Development Build 0.227.0.21
𝗡𝗲𝘄 / 𝗖𝗵𝗮𝗻𝗴𝗲𝘀
• Added some very simple reactor controls to the Engineering station on the Magellan's bridge.
• The Caravella Class is now completely flyable and has functional NPCs on the bridge. ( Available for Rear Admiral )
• Upgraded Unreal Engine to version 5.7.4.
• On stream - Started building the A Deck bathroom on the Magellan Class.
Not Yet Implemented
• Created a more stable version of the sublight flight model with a fixed centre of mass.
• Created a modular thruster component that simply takes in Max Newtons * Throttle as an input.
Optimisations
• Created a new optimised light component and converted the temp lights around the ship to use it (the round ones).
• Enabled stereo and foveated rendering for VR.
𝗙𝗶𝘅𝗲𝘀
• Fixed the Caravella Class not loading.
• Fixed bug #02752 - Open/Close Refill Valve buttons on new bridge engineering screen have typo
• Fixed bug #02788 - Flying Camera shadows
• Fixed bug #02753 - Chat Spamming
• Fixed bug #02787 - Engineering Bridge NPCs are mislabelled
• Fixed bug #02757 - Power
Starship Simulator Portal
• Renamed the Bug Ticket Severity fields so that they're more reflective of actual game issues.
• Added the ability for players to set the Severity field directly when raising a bug ticket (we'll refine as-needed).
• Added automated screenshot capture/upload when raising a bug ticket (you can opt out).
Captain Notes
• Upgrading engine versions always brings with it the potential for unexpected side effects, so please let me know if anything is behaving strangely.
• VR is working much better now, but enabling stereo rendering has caused some side effects. Not least of which, if you have Bloom enabled, it will cause the right eye to have glitchy black areas all over it. Also, right now there are no in-game menus in VR, so once you are in-game you will need to hit Alt F4 to exit.
• I've been testing both Wired and Air Link on my Quest 3, and they both seem to work fine. Typically, I'm seeing ~60fps on my 4090 on Medium settings.
• Unreal Engine 5.7 forces us to use the AgX Tonemapper over ACES, because the OpenColorIO plugin is required by MetaHumans. Ultimately, this is a good thing; it gives us more accurate colour and better visuals, but until I tweak the post process, it's going to look a little flat.