DCIRogue System
RogSys eAccess Update 3 Now Available!

You’ll notice that the change log for update 3 isn’t as long as in previous updates. This happens when the update is art-heavy, as was the case with this. The preliminary modeling, both exterior and interior, for the first final player-flyable ship (1 of 3 for the Core Module) is finished. The ship is not yet ready for player use (no interior controls, not yet textured, no collision, etc), but the goal of getting the base modeling completed and getting the initial data file set up was completed. As such, you’ll find the new ship drifting aimlessly around ONE of the celestial bodies in our test star system (in Tutorial 7)–have fun finding it :) This should give you at least SOME excuse to try out the NAS and autopilot updates concerning Constant-G orbital transfer.

It’s now possible to use the XFER Panel (a function located in the HMD Navigation page) to set up a transfer from one body to another using the FLUX Drive. Coupled with SLEEP/SAN, you can travel across the system in a time frame conducive to upcoming gameplay. Check the Update Announcement post at the forums for a quick tutorial. Likewise, Deephack should have a tutorial video up in a few days that will go into more details.

Otherwise, there was time for a few additional tweaks, changes and fixes. One of these is that the local star now properly gives off radiation. This means that flying too close to the star will most certainly bake you and your ship.

As always, thank you all for your continued support!

Michael Juliano
Founder, Digits Crossed Interactive

Download: (Main) | Image Space Inc. (Mirror) – 294MB

MD5: 061d1f1e8e16380310c753af8deb6d0f

After you have it, you can either extract the contents of “Rogue_System” into your current “Rogue_System” install folder, or you can extract to a new location. If you create a “new” install, be sure to copy “GameState.ROG” and “Controls.ROG” (located in “SaveGames/TestGame”) from the old install to the new one. Remember: There is no installer yet, the software runs from the folder you extract to.

Your activation information is not stored in the game directory, so will not be affected either way.

Be sure to check the readme.txt for update release notes and known issues.

Here’s the change log for the update:
Refined: Updated current shaders to work with latest Leadwerks changes (including new decal system)
Refined: Audio for MTS system
Refined: Overall sound internal sound
Updated: ISI Launcher has been updated. Should fix rare case where some players could not authorize RogSys on their machines.
Added: When using mouse look, the Y axis (up/down) can now be inverted. Currently, this is a GameStates.ROG-only option. There is no UI element for it yet
Fixed: Flights generated by missions will now properly establish orbit using recorded periapsis and apoapsis (rescue mission now works properly)
Added: VMS Navigation–destination aim indicator
Added: VMS Navigation–destination prograde indicator
Fixed: Navigation — “End Point” alarm now works properly as described by rudimentary implementation
Refined: Navigation — updated burn panel inputs (NOT FINAL)
Fixed: Ship N-body code was ignoring the inner-most planetary system, making it impossible to achieve orbit around it or any of its child bodies
Modeled: New ship body exterior for “Flying Fox” (1st pass)
Modeled: New ship basic body interior for “Flying Fox” (1st pass)
Fixed: Could not communicate with local STC when arriving at a new celestial body
Fixed: Several potential fleet management crash bugs
Fixed: It was sometimes not possible to track orbiting ships around various celestial bodies
Removed: NAS–Mid-point and End-point manual alarms (they are now automated when beginning a transfer burn) (constant-g transfers)
Refined: NAS–Mid-point alarm now wakes player when approaching distance/velocity calculated deceleration point (constant-g transfers)
Refined: NAS–Target reference auto-pilot alignment–prograde/retrograde aligns to sensor-tracked target, norm/anti-norm aligns to aim-point for celestial destination, and rad-in/out aligns to destination prograde/retrograde (temporary solution for current cockpit art)
Fixed: Particularly in the FLUX tutorial mission, several stations would appear at the centroid of the player’s ship
Fixed: MES–when using SLEEP, FLUX propulsion would cause a YAW drift that would slowly build up over time
Potential Fix: Wobble when using FLUX propulsion in time acceleration on some machines (see above)
Added: While Sleeping, the debug console will count down the remaining minutes of sleep time (temp solution so players know the sim hasn’t locked up)
Added: The debug console will show the current time compression setting when the player changes it
Added: NAS–constant-g transfer solution