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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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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
Ascent
Defenders of the Last Colony
Soar 3D: Space Reloaded
Lander: Mission Control
OreSome
Galactose
Spoids
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Retrobooster
Sector Zero
Deep Eclipse
Planetship
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
DreadChase
Star Bandits
Solar War
Shuttle
Dominium
Orbit
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
StellarBrink
Space Station Alpha
Tiny Trek
Six Degrees To Freedom
Galaxy Union
Beyond Gravity
PeriAreion
Darkfield VR
Artifacts of Aduss: O
Earth Under Siege
InfernoSpeed
Luna's Wandering Stars
Fleet Buster
Exostorm
Adrift
Space - The Return of The Pixxelfrazzer
Nexus: One Core
BossConstructor
Space - Dualsus
Andromeda 5
Shardlands: Directors Cut
Sun Blast
Yargis: The Beginning
Star Hammer Tactics
Aeden's Journey
Fringes of the Empire
Valkyruis
Subspace Continuum
Relativity Wars
Saviors
Planetship
Gunblitz
Warblade
Notrium
Spacebit
P-3 Biotic
After the Empire
The Spatials
Solarsystem Conflict
Quintet
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Approaching Infinity
Universe Edge
The Gravity Ether
Exo Miner
Asteria
Ethereal Galaxy Interplanetary Space Combat
Space Salvager

Your game not here? Contact the admin to add it.

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Recently Added Posts

  • XenonSPhoto
    No Man's Sky

    XenonS - Jul 27 2016 08:30 PM

    New(s) to me ... It seems you can feed the animals. (Other than with yourself of course. :) )...

  • piotrintesPhoto
    GENERATION X EPISODE III - RETURN

    piotrintes - Jul 27 2016 06:08 PM

    Thank you very much. I think I have cleaned all mess you have encountered before, so I hope ever...

  • sscadminPhoto
    Satellite Reign

    sscadmin - Jul 27 2016 04:21 PM

    I almost bought this on the steam sale in July, just didn't do enough review watching to want to...

  • sscadminPhoto
    GENERATION X EPISODE III - RETURN

    sscadmin - Jul 27 2016 04:16 PM

    Been a while since I loaded this up Piotrintes. I will have to give this another try because you...

  • nozmajnerPhoto
    Zero FoR

    nozmajner - Jul 27 2016 02:27 PM

    Some quick notes: You can set your FoR to the opponent with ctrl+leftmouse, which makes comb...

  • piotrintesPhoto
    GENERATION X EPISODE III - RETURN

    piotrintes - Jul 27 2016 11:08 AM

    Wellcome everyone! First part of Generation X Episode III have been relesed. About game...

  • MvGulikPhoto
    No Man's Sky

    MvGulik - Jul 27 2016 09:17 AM

    New(s) to me ... It seems you can feed the animals. (Other than with yourself of course. :) ) Re...

  • RomeoBravoPhoto
    Grumpy's Developer Blog/Vlog

    RomeoBravo - Jul 27 2016 08:30 AM

    Sector 13 started off as a pure multiplayer space combat game being made by just a few guys in a...

  • GeraldinePhoto

    Exactly MV2000, in fact you could even go back further gamewise with the sometimes strange game C...

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    Grumpy's Developer Blog/Vlog

    GrumpySam - Jul 27 2016 07:55 AM

    Bleak answer: Not right now. Long answer: It depends on what your definition of single playe...

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Latest Forum Topics

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GENERATION X EPISODE III - RETURN

27 Jul 2016

Posted by piotrintes In: Free SciFi Gaming Projects

Wellcome everyone!

 

First part of Generation X Episode III have been relesed.

 

About game:

 

For those who don't know - Gen X is free RPG space series. Episodes I and II are finnished by now. Game can be downloaded via automatic Launcher / downloader / updater / mod installer.

 

 

Special thanks for:
  • Planet-Source-Code.com/vb/ scripts/ShowCode.asp?txtCodeId= 66856&lngWId=1 - Sound engine
  • Truevision3D - 3D engine - free for non-commercial use

 

Download:

 

You can download game using this link: DOWNLOAD or use (mirror)

 

 

Links:

 

MAIN THRED

 

HOW TO MAKE MODS

 

OFFICIAL PROJECT WEBSITE

 

Screenshots (ALL EPISODES):

 

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If you encounter any technical problems pleace report it on support@kenlin.pl

 

I hope you enjoy the game.

