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Welcome to SpaceSimCentral.com

It was a daring move to follow those weak comm signals out this far into space, but you lucked out. You have found SpaceSimCentral, a station that has been tucked away for some time at the edges of our galaxy where only the brave and adventurous travelers dare to go to seek fame and fortune. SpaceSimCentral is one of the last stops before you set off on new adventures in the vastness of deep space. We do get many travelers that tell great tales of merchandise and even things you can get for free if you know where to look. So, finish docking your ship and check-in your valuables and spend some time chatting with the locals on the station and maybe you will discover something you have been waiting a whole lifetime to find.

Enough of the intro, I'm DarkOne the Admin of SpaceSimCentral and we have been around a few years and are striving to become a great source of news, lore and a file repository for your favorite and upcoming space/scifi gaming titles. I have always tried very hard to make SSC a community where both developers and gamers can discuss what they want to see in games and developers can show off what they are working on and get honest feedback from gamers first hand. To all of the developers out there, SSC has always been very accommodating to developers in that we give them free forum space here on SSC to discuss their games with the public. There are quite a few projects going on here at SSC so you might as well join in on the fun as well.

So have fun exploring SSC, the site is going through some major changes and will probably continue to change for the coming months. But this is for the good and I look forward to peoples opinions on what they think and with any luck I can get some members to write up some articles and blogs about their favorite games so I don't have to do all the work. So checkout what SSC has to offer and do register and let us know of any new games or help us out with locating old mods/patches. Enjoy the community and see you in the forums.

Join SSC Steam Group

Join other SSC Members on Steam

Help fund some game projects

Vote for these games on Steam

Please vote for some or all of these indie game titles to help get them on Steam to be sold. This helps support the hard working devs and it supports the space gaming community by having more games available.

Interstellar Rift
Defenders of the Last Colony
Soar 3D: Space Reloaded
Lander: Mission Control
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
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
The Gravity Ether
Exo Miner
Ethereal Galaxy Interplanetary Space Combat
Space Salvager

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

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Recently Added Posts

  • sscadminPhoto
    Galaxy Heist

    sscadmin - Apr 28 2016 05:55 PM

    Not too bad, in that room with the four lights when he turned the night vision off it was actuall...

  • CrunchyLeafGamePhoto
    3030 Deathwar Redux

    CrunchyLeafGame - Apr 28 2016 04:10 PM

    Glad you're already playing! Re: dockingWe removed the slow docking because too many people...

  • GeraldinePhoto
    Space Game Dev saying Hello!

    Geraldine - Apr 28 2016 03:02 PM

    Welcome to the SSC Koonschi and the very best of luck with your game. :girlsmile: 

  • PINBACKPhoto
    Stellar Tactics

    PINBACK - Apr 28 2016 02:35 PM

    Kickstarter going a bit slow but still has 26 days to run. https://www.youtube.com/watch?v=Q...

  • PINBACKPhoto
    The Mandate

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    Some more video for the Mandate have popped up showing some game assets. https://www.youtube...

  • PINBACKPhoto
    3030 Deathwar Redux

    PINBACK - Apr 28 2016 02:26 PM

    Moved here as it a paid for game. Awesome, have bought this version and just had a quick loo...

  • PINBACKPhoto
    Space Game Dev saying Hello!

    PINBACK - Apr 28 2016 02:20 PM

    Welcome to the the forums Koonschi. See you are running a Kickstarter with not a huge target...

  • koonschiPhoto
    Space Game Dev saying Hello!

    koonschi - Apr 28 2016 12:46 PM

    Hi guys,  I'm koonschi and I'm currently working on Avorion, a space sandbox game simil...

  • EricMatyasPhoto
    Free Sci-Fi Music for your Games

    EricMatyas - Apr 28 2016 06:53 AM

    Hi everyone, It's been a rough week, but I managed to get a few more tracks done: “Hypnotic Ori...

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    3030 Deathwar Redux

    McAule - Apr 28 2016 03:57 AM

    Can't wait for a full redux of 3030 ;) P.S.What about Stars of Icarus? Is it coming out this...

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Latest Forum Topics


3030 Deathwar Redux

27 Apr 2016

Extended version on Early Access tomorrow


  115 Views · 5 replies ( Last reply by CrunchyLeafGame )


New Video, Story & Open-world Overhaul article!

