleon Game Studios.
Pre-Alpha Gameplay Trailer:
1c_Space.jpg 62.99KB 0 downloads 1a_Space.jpg 41.94KB 0 downloads 2a_Construction.jpg 53.97KB 0 downloads 1d_Space.jpg 45.72KB 0 downloads 1b_Space.jpg 56.97KB 0 downloads 3a_Planet.jpg 30.98KB 0 downloads 3b_Planet.jpg 47.91KB 0 downloads 2b_Construction.jpg 62.06KB 0 downloads 2c_Construction.jpg 57.76KB 0 downloads 2e_Construction.jpg 63.8KB 0 downloads 2d_Construction.jpg 59.37KB 0 downloads 4a_Combat.jpg 55.2KB 0 downloads 3d_Planet.jpg 54.29KB 0 downloads 4c_Combat.jpg 26.97KB 0 downloads 3g_Planet.jpg 67.21KB 0 downloads 3c_Planet.jpg 66.67KB 0 downloads 3h_Planet.jpg 62KB 0 downloads 4b_Combat.jpg 31.37KB 0 downloads
Main Game Features:
SPACE AND PLANET EXPLORATION:
An absolute free-roaming experience awaits you: fly across space, land on planets and walk around.
Survival is key. Try to stay alive in a hostile galaxy. Each planet is different with its own challenges. Food and oxygen are rare – be well prepared.
BUILDING AND CONSTRUCTION :
You can build everything out of blocks & building parts: motherships, spaceships, space & planetary stations, and facilities such as mining robots & solar panels.
TERRAIN DEFORMATION :
Each planet features a voxel-based terrain. You can entirely modify and deform the terrain. It’s a true sandbox game!
SPACE AND LAND COMBATS:
Empyrion features a variety of enemies reaching from wild creatures living on planets to intelligent alien races that can attack you everywhere.
SINGLE, MULTIPLAYER AND CO-OPERATIVE:
Besides single player, Empyrion features PvP and co-operative gameplay.
MINING AND RESOURCE GATHERING:
For building and construction, you must gather and mine resources that you find on planets and asteroids.
HUGE GALAXY AND OPEN WORLD :
The galaxy is procedurally generated and features hundreds of different solar systems, each containing several planets with their own characteristics.
SIMULATION OF PHYSICS :
Empyrion simulates maneuverability, electricity, airflow, gravity, damage, construction solidity, and much more.
EXTENSIVE CRAFTING SYSTEM:
Using and combining resources, you can craft your own equipment and weapons.
I hope you like it. We would be very happy about feedback from the Spacesimcentral community!
419 Views · 17 replies ( Last reply by Nilreb )
Hi Spacesimcentral community!
My name is David and I'm developping an Indie game called InfiniExplorers
176 Views · 7 replies ( Last reply by sscadmin )
Having had a bit of a two week tidy-up of the code and some pretty successful optimisation, I start adding new stuff working on spawning ships from jumppoints and stations and working on the placeholder shield and hull damage and ship destruction effects. We can expect plenty more fine details in the end, Alex wants to see hull fires and supporting explosions and has already demo'd some stuff to me as he works on an effects palette, I look forward to chucking it into the pot. In the meantime the basics of the sector prototype are well under-way which you can see in the latest vid and we get closer to something playable.
We really start to get it together as a team as responsibilities are dished out and I start getting realistic expectations of the cost of taking this project to the next level. We also have a 3D modeller join the team and someone else to help assist with the administrative burden of project management and the upcoming Kickstarter, more on that over on the latest IndieDB article which fired us into the Top 100, more cool GIFs and stuff to view too in Infectious Vibes.
Over on the blog I start to elude to the bigger picture where I talk about the latest additions to the prototype and start musing about the wider mechanics in play and hinting at a grand campaign, read up more in Incoming Singularity and 'The Gift' is also brought to a dramatic conclusions and is wrapped into a handy downloadable PDF available over on the blog post The Gift VI.