 

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  65 Views · 2 replies ( Last reply by piotrintes )

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Zero FoR

27 Jul 2016

Posted by bounder In: Pioneer

Per title, we need to be able to zero our FoR for combat - especially when when flying HOTAS (or any controller, really).

 

Currently, the only way to dogfight is the FE2 / FFE method of last resort - manual thruster control.

 

Example:

 

 - you're interdicted while en route in autopilot

 

 - you switch to manual engine control and apply discrete thruster burns to manoeuvre

 

 - for me, this means moving my joystick off the desk and grabbing for the mouse and keyboard, oldskool style-e.

 

 

So it's do-able, as it ever was...  for us old timers that know what we're doing.   But it's also tedious, not as much fun as it could be, and a major turn-off for newer players - especially those who may be coming from ED and looking for something less arcadey, but still playable with their HOTAS kit.

 

 

The solution is very simple:

 

 - add a control to zero the current FoR - in other words, set the velocity reference frame to whatever your current vector at the moment the feature is selected

 

 

Example:

 

 - i'm interdicted while en route; my current velocity is 10e05 km/s (or whatever high speed) relative to my current navigational FoR (nearest / largest body, per usual)

 

 

 - upon disabling autopilot, preparing to engage, i 'zero' the set velocity FoR.  My ship now considers my current velocity to be stationary.  My new FoR is whatever my vector was the moment i hit the reset button.

 

In reality my velocity hasn't changed.  I'm just pretending - temporarilly, for the sake of combat - that i am now stationary, and everything else is moving around me.   Any further accelerations i make from now on will add or subtract velocity to that selected FoR snapshot.

 

 

I can now dial in a "set speed" of say 50 m/s if i'm in a less agile ship, or maybe 500 m/s or more if i'm in a more manoeuverable fighter.

 

Now my ship will be using all of its thrusters automatically to manoeuver relative to the other combatant/s, and from my piloting perspective i'm "dragging my heading vector", with the degree of 'drag' being a function of how fast i turn relative to my 'set speed'.  This provides the intuitive, instantly-familiar form of 'pew pew' flight control for which a HOTAS is perfect, but likewise benefits all input methods, mouse and keys included.

 

Anytime i mess up and the 'skidding' gets too much, i can just re-zero the FoR and instantly regain control and my bearings.  Let my adversaries worry about any resulting velocity discrepancy.  Instant restoration of 'Buck Rogers' style handling, at the touch of a button. "This is now stationary".  "Actually, no, not that, this."  Wherever, whenever, bang, done.  Dial in whatever new set speed seems sensible and manageable and appropriate to one's immediate needs, a couple of hundred meters / sec, say,  and you have turn'n'burn dogfighting manoeuverability with full thruster automation (ie. useful flight assist) IRREGARDLESS of your presently-irrelevant interplanetary navigational FoR, or whatever your prior vector.  Even if you're plummeting in free-fall through the corona of a red giant, or wherever.. you're the pilot, so should be able to exercise your choice of the most relevant FoR for your current needs and desires.

 

 

For clarity, the FoR is only zeroed the once, the moment it is selected - all accelerations made post-selection add or subtract to that specific 'snapshot' vector - which can likewise be reset again at any time.

 

 

This means i can keep flying HOTAS, while maintaining rational thruster control, in a more intuitive dogfighting style, per ED et al.

 

 

You shouldn't have to literally decelerate from interplanetary velocities down to 'absolute zero' - which in reality, is itself just another relative vector (all of which are ultimately notional, after all) in order to retain the benefits of the "set speed" mode at all times.  An FoR doesn't have to be a real body, it is just another vector we're pretending is zero.

 

 

After the pew-pew i could then just re-select my navigational FoR by re-engaging autopilot - my velocity automagically jumping from a few hundred m/s back up to interplanetary speed by simply discarding the made-up FoR and switching back to the normal, objective ones..

 

A related, complimentary feature here would allow pilots to also select any objective FoR at any time.  For instance, you could set it to a space station or small moon in a situation where the FoR wasn't switching effectively itself (as used to happen in FE2, and still sometimes arises in Pioneer).  But equally, that station could be on the other side of the system...  "useful" need be no bar on "possible", and from a purely gaming perspective, is arguably subjective anyway.  Likewise, if i set my FoR to an accelerating body such as another ship, up ahead, while dialing in a 'set speed' of zero, my ship will effectively tail the other, automatically attempting to hold a constant distance from it.  