26 Apr 2016

Posted by MawhrinSkel In: Shallow Space

Hey there! Been a while - we have some interesting developments to share.

The first is a video showing off some of the changes to Shallow Space with the UI, zones system and ship movement which now using PhysX. Also, it's our 50th video as we continue the voyage - checkout the channel page, we've been recording since day 1!

We have the new 'Open-world Overhaul' blog article (#5) including ramblings about where we are with the update and what we're eluding too. It's nice little round-up of the recent events as we continue to remould the game making the most of the procedurally generated glory we've stumbled upon.

"The game also now has a rudimentary AI that will simulate such tasks as auto-attacking, mining and trading (soon to be extended with patrolling etc.) and it’s all driven by a background concurrency simulator dubbed ‘Cerebrus’..."

We'll also talk about the zones system and beyond and look at how we might tackle the complicated beast of the zone map. Check it!


Also, part 3 of the latest installment of lore; 'Paradijs Lost' is now also available Commander!

'The flames outside burned away and Jack’s body relaxed. He gave the engines a little more boost and the kick of the prime mover transmitted through Eve’s seat. She saw a mountain range in the distance, sharp cliffs and buttes coming into focus as they closed in. A sinking feeling filled her.“That’s our destination, isn’t it?" '


  41 Views · 0 replies


MOD: Quality of Life feedback thread

22 Apr 2016

Posted by ZeroGScott In: Space Force: Rogue Universe

My Quality of Life mod for Space Force: Rogue Universe is now available at:




What's New in Version 1.0.0:


  • Overall menu text rewrite
  • Ship System & Equipment Popup Help rewrite
  • Load screen tips rewrite
  • Civilization background description rewrite
  • Tutorial text changes
  • Class rename and rebalance
  • Item sort order changes
  • Ship descriptions reformat
  • Armor and shield types relabeling
  • Dock, Trade, and Satellite icon changed
  • Trade Ship Icon changed
  • Nano Bot Icon changed
  • Armor/Shield Icons changed
  • Minimap Player Location Icon changed
  • Cursor & Cursor Flare image changed
  • Fire Mode Icons changed


Any problems, comments, feedback can be posted here. Heck anyone willing to let me know if it works would be welcome as well. A lot more to come too, this is only the beginning!

  96 Views · 0 replies


Procedural planets : part IV

21 Apr 2016

Posted by NevilClavain In: XFrontier



Those last days, adding some shaders for Rayleigh and Mie atmospheric scattering. As do all those interested about this topic, I based my work on related awesome Sam O'Neil's work


Adapt S.O'Neil shaders to my framework was not so easy; I got scared and I thought I would never make it, all this because of some stupid pitfalls I finally resolved,  :victory: and now I'm happy with the result, even if the FPS took a hit once again  :(


Views from space :












Views from surface:









  156 Views · 7 replies ( Last reply by NevilClavain )



20 Apr 2016

P.O.L.L.E.N is a strikingly beautiful first-person space thriller where everything can be interacted with. Operate any object or machine and explore their hidden features as you expand the story inside the Research Station M.

Website: http://pollengame.com/

Gameplay Trailer:

Release Trailer:

The game looks well done, I swear it was talked about here on SSC I just didn't find any posts about it or I was searching wrong :) But there isn't too many space thrillers out there so if done right this could be a great game, probably even better playing this in VR for the immersion factor.

  55 Views · 0 replies


update v1.8

16 Apr 2016

Posted by PINBACK In: The Precursors

Update to v1.8 for the game can now be found in the download section (thanks CaptainKal :good: )

  305 Views · 11 replies ( Last reply by CaptainKal )



15 Apr 2016

Posted by Bromstarzan In: FPS, Strategy and Tactical Scifi Games

There's Stellaris (Paradox) on the horizon, coming 9th of May 2016! Looks quite interesting.

Teaser video here.


Sorry if this is old news, couldn't find any Stellaris related by search function.

  165 Views · 5 replies ( Last reply by Bromstarzan )


Starfall Tactics WIP: Get your fuel, Cassandra and Eagle...