Cheers from the team!
Hey there fellow SSC members!
We've been hard at work on Astrobase Command and we're ready to start connecting with the sci-fi gaming community again! Our website has been updated with new screenshots and we'll be resuming our regularly scheduled dev blogs and design posts! Check it out!
My Names is Chris 'Ulric' Dye, im part of a new developer called Chaos Interactive.
A member of your community suggested we introduce our new project - Seldon Crisis to you, from what ive read this is a very active and experienced space scifi community, so i hope you like our project, please feel free to provide any feedback, suggestions or questions.
Battle.jpg 55.89KB 1 downloads
Seldon Crisis As a sandbox MMO that allows you to freely travel the galaxy without stargates dictating your movement. You will start your journey with a small fighter craft and some money, starting to work your way towards bigger ships, wealth and influence over other players.
151 Views · 3 replies ( Last reply by PINBACK )
New Star Trek game on the way, bad news is it looks like a browser base game and according to IncGamers http://www.incgamers...strategy-action it will take place in Fluidic space which means it will be set in the TV universe rather than the reboot movie version.
The game is focused around the exploration of “Fluidic Space”, which Trek fans will know all about from the Voyager series, and players will be tasked with managing their resources, establish colonies, and iconic ships from the series are also included. We do know there will be Constitution-class and Defiant-class starships for the Federation, and D7 Battle Cruisers and Bird-of-Prey for the Klingon Empire.
Website with nothing on it here http://startrekaliendomain.com/
A space sim made by those who did Strike Fighters series flight sim. Judging from the screenshots, it may plays similarly to their Strike Fighters Android as well.
I'm new here but I wanted to share a project I've been working on for some time. Some of you might know me as the author of High Albedo: Twisted Skies which was the 2D prototype for this game.
Outlier is a 3D space combat and trading simulator with a dynamic, procedural, universe and empire building elements. Think Freelancer crossed with X3: Reunion and you have a pretty good idea what the game is about. The goal is to create an open universe that has a rich simulation behind the scenes, with the player being only a small part of a much larger world that evolves naturally over time. Here are some features that exist right now:
- Dynamic universe populated by thousands of NPCs. No matter where you go or what you do, they are going about their daily lives trading and fighting.
- Dynamic economy where goods are manufactured from inputs at stations who make their profits by selling products. Stations can go out of business for being unprofitable, and you can buy your own stations to produce your own products to sell.
- Own as many ships as you want and order them to automate your trade / military empire. They can automatically trade, supply your stations, patrol for hostiles, and can be remotely commanded to do individual tasks.
- Multiple factions to be friend or foe with. Even your trade habits will change their opinions of you.
- Procedurally generated planet meshes and textures.
- Designed for modding - 3D models are BLEND format, audio is WAV format, and external logic is in a simple plain text markup.
- Joystick support!
And I'm always working on new stuff. The game is in early alpha, but is under active development. I'm hoping that you guys can provide me with some feedback to help improve the game and shape its future development.
The best part is that it's open source under the GNU GPL v3 and is known to work on Windows, Mac OS X, and Linux (it is actually developed on Linux) thanks to being written in Java! Here's a trailer I put together for Alpha 2.
Official Project Page (IndieDB): http://www.indiedb.c...lier-open-skies
280 Views · 7 replies ( Last reply by robske )
- Here is a post about the making of the video I posted
- A post describing the story and setting of the game
- I regularly post updates on my blog, on twitter and on other indie gaming sources
- Any feedback (and help, especially from artists!) is welcome
The engine I'm building for the game is already open source and you can check it on GitHub. Other developers might find the UI library especially interesting. It can be integrated in your existing projects easily (without too many dependencies) and supports several cool features such as animations, databinding (MVVM-like) and attachable behaviours. Check it out!
111 Views · 3 replies ( Last reply by PINBACK )
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