 

This adds good 'gaming bandwidth' for imaginative engagement capitalising on what's already there and possible.  You could shadow another craft at a safe distance.  Or maybe effectively 'tow' one craft by making it follow another.  Little convoy parades, even..  Obviously, this kind of FoR versatility will be an inevitable requirement for any future ship-ship docking, carrier-launched fighters / shuttles or AI wingmen / wings...  but also naturally falls out of the existing mechanics.

 

These kinds of refinements are kind of already implicit conclusions of the current design, almost made conspicuous by their absence, if you get my drift.. it's where the thing's going already, where it wants to go, inexorably, if i may be so bold.. if but for a gentle nudge or two in the right direction..

 

 

Finally, another useful addition would be a 'hold acceleration vector under free rotation' mode.

 

This would allow free rotation of the craft in all 3 axes, as when free-floating, but while using all the available thrusters to maintain an acceleration vector and controlled flight.  So that vector could be a manual preset heading, or else the ship could be on autopilot, following its set course, while still alllowing me to rotate in all axes and thus shoot (or just look around) without breaking course.  If landing on autopilot, it could override the free rotation mode when deploying landing gear, in order to force landing alignment.

 

 

Analogue thruster control would also be a boon - i currently use Mad Catz / Saitek input mapper to add 'bands' to my HOTAS throttle, mapping low forward / reverse thrust either side of a wide dead zone, and full thrust at the extremes, but with only 'hi, lo or off' it's a bit clunky.  The 'set speed' mode is of course more practical in most circumstances but 'manual' remains more intuituve in certain conditions, such as during launch / lift-off.  Analogue full and half-axis throttle control would be sweet (could also map it to my pedals, for instance).

 

And head-look for cockpit mode!!!  Even just rudimentary mouse-look, would enable head tracking and be so cool (i'm sure it's on the to do list)..

 

 

Loving the game so far, it's the ONLY antidote to ED's game-destroying compromises IMHO.  Spaceflight is kinetic energy control.  Take that away and all that's left is a kind of 'no clipping' mode - in ED's case with a weird droning noise, and no autopilot.  Watching your ship make a real re-entry and approach, using real thrust to scrub off real KE, at realistic magnitudes.. seamlessly... just breathtaking, each and every time.  The only innovations E4 needed, IMHO, are the fllght control refinements mentioned above... and Pioneer is almost there already..

  65 Views · 1 replies ( Last reply by nozmajner )

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Looking for old mmo but can't remember name.

26 Jul 2016

Posted by dezgard In: PC and Console Gaming

Like the title says!

 

I'll try detailing all i remember, It was a space mmo you could have ships ect but it was click based lots of menu's the best part i remember was landing on planets and building.

 

Like i say the game is old and i have forgot the name after 2 months of searching its now killing me no being able to find out the name or anything about the game.

 

Not sure what else did i say its old....and well planets! and building on them.

  165 Views · 18 replies ( Last reply by McAule )

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Grumpy's Developer Blog/Vlog

25 Jul 2016

Posted by GrumpySam In: Sector 13

Disclaimer:

What you are about to witness is game design on a shoestring budget. Sector 13 is powered by the blood, sweat, and rears of a currently unfunded but ardent group of developers.

Our unpaid free time goes into this. So please keep that in mind when comparing us to other projects.

 

 

 

Thermonuclear war (with video goodness):

 

One of our heavy weapons is going to be an area nuke, a rocket that detonates in a massive explosion. Today I spent some time messing about with a possible explosion effect for it. Not everything is there yet. Perhaps it needs another type of lens flare and light rig. The sound is definitely placeholder. But, I think the main concept is sound.

 

The nuke is not an "obliterate everything this side of the moon" type of weapon. Rather, its rather much smaller for game balance reasons.

Two real life facts: 

1. Nukes in space don't cause an EMP pulse unless they hit a large pocket of atmosphere. So gameplay wise, they won't be shutting everything down with a massive EMP blast. (I'll ignore the fact that we are also going to have atmospheric arenas too. I'll burn that bridge when I get there. Or rather, I'll explain it away in a shield containment system or something to that effect. After all: the warring factions don't want to contaminate the area that they are trying to conquer.)