15 Apr 2016

Posted by Relampago In: Starfall Tactics


The time has come to present you another couple of ships created with love and patience, and a finished Fuel depot. And no, you won't be able to date them as our previous news was a great april fools joke... maybe...


Bruno is finally going to have a beautiful friend - Cassandra! Another cruiser in line to bring more pain and let you show your extraordinary microcontrol skills. Although Starfall Tactics gives you an optional, but very useful ability, to create a group of units using hot keys and set target locations for them and attack order, you shall not forget about specific game features. Line of fire and ship collision are not things ships will look to by themselves - you need to position your ships right, preventing them from ramming each other and staying off friendly fire. In exchange your tiny friends will have a very valuable ability to easily evade most projectiles and laugh at slowly turning dreadnoughts.


Make your opponents cry with a sweet pare of Bruno and Cassandra!

Fuel Depot

Here, let's talk a little bit more about exploring the Galaxy: you could read in one of previous WIP articles that travelling across the Galaxy will need a certain amount of fuel, which costs some in-game currency. This sounds a little bit hardcore, but in fact if you are attentive enough and saved money for long space trips to the edge of the Galaxy, have a strong fleet to fight against ambushes and know in which star systems you can find fuel depots - fuel management will not present a big problem to you. Really.


Always pay attention to the fuel level, otherwise, left without fuel and almost immobilized, you run the risk of becoming an easy prey for pirates and every single enemy fleet which is able to destroy you to get all your goods and chattels.


The second cruiser for the Eclipse faction, Eagle, is another small and fast vessel to add into your collection. Despite of having really small engines visually, it actually has enough power to be a very quick and maneuvering ship, at least if you equip some appropriate modules.


As the ship is separated into two parts, it's obvious that some models of it have two weapon and engeneering bays for the left and the right sides - so, there is a chance that some modules can't fi this ship. But don't worry too much, as small squad of these cruisers can bring a lot of unpleasant moments to your rivals - be sure to save some place in your fleet for the Eagle!


  121 Views · 0 replies


Dieselpunk Lancaster Gunship.

15 Apr 2016

Posted by Wingclaw In: Show Off

Hy all. Here's an Avro Lancaster Gunship I put together in a hour or 2.

The Lancaster is a friend's but the spaceship parts are frum http://www.pioneerspacesim.net

I had thought about making a mod for Pioneer but I want to contact them first to see if its ok.


I'm a sucker for anything Dieselpunk. Anyway enjoy. Tell me what you think, Like it/ Hate it. :)


Attached File  LANCAST gunship 1.jpg   39.1KB   2 downloadsAttached File  LANCAST gunship 2.jpg   32.63KB   0 downloadsAttached File  LANCAST gunship 3.jpg   30.05KB   0 downloadsAttached File  LANCAST TIPE 2 gunship .jpg   39.83KB   0 downloadsAttached File  LANCAST TIPE 2 gunship 1.jpg   37.4KB   0 downloadsAttached File  LANCAST TIPE 2 gunship 2.jpg   36.08KB   0 downloads It's quite big! Attached File  dvg.jpg   41.85KB   0 downloads

  139 Views · 2 replies ( Last reply by sscadmin )


Suggestion: In-game advice!

12 Apr 2016

Posted by addeps3 In: Pioneer

Hi! Really enjoying the game, just visited the very useful IRC and got some great tips there.


Just kind of wondering, or reflecting, if I had received that advice in-game, or even on a web page it would've made my whole first experience way more fun.


For example I've been doing delivery missions, I now afford to put in some passenger-cabins and can make more money.


I also received some great tips on how to do search and rescue missions, those seem like fun!


I'm honestly in a hurry, I know that *everyone* involved in developing are extremely busy, but these are just my two cents.


By the way, if there actually is an advice-page I'll be extremely embarrassed.


Anyway; thanks a lot, and peace out!


P.S. Nvm, I'll try and figure out how to add in-game text and suggest it at the usual place, thanx, boy Ive got a lot of work ahead of me, hahahaha

  186 Views · 1 replies ( Last reply by impaktor )


Major VR update and submitted to Steam Greenlight!

11 Apr 2016

Posted by GFLMercury In: Go for Launch: Mercury

It's been a very busy week! 


Version 2 of the VR demo is now live (monitor version to follow later this week). The new demo adds the following...


