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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.

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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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Recently Added Posts

  • sapog662Photo

    Если это модификация одного из кораблей (ну, если все корабли), что многие в России будут вам оче...

  • MarcelPhoto
    Vuzz's Milky Way Skybox Mod

    Marcel - Oct 10 2015 01:30 PM

    Vuzz's skybox is the most realistic version of the Milky Way for Pioneer. He made it for his Gen...

  • ProcDronePhoto

    ProcDrone - Oct 10 2015 11:54 AM

    Pretty impressive. The interface seems rather sloppy, but I guess you will develop eventually....

  • NevilClavainPhoto
    Mad Max: Fury Road

    NevilClavain - Oct 10 2015 11:44 AM

    I'm on my way to get the dvd  :)

  • harley9699Photo
    New Egosoft Game

    harley9699 - Oct 10 2015 11:20 AM

    Unlike Geraldine, i got the most out of Albion Prelude. One of the main turnoffs through the year...

  • PINBACKPhoto
    Contributions unwelcome

    PINBACK - Oct 10 2015 10:45 AM

    Fascinating, I like to suggest that all continues this thread here http://pioneerspacesim.net/for...

  • joonicksPhoto
    Contributions unwelcome

    joonicks - Oct 10 2015 10:44 AM

    walt, if you want help with the english in scout+ anytime i'll try to help you

  • walterarPhoto
    Contributions unwelcome

    walterar - Oct 10 2015 10:19 AM

    I'm having so much fun with the many battle scenes in Scout+. :hunter: Improving every day....

  • impaktorPhoto
    Contributions unwelcome

    impaktor - Oct 10 2015 09:52 AM

    "hostility at every PR" I'm asking anyone reading this, please check the links to joonicks pull...

  • piotrintesPhoto

    piotrintes - Oct 10 2015 08:52 AM

    Wellcome everyone. Instructions for mods developers who are interested creating mod for this...

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Latest Forum Topics


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! )

  5 Views · 0 replies


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   0 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.


  9 Views · 0 replies


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.



  39 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. :)

  83 Views · 2 replies ( Last reply by Cruisin1500 )


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.




  291 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!



  53 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!

  126 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.

  245 Views · 7 replies ( Last reply by harley9699 )


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/

  126 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'


  75 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.





  285 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.




  68 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.

  367 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!


  106 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:


  109 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


  127 Views · 1 replies ( Last reply by sscadmin )


Wing Commanders 25th Anniversary

27 Sep 2015

Posted by PINBACK In: Wing Commander Series

Wow is really 25 years, mind you I played the game a few years later on my Amiga 1200, got about half way through the game when I got a hard drive the Amiga and then started the game again and yes it was much better, least I did not have to swap disk every time I launched from the claw.



Have a look at CIC site http://www.wcnews.com/ as theirs probably other things going on as well.

  115 Views · 0 replies


Void Destroyer 2

26 Sep 2015

Just a little tip bit from a Kickstarter update.




Hope you are all well. I've been working hard on Void Destroyer 2 and decided to try my luck once more with Kickstarter. I hope that that this doesn't sound too corny - but for me, it isn't just about the money, but also about the support and structure (updates, communication and schedules) that comes with it.

I'm not exactly sure when I'll launch the project, but I hope to do so very soon (within the next couple of weeks). I started working on the trailer yesterday and there is a bit of co-ordination involved.

Like I discussed with you guys in the past - Void Destroyer 2 will be a sandbox game. It will still combine the RTS control mechanic, I think that it will be a great addition to other sandbox games out there.

I hope that many of you will back Void Destroyer 2 - it would be a great benefit to get a good momentum early to counter balance my tiny ability to market. I hope that the trailer, pitch, and backer levels earn your trust again. Plus I'd love to see some of the familiar faces once again :)

Just to warn you guys - the art style is radically different (this was a big concern of mine - but I love how it looks after a lot of trial and error) - but there's elements of the old one still around. I'll go into detail during one of the updates in the new Kickstarter.

As always - thanks for supporting Void Destroyer.


Hope theirs a PayPal option.

  199 Views · 0 replies


Update 3.61

26 Sep 2015

Posted by PINBACK In: X Series

Lot of more fixes for XR. http://steamcommunit...538328750568207



X Rebirth 3.61 is now available, with a few more fixes and small improvements.

• Added ability to toggle HUD display (default mapping Shift-H).
• Improved "flight assist off" mode by allowing stop key to operate.
• Improved AI pathing and mission guidance to and from Empty Space zones.
• Improved DPS calculations for launchers including one very wrong case of overpowered missile turrets.
• Fixed multiple causes of "stuck trades".
• Fixed construction vessels adding unbuilt upgrades after repairing a station.
• Fixed welder drones occasionally working on wrong parts of station after loading savegame.
• Fixed player owned ships ignoring the "Refuel automatically" Captain's option when they are not in squad.
• Fixed beam weapons not heating up over time.
• Fixed infopoint location at several stations.
• Fixed secondary resource efficiency effects not showing up in menus when only some resources are present.
• Fixed targeting of mission offer or infopoint causing zone map to stop working.
• Fixed hotkeys and back button on repair menu slider not working.
• Fixed in-game processing of mouse clicks when click is bringing game window into focus.
• Fixed Steam Workshop options not being available in Extensions menu if the extension list is empty.
• Fixed selection of gates using map.
• Fixed several more causes of crashes.
• Several small performance and memory optimisations.


  158 Views · 3 replies ( Last reply by sscadmin )


Angels Fall First Early Access Announced

26 Sep 2015

Angels Fall First  (Previously AFF:Planetstorm) has announced that they will be releasing on Early Access on October 1.





Angels Fall First will be available to buy on Steam Early Access from October 1st.
It's been a long time coming, but we are proud to finally present the game with hundreds of improvements, loads of new content, and many new maps.

We are releasing as Early Access because whilst this is a full working game with lots to see and do, it still has rough edges. We'd feel bad asking for the price of a final release, but we feel that it represents great value in its current state as an Early Access title at a lower price.
It's time to let AFF out into the wild and get people involved!

Detailed Feature List
  • Combined-arms combat - fly starfighters and capital ships, drive vehicles and fight on foot.
  • Objective-based matches, each map features a unique scenario with an escalating set of objectives, plus a Territory Control gametype.
  • Multiplayer up to 64 players, dedicated and listen servers, with bots able to fill in for players in any role.
  • Full AI bot support - use bots to increase body count for matches with fewer players. AI understands every aspect of gameplay, including the chain of command. Offline play is possible, as well as co-op style of matches where human players face off against bots.
  • Tactical, squad-based infantry gameplay.
  • Customizable infantry, vehicle and spacecraft loadouts.
  • Infantry suit modifications to personalize the gameplay style - pick a light suit to run circles around your enemies or a heavy suit to withstand their fire.
  • A huge variety of unique infantry loadout items - weapons, mods, customizable sights, underslung launchers, deployable turrets and more.
  • Intricate gun handling, multiple firemodes per weapon, material penetration, leaning around corners, reviving teammates.
  • 16 different capital ships to take command of, defend, repair or board and sabotage from the inside.
  • Multiple fighter and bomber classes to pilot, launched from capital ships and stations.
  • Space battles in which all ships are pilotable from huge battleships to the fighters they launch, infantry combat within capital ship and station interior locations.
  • Space fighters also with customizable weapons and subsystems.
  • Planetside battles involving infantry, vehicles, aircraft and sprawling environments.
  • Vehicular ground combat in all its shock and awe glory.
  • Customizable personal or multi-crew vehicles delivered right onto the battlefield by dropships. Switch out weapons and add vehicle mods as you earn more points.
  • Commander mode - an elected commander can issue orders to squads from a tactical overview map - but if nobody feels like it, the AI commander is always ready to serve.
  • Flexible loadout points system - nothing is locked, but everything costs you points earned in battle.
  • Persistent player stats.
  • Wiki website with extensive lore describing the Angels Fall First universe.
  • Gigabytes of content created by a team of industry-moonlighting pros and talented amateurs over nearly a decade.
AFF overview video

  166 Views · 6 replies ( Last reply by icsDrafe )

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