2. Its really freaking hard to find examples of nukes in space. This old video is the one that keeps cropping up: 

 

 

 

The real explosion is probably quite spherical. But thats not a very fun shape. Also, we are hardwired to see a nuclear explosions as some kind of mushroom cloud, because all the pictures we have seen of it are in atmosphere, and under gravity.

Messing around with purely spherical explosions produced meh results. It needs a mushroom-esque appearance to sell the fact that its a nuke. The end result of today's work is in the video below. As stated previously, there is always room for improvement, and it might change drastically in the future. But its nice to see a concept on the right path.

 

 

 

  94 Views · 6 replies ( Last reply by RomeoBravo )

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Search & Rescue suggestions or bugs?

25 Jul 2016

Posted by clausimu In: Pioneer

I may have some time in the next few days to go over the Search & Rescue script again. Are there any problems or suggestions I should focus on first?

 

Claudius

  87 Views · 0 replies

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Welcome to Sector 13

23 Jul 2016

Posted by GrumpySam In: Sector 13

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Sector 13 is a third-person multiplayer space combat game currently in development. Terrestrial and interstellar environments are densely populated with space stations, asteroid fields, shipyards with under-construction capital star cruisers, and the flaming wreckage of your fallen enemies. Every starship, from the most nimble fighters to the kilometers-long capital destroyers are immaculately detailed and bristling with a warlord’s bounty of firepower.

Starfighters can be agile by nature, or carry weaponry that lays waste to titans of the fleet. Pilots choose from over 25 starfighters that best suit their talents and aesthetics, and dogfight among the stars in a variety of game modes, that until now, were found only in the best first-person shooters. Fly solo in a dogfight to the death, dominate the battlespace as part of a team in Capture-the-Flag, or work together as a squadron to bring down the enemy’s largest capital starships. Sector 13 provides an adrenalin-fueled zero-G ride through the cosmos and the opportunity to dominate as the best starfighter pilot the galaxy has ever seen.

 

 

 

Steam

Twitter: @LifeInSector13

Website: www.sector13.com

Press kit: http://www.sector13.com/press-kit/

Youtube: https://www.youtube.com/user/LifeInSector13/featured

Facebook: http://www.facebook.com/sector13game

Twitch: http://twitch.tv/LifeInSector13

 

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  75 Views · 0 replies

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Dev Update - Weapons, Graphics, Missions, Bosses and More

21 Jul 2016

Posted by koonschi In: Avorion
Hello everybody!
We've been working hard in the past few weeks and we've made a lot of progress!
Here's a quick overview of all the things that happened during the last weeks:

Weapons
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We've been busy implementing and upgrading several new weapons! Please welcome the Force Turret, the Repair Turret and the Lightning Turret!

The Force Turret will push or pull an object towards you or away from you. This also works in the opposite direction: You can pull yourself to an object or push yourself away from it. The Repair Turret does what its name suggests: It will repair shield, hull or both, depending on the turret. Equip your allied ships and ask them to escort you, and they will heal you in combat. And last but not least: The Lightning Turret. High reach, tricky accuracy, and extreme power makes this one a very dangerous weapon. If you manage to hit your enemy. But if you do, it's a lot of fun!

Improved UI
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The energy system priority can be rearranged. During a fight you can give full power to your shields or weapons.

We made some improvements to the UI, to make it look more sleek and modern. You can see the changes on the remaining screenshots, too. Oh, and the color is, of course, still configurable!

System Upgrades
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We want you to be able to specialize your ship in your personal way. We've finished a lot of the different system upgrades, which include things like a simple energy booster which will increase the amount of energy your ship produces, similar to the upgrades you already know from the demo. We've also finished several more complex systems such as the mining system, which will scan and highlight asteroids with resources near you, or the trading system, which will scan all the offers from different stations and show you the best bargains. It will even detect and remember trading routes over the last, say, 5 sectors you've visited.

Gates and Wormholes
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You can see through gates and wormholes into the other sector.

With gates you will be able to fast-travel through the galaxy at a higher speed! Especially in the beginning when you don't yet have a hyperspace drive that can do large jumps, this will be important for you. It's also a safe way of exploring, since gates will always lead to civilised sectors where there will be defenders and friendly ships that can take care of pirate or other attacks.

Wormholes will get you even further, they can lead you to the other end of the galaxy.