External views at all points of the flight.

Detailed, accurate external models of the capsule, escape tower and rocket.

Detailed cape canaveral launch site map.

Complete graphics overhaul.

New lighting effects.

Loads of little tweaks.


And the game is now also on the voting stage of Steam Greenlight, please vote here if you'd like to see the game published! http://steamcommunit...s/?id=663510309


And if you would like to help fund (and pre-order the game) the kickstarter is here! https://www.kickstar...-launch-mercury




  75 Views · 0 replies


MOD possabilities coming...

10 Apr 2016

Posted by ZeroGScott In: Space Force: Rogue Universe

Hey I just wanted to post to see who is around and still tinkering with this game and what kind of interest in having a mod or two. I still find a certain charm in this game that draws me in and I want to give it a little more respect to hopefully make it more approachable by others who could appreciate this little gem.


My thoughts are to make a Quality of Life mod that cleans up some of the poor english button labels and general discription text. Try to make things a little more smooth on basic GUI usages. General icons cleanup, etc.


Other areas I want to go:


 - An item and weapons pass that re-balances or at least simplifies the weapons and items so there's not so much overlap.

 - A redesign of all systems and quests related to them.

 - Potentially redesign/Add ships and Bots


This will all depend on how MODable things really are as I poke around with the files. Most of this looks doable and I've modded this game in the past but never got it to a finished state. Major game mechanics won't change much as they are hard wired in the game engine. The systems and quest redesign has the potential to be a massive undertaking as the editor for the game isn't available any more so it would take going through each system file and manually adding blocks of code. Do able but it will take some smarts to make sure its efficient. If it ends up taking too much time then MAYBE I could try to make an editor for them. That's not a promise though. Time will always be an issue and I don't want to slog around getting stuck on things too much. This is just for fun after all.


I'll try and post regularly with any progress and ideas.


Please feel free to comment and post any ideas and things you would like to see improved. I've already redesigned the classes to make them more interesting and their description text more clear at profile creation. The main menu button labels are more clear now as well. I'm still making lists of things I want to clean up but something soon should be released for a Quality of Life mod.


Again, who's around and willing to test, let me know and enjoy!

  214 Views · 11 replies ( Last reply by ZeroGScott )


EVA Transitions

10 Apr 2016

Posted by sscadmin In: Star Citizen

Looks like zero-g combat is improving least from the standpoint of player control, looks pretty good so far.

  118 Views · 2 replies ( Last reply by sscadmin )


Damage Control

08 Apr 2016

Another one of these games where take command of the crew of the ship http://store.steampo...1_7_7_151_150_1


website  http://www.highlandgaming.com/




Control your squad of engineers and maintain your ship, and it's crew, until it reaches it's destination. Careful planning and timing will be required to place the right resource in the right place to tackle the dangers of deep space. The environment is brutal and unforgiving and sudden bloody death comes quickly to the slow and unwary! Only your team stand between your sturdy ship and it's faithful crew and certain death. Take command!


  • Relentless Action The air is venting out of your craft, the lower decks are completely ablaze, and asteroids are pounding the hull to smithereens. It's nothing you can't handle! Grab your tools and get started!
  • Full Campaign Mode Take control of your engineering corporation, earn funding by taking on jobs across the galaxy and use the funds to take over the competition!
  • Tactics and Management Prioritize your tasks! Do you rescue the injured crew member? Or stop the fire on the next deck? Equip your engineers with the right tools for the job!
  • Planning and Timing Your tools will run out of charge, and the ship has many paths to your objectives, where will you go first?
  • In space no one can hear you.. The crew have reported strange noises coming from the air vents. Not to worry. I'm sure it's nothing.


Hi every one! I'm Ross Edgar, the lead designer and developer of Damage Control. I've very proud of what we have created so far and I'm very excited to share it with you today.

Damage Control is currently in an alpha state. To explain what we mean by that - it's playable (very), but it has some bugs, and not all the features are implemented. When all the features we want are in we will call it beta, and commence bug squashing. So.. whats currently in?