Improved Graphics
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Aside from the texture update, we also did several improvement to lighting, bloom and the backgrounds. The game is now brighter and details can be seen a lot better. Each material has its own texture, and its own reaction to light. For example, the material Trinium has a very reflective and glossy look, while iron looks more gritty and used.

Dialogs
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NPC stations and traders will have dialogs where you can ask them what's currently going on, where their home sector is or what you can currently do to help them. These guys will also give you valuable hints to your current story objective.

Station Founding
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Once you find a large asteroid, you can found a mine! These mines will be attracting NPC traders and they will be producing resources for you. Other players as well as the NPC traders will be able to buy resources from your mine, and the money goes directly to you. Alternatively, you can purchase a station founder ship at a shipyard, which you will then be able to transform into a factory. You are, of course, free to take whatever resources that are currently located in your station.

Research Center
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The research center is a place where you can take your turrets and systems and dismantle them to potentially upgrade them to better weapons. You will need at least 3 items to transform them into a better one, but the chance of getting an upgrade will only be 60% (20% per item). You can add up to 2 more items to increase the chance of upgrading to 100% - so you can either do a gamble with less items or take the more expensive, but safe & guaranteed upgrade alternative with 5 items.

Smuggler's Hideout
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Goods that are dropped from freighters and collected by thieves or you will be branded as stolen goods. Once these stolen goods are collected by you, you can't sell them at ordinary stations - you'll have to remove the branding or sell them at a Smuggler's Hideout.

Shops
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In shops you can sell and buy your turrets, system upgrades or fighters. We also want to introduce an "Item of the Hour", a special limited-time only offer. And of course you can buyback if you sold something by accident.

Bulletin Board & Missions
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On the bulletin board, stations will post smaller missions that you can fulfill to improve your relations and earn some credits. There will be missions for all kinds of play styles, so for example factories will have delivery missions or resource shortages, a smuggler's hideout will ask you to move some illegal goods somewhere else unseen, and a military outpost might ask you to clear an area of pirates or escort a convoi.

Story and Bosses (No Spoilers)
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And now perhaps the most important part of the update: Our progress with the story and bosses. As we already said in the main campaign itself, the story will serve as a central theme in Avorion. We want the story to give you a motivation, a driving factor of journeying to the center of the galaxy, while still maintaining the freedom of a sandbox. Since we're fans of old-school games there's going to be several awesome boss fights on the way to the core.

So far we have implemented 4 different story boss fights, with at least 2 more story bosses to come. They will be hard to beat, they will all require different tactics and they will drop epic loot.

Please let me know in the comments whether you want to know more about the bosses. I'll be doing a separate post about the bosses with major spoiler warnings.

We've been doing great progress on that front, and we're hyped to see what you guys think of them!

More Improvements
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These are, of course, not the only updates we've implemented - but we thought those were the ones that were most interesting to you all. Our day-to-day work includes consistently testing, fixing and improving small details of the game, ranging from bugfixes over balancing to performance improvements in all areas. But those details are seldom noteworthy, so we'll spare you with those ;)

Alright, that's it for now! I'll be doing these updates more regularly from now on, so they don't get this big all the time!

Thank you, all the best to all of you, and see you next time!

Konstantin & Philipp

  110 Views · 0 replies

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Oolite 1.84

21 Jul 2016

Posted by Cody In: Oolite

Oolite 1.84 hits the streets - change log here! A really solid, stable, release!

  176 Views · 3 replies ( Last reply by pagroove )

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What will you do?

19 Jul 2016

Posted by IronHound In: No Mans Sky

Based upon the excellent Reddit FAQ found Here and watching over videos, I now am convinced that I will pre-order the game. However, I am struggling with what to do. Its an open ended game, but it has SOO much content that I need to figure out what I should do to make money. After all, ships are better at certain things, and it helps if you are using say a science ship, for exploration.

 

Anyhow, from what I can tell there are a few ways to make money, and the choice is yours. (cue Morrowind voice.)

 

Trade. (Follow other traders or find your own mineral deposits and jump from system to system trading.

 

Fight. (Missions and Piracy in space, and on the planet stealing from 'factories' containing rare blueprints. Kill the robotic guards i.e. sentinels, and take rare components off of their uh.. corpses.)

 

Explore (Find rare creatures and resources and sell the data for fat cash. Watch big space battles, and salvage the remains, find alien technology and sell it from the environment. etc.)

 

What will I do? Ive been trading in Elite games so long, I think its time to become a fighting explorer. Take on missions, land on the planet and take in the sights. Whats interesting is I have HATED exploration in other games. I mean downright hostile towards it. I always thought that space exploration was lame for lack of a better term. Who cares about a flyby of a moon? I wanted conflict and rising tension, action and interaction between the player and the world.

 

Yet NMS reaches back into my childhood and that joy of discovering something new right around every corner in the wilderness. Suddenly, making yet another trading run, seems soul sucking. I want to analyze creatures and learn about them, I want to see alien landscapes and sunsets. I want to have wild adventures as I try to find my way back to my ship.

 

Its an odd feeling. Anyway, I don't see myself trading this time around. How will YOU play the game?

  128 Views · 6 replies ( Last reply by IronHound )

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Star Wars Battlefront: X-Wing VR Mission

19 Jul 2016

Noticed this on the Darth Vader VR game again not much know about it apart from it will be for the playstation VR device http://www.polygon.c...wing-vr-mission and according to Polygon free to anyone who owns StarWars Battlefront on the Playstaion 4

 

  144 Views · 1 replies ( Last reply by sscadmin )

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Darth Vader VR Game

19 Jul 2016

Posted by PINBACK In: PC and Console Gaming

I can't decide if this the daftest idea ever or simply brilliant, very few details about it http://www.gameinfor...lity-movie.aspx

 

Could end up as some sort of strangle simulator.

 

 

 

  92 Views · 2 replies ( Last reply by PINBACK )

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Star Citizen refunds

17 Jul 2016

Posted by PINBACK In: Star Citizen

This has been in the gaming news over the last few day about one backer being able to get most of his 3 grand back, PC Invasion has an interview with him http://www.pcinvasio...got-2560-refund

 

 

  196 Views · 6 replies ( Last reply by wormhole )

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I am the Captain

17 Jul 2016

Posted by PINBACK In: Free SciFi Gaming Projects

Spotted this on RPS the other day, yet another free game from the game jams in which you play the captain of a starship https://tyrus.itch.io/i-am-the-captain the game was made for a StarTrek Jam and more of the entries can be found here https://itch.io/jam/star-trek-jam

 

  148 Views · 0 replies

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1 Teratoaster

17 Jul 2016

Posted by PINBACK In: Free SciFi Gaming Projects

Another free game from the games jams this time your job is to sell 1 trillion toaster to aliens across the universe. :biggrin: https://altfuture.itch.io/1teratoaster

 

 


Features:

- Seamless planetary landings!
- Demanding body moves
- Hyperspace barter economics
- Ruthless corporate politics
- 1,000,000,000,000 toasters
- 1042 miles on the odometer

 

  107 Views · 0 replies

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Starfall Tactics Pre-Alpha test: Let the Battle begin!

11 Jul 2016

Posted by Relampago In: Starfall Tactics

promo_1280x720res.jpg


The wait is over, Commanders, and we are happy to welcome you to the next test phase!

Prepare to crash your opponents in intense tactical battles, outmaneuver enemy ships or simply ram them and climb in PvP rating with your friends! New maps, modules, ships, 2x2 quick matches, co-op, tutorial and many other interesting things are waiting for you to be played and tested from 14th July 18:00 CET to 17th July 23:55 CET. Are you bold and daredevilish enough to do it all?

This is the second pre-alpha event, available to a limited amount of players. So, if you want to join you will need to apply for the Closed Alpha here. We will try to grant access and invite everybody who sent an application before 16th of July!

Hurry up, as it is the last opportunity to try Starfall Tactics before a short break, which we'll take to have a couple weeks of vacation and start doing Faction Wars feature, a massive MMO content expansion!

Learn more: http://starfalltacti...et-battle-begin

  113 Views · 0 replies

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small mods by Hergot

11 Jul 2016

Posted by hergot In: Pioneer Mods

Hello,
 
i created some small mods for pioneer/pioneer scout plus.
 
Instalation: add zip files into: x:\users\"your user name"\documents\pioneer\mods\ 
 
 
The Milky way skybox:
 
Milky way skybox created from 360 panoramic photo from eso.org 


 
link: http://spacesimcentr...lky-way-skybox/
 
If you want to use this skybox in Pioneer Scout plus, delete or rename all ub*.dds files inside PioneerSP\data\textures\skybox\ - keep only default.dds
 
 
Fake Facegen:
 
collection of 100+ face icons taken from various sources across the internet. There are 3 versions: basic - clear version, version with blue interlace created for Pioneer and last one with green interlace - created for Scout plus mod.
links:
 
v1-clear: http://spacesimcentr...-facegen-clear/  
 
v2-blue: http://spacesimcentr...blue-interlace/  
 
v3-green: http://spacesimcentr...geen-interlace/ 
 

 

 

alternative download link: https://www.mediafir...p8/pioneer_mods

  246 Views · 7 replies ( Last reply by Marcel )

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Star Rangers

09 Jul 2016

Nothing to do with the old 90s space game but another build em up game like Empyrion or Space Engineers, online only so no single player off line mode  http://store.steampo...com/app/333340/

 

Website http://star-rangers.com/

 

 

 

  143 Views · 0 replies

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Elite Dangerous: Arena free on steam for this weekend only

08 Jul 2016

Posted by sscadmin In: Elite: Dangerous

Looks like Elite Dangerous Arena will be free to whomever adds it to their Steam account by Monday (7/11) and you will be able to keep and play it forever... or until it gets shutdown ;)

 

https://www.frontier...rous-arena.html

 

The ratings on Steam are not the best on this game and if I am reading this right you already have access to Arena if you already own Elite Dangerous.

 

http://store.steampo...com/app/443080/

  137 Views · 1 replies ( Last reply by LeoCeballos )

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WIP: Rewarp, IGC rebalance and new Eclipse ship - Orlov

04 Jul 2016

Posted by Relampago In: Starfall Tactics

wip_30res_0.jpg

 
The day has come to bring you some great news - we've just done a rewarp function, new Eclipse frigate and some IGC rebalancing!

Orlov

New tiny Eclipse ship is finally here! Orlov has just joined the party and is in the process of getting all things done to be right there, in Starfall Tactics. As all other ships, it will get 4 hulls in the game, all with different engineering, weapon bays and engines.
 

orlovres.jpg


Orlov is a frigate class ship, which means it will normally have good maneuverability and lower defences. Will you use it as a stealthed scout, miner, quick assault ship for capturing points, or will assign another unsual role? We'll see it in the next test coming in the middle of July!

Rewarp

Here you again can feel the importance of your feedback: as many of you had a strong wish to have an ability to warp in ships again, after they've been destroyed, after analysing and thinking through game mechanics, we decided that it is possible to change something like this in quick matches.

Now you can rewarp ships during quick matches after they've beed destroyed. Of courcse, there is a 45 seconds cooldown, which won't allow you to abuse this option. That basically means that you can't get two copies of the same ship card on the battlefield at the same moment - to have two similar ships you will still need to actually add them while creating the fleet in the Fleet Editor.
 

rewarpres.jpg


There is also another important change: starting this moment you won't have a TP restriction as now it looks obvious that you won't take benifits from expensive ships in PvP, since you always need to earn warp points to warp them in. The only limit you will have - is that the size of the fleet shall not exceed a 20 ships limit.

IGC income rebalancing

We're in the process of doing a rebalance in getting IGC through playing quick matches to make you more satisfied after finishing the battle. Previously, you could get a lot of experience and IGC just by taking and dealing damage to enemy ships, mostly. Now you will recieve much less for it, but will have concrete amounts of IGC for completing concrete goals. These goals for quick matches are:

  • Capturing points - for PvP only
  • Destroying ships - for both PvP and PvE modes
  • Surviving waves in PvE - each following wave will provide you with more and more IGC. But beware as we are also going to rebalance these waves and surprise you with other deadly ships!

IGC income for Discovery mode will stay as it is.
 

igcres.jpg


And have you ever wondered what the IGC is? It's an In-Game Currency which can be also called InterGalactic Credits. Pretty obvious, isnt' it? :)

Stay tuned and be ready for the next test - it is coming in the middle of July!

 

http://starfalltacti...ipse-ship-orlov

  120 Views · 0 replies

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A catch up

02 Jul 2016

Posted by SJones In: Colonisation: Moonbase

Here is a little something I put together to remind you of the early development days till now.

dont forget to follow the game on twitter where you can see more pictures of the game. @ColonisationG

Attached File  AnimProg.gif   4.06MB   0 downloads

  166 Views · 1 replies ( Last reply by sscadmin )


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