  • Basic Menu screens and Options
  • Basic Campaign Mode
  • Basic Freeplay Mode
  • 7 Basic Levels
  • 5 Basic Damage Types and the tools to fix them : Hull, o2, Radiation, Fire and Crew
  • Basic Music and Sound Effects
  • Basic Particles and Lighting effects
  • Basic Save/Load system

.. when you write it like that it sounds un-impressive! But trust me, when you see it all running together it's a glorious, bombastic, hectic and violent chaos management game with lots of room to expand!

Our immediate short-term goal is to get to just before beta stage, then get Greenlit (see?), then do an Early Access release. Why? We really want to get feedback on the current feature set and catch anything we missed before we freeze the feature set and commence beta development.

Will we charge for the Early Access game? Yes we will. We need to keep the lights on and cover development costs like art and marketing, but it will be at a heavy discount from the full price as a thank you to everyone who buys the game. We are investigating adding users who contribute suggestions, bug reports and ideas to the game as NPC's or even playable characters. Watch this space!

So what do we plan to add to the game before Early Access?

  • More levels. The levels will be split into "stages", you can only unlock a stage after completing the current stages levels to a particular standard. More on this later.
  • More damage types. Collapsing superstructures, Gas Leaks, Loss of gravity, Electrical Damage are just some ideas we are throwing around right now.
  • Campaign Cards. Cards, earned during the tactical phase, that you play during the strategy phases to confer bonuses and buffs.
  • Level Hazards. We think that large, industrial spaceships would have lots of moving parts. We want to add crushing pistons and slicing lasers to the environment.
  • Device Management I want you to manage your ship, not just stick it back together. We want you to insert fuel rods into the engines, activate shields and dump radioactive waste overboard!
  • Alien. An alien monster is onboard! It will hunt throughout the ship and can only be scared off by the flamethrower. Think of it like the ghosts in pacman, except the ghost is a bloodthirsty monster. And the maze is on fire.
  • Steam Achievements
  • Steam Trading Cards
  • European Language Support
  • Full graphical options
  • Full tutorial

Phew. It's a large shopping list, but we think every one of these ideas adds more value to the current game and we cannot wait to see it in game and see players having fun (and complaining) about all of it!

If you have any comments or questions I'd be pleased to respond to you directly, or via the comments page. Thank you for reading.

Ross Edgar.
Highland Gaming.



  144 Views · 0 replies


Shallow Space in a Groupees Bundle

08 Apr 2016

Posted by sscadmin In: Shallow Space
Hey everyone

Saw that Shallow Space was in this bundle and I thought everyone should know about it and it helps out charity.

Checkout the bundle here: https://groupees.com/bm24

This is a good way for maybe people on the fence to pick up the game and give it a run and give the developers your feedback.

  151 Views · 0 replies


The "Correct" Control Surface for Most Games

05 Apr 2016

Posted by ExpandingMan In: PC and Console Gaming

Ok, I usually don't start ranting about things out of the blue like this, but I've had some recent experiences which very much call for a rant.


Here is a big problem with a huge number of contemporary games:

One badly needs some sort of analog control for translational motion, but controllers are terrible and the mouse is wonderful.


Let me give an example: I've recently obtained a Steam controller and have gotten into some controller oriented games, in particular Dark Souls.  When playing Dark Souls, one thing about it quickly became abundantly clear to me: Dark Souls would be better with a mouse.  Yes that's right, Dark Souls, would be far better with a mouse.  Why does nobody play it with a mouse?  Well, in part it's probably because of a rather silly console culture that has grown up around that game, but, a far better and more legitimate reason is that it is simply absurd to try to control your character's movement with a keyboard.  You just need to have an analog control for this, absolutely, no exceptions.  Before some hard-core Dark Souls fan goes absolutely ballistic on me for advocating a mouse (which he probably would in any case) let me give an example of why this game badly needs a mouse.  In Dark Souls it is very easy to fall off a cliff while fighting unless you are very, very careful.  If you don't believe me, just touch a few bloodstains near a cliff, and you'll quickly be convinced that I'm right.  Part of why it is so easy to fall of a cliff while fighting is because most of the time you are playing with your view locked on some enemy.  The reason to do this is that it is very hard to control the direction of your view at the same time you are dodging and controlling movement on a controller.  In order to control your view, you have to TAKE YOUR THUMB OFF THE DODGE BUTTON (a big problem in Dark Souls), and not just a little bit, a lot.  Now, I'm sure some people play that way (I've given it a shot a few times myself) but, let's face it, it is ABSOLUTELY RIDICULOUS.  This sort of issue comes up A LOT.  Recently I've played through the breathtakingly lovely Hyper Light Drifter (though it is 30fps, they don't get a pass on that) and once again, the character movement demands an analog control, which is just fine with me.  When it comes time to aim a gun however, you are forced to use the LEFT analog thumbstick (yes the same one used for character movement).  Aiming is horrendous with a thumbstick in any case, but there is another control surface which is very, very precise for aiming in twin-stick shooters, and it is called a mouse.  


The solution?  Use a mouse with your right hand, and an analog thumbstick with your left.  Presumably, you now have practically unlimited buttons (my mouse alone has more buttons than the Steam controller) and you don't have to "grip" anything.  This is clearly what is called for.  This ALMOST exists, but developers, manufacturers and players are so agonizingly slow to embrace new control surfaces (if ever at all) it usually is a far-from-ideal solution.  There is something called a "gameboard" or "gaming keypad" (search on Amazon) which are made by Razer and Logitech.  The problem is, that in Razer's case the "thumbstick" is more of a joystick hat (i.e. no analog input whatsoever).  The Logitech version of this mercifully has a bona fide thumbstick (though annoyingly lacks mechanical keys), which actually DOES support analog input, but sadly this doesn't solve the problem.  Despite what seems to me like a good faith effort by Logitech, most games simply don't support this type of input.  You can map it to a "joystick" input (although this is still more trouble than it should be), but most games with controller support do not have joystick support, and in most cases it wouldn't matter anyway because said games do not support that type of mixed input.  The only game I have been able to use this successfully in has been Elite Dangerous.  Usually, one is forced to map the thumbstick to keyboard input, largely defeating the purpose.


As a long-time PC gamer, I am far more comfortable with the Steam controller's track-pads than I am with a right thumbstick.  The right trackpad feels far, far more precise to me, and I can even use it to control the mouse cursor on my desktop if I am not in arms reach of my mouse and it doesn't make me want to hang myself.  However, it is still no substitute for a mouse.  It also simply does not have enough controls for space-sims, and the need to actually hold a controller, rather than letting it rest on a table, makes me extremely doubtful that any controller design could remedy this.  In a space-sim I need 2 dimensions for lateral translation (ok left thumbstick), a joystick or mouse-like input for rotation (ok, right trackpad) buttons to fire weapons, switch weapons, countermeasures, targeting (ok, I guess the Steam controller has enough triggers for all that), power management (XYAB? though I now would have to take my thumb off the trackpad), throttle (wait what? if I use the left trackpad I'd have to take my thumb off the lateral translation controls, that doesn't work, if I use XYAB I have to take my thumb off rotation, which might work for power management but definitely not for throttle)... but oh shit, actually there are three generators of SO(3) and I also need a way to roll... well you can see where this is going, you simply can't use a controller for most space-sims.


So in summary, yes, it's good to have an analog thumbstick like controllers have, but you also need a mouse, and lots of buttons.  This isn't impossible, the solution is very simple and it ALMOST exists.  So, I guess I'm just begging everybody to please, please, put effort into supporting this.  Please Logitech and Razer, come out with "gaming keypads" with analog thumbsticks and a whopping big number of mechanical keys and please, please game developers, support these as controller inputs and also allow mixed input with a mouse.  I know I'm never going to get this, but I just needed to make this shout into the void.


And finally, if anybody doesn't believe me that a mouse is both more precise and "faster" than either a thumbstick or a track-pad all I have to say to you is this: Good luck with Unreal Tournament.


End of rant.

  198 Views · 4 replies ( Last reply by puke )


The Fleets Of Sol

04 Apr 2016

 Spin off game from The battle Of Sol  http://store.steampo...1_7_7_151_150_1 and from the bit on Steam it's described as "an strategy-survival meets fleet management game where you command a group of capital ships as you jump from sector-to-sector engaging a persistent enemy, rescuing civilians, and trying to grow your fleet to improve your survival odds" in other words Battle Star Galactica, even has the waiting for the FTL to spin up and the music.


Website http://bitplanetgames.com/



  154 Views · 1 replies ( Last reply by sscadmin )


Trying to remember a title...

04 Apr 2016

Hi all.  I was a gamer all the way back in C64 and Apple ][ days, mostly for space sims, and dropped out of gaming around the time The Great Drought of titles set in in the early to mid '00's when FPS's took over.


I've definitely been watching the renaissance with some interest, and I'm not sure it's all fully back yet, but I was trying to remember one of the last games I played on a PC before I dropped out.  It was an open beta, and great fun.  It had a first person cockpit and was team-based online where you and your team flew out of one base and the other team had to defend theirs, so basically capture the base.  Some were in fighters, some bombers, and of course the big strategy was to protect the bombers as they made their way in.  


Graphics were very simple, but the FPS was super high as a result and the XvT-like flight model was very fluid and fun.  I *think* it supported headsets for people to talk to each other, which was new-ish at the time.


I want to say it came out in open beta for download maybe at or just before Star Shatterer, so think 2001-2004 timeframe?


Does anyone know what this was?  Did it ever get out of beta?  Is there anything like it today?  As intrigued as I am by the new Elite Dangerous and Space Citizen, the me of today doesn't have the time to sink into such endeavors, and am hoping for something more quick like the above.  Thanks!


- Iiari

  277 Views · 9 replies ( Last reply by VengantMjolnir )


Pioneer - Ubuntu help :-)

03 Apr 2016

Posted by Thrasher In: Pioneer

Hello everyone,


I'm trying to get Pioneer running on my ubuntu machine, downloaded the pre-build files from the website and extracted them.


How do I actually get the game to run ?? I get a pioneer file but clicking on it does nothing ?


I suspect I've made a silly mistake, but I thought it would be as simple as downloading it and extracting it.


Feel free to flail me alive for what will no doubt be an obvious error.


thank you,

  333 Views · 24 replies ( Last reply by fluffyfreak )


So, what do you dream of in space sims?

01 Apr 2016

One of those threads just to torture you and me ... sure there is alot of great stuff coming out, but if anyones like me there is always something MORE your hoping for? What elements would go into your dream sim? Does a game do a particular part right but you want to throw some other stuff in with it?


These don't have to be entirely realistic, I mean most of mine are way overambitious, this is just for fun and I wanted to share some ideas.


I suppose I can sum up my desire as: I want to explore ever layer! Walk around my own ship? check! board enemy ships while fighting their crew? check! explore derelict ships and stations? check! inhabited stations? check! cavernous asteroids? check! planets, the cities on planets, hidden installations on planets, some random cave on a planet? all the checks! Oh and of course explore space and visit different star systems? check!


Each layer to be fleshed out, flying your ship is as fun as running and gunning, let me dropship in a buggy and drive that around, heck give me a SUBMARINE too! Let me build bases, both orbital and terrestrial. Let me do it co-op too if you'd please.


Lastly I like the idea of 'crew sim' being rolled into it, you hire a crew to help man your ship ... they want accommodations, sure the rookie might be happy to have a sleeping bag by the bulkheads but a chief scientist might want something more cosy, not to mention a handy lab onboard, install workshops for engineers to tinker with things, even have your own pilots and maybe some fighter decks onboard. But you have to manage them, make sure supplies are right, the crew are reasonably comfortable and they will be much more efficient and maybe 'level up' quicker. Also take them to any of the above locations in small teams, kit yourself and them out with your newly discovered alien weapons and power armour and stomp around with friends!


Lastly and probably most ambitious when put on top of all of the above, give me a living universe. NPC's travel around, trade, fight, love, dance! whatever! I don't have to see it all the time and it doesn't need to be in the background being processed how many jibbles Misses Jeff bought yesterday. But maybe something like a tracking of economic changes, military movements ... and let me have some impact, if I take out one factions big major defense station let their opposing faction try and press the advantage, if I somehow broker a peace deal between two warring alien species than stop having me encounter them attacking each other for awhile. Maybe the nature of missions change, you go from having lots of military missions in the above scenario to having lots of diplomatic missions pop up.


So yes, asking the impossible, but thats why its a dream space sim :) Plus the games we are getting lately are making such strides that I my ideas aren't necessarily as outrageous as I dread they are.

  389 Views · 10 replies ( Last reply by XenonS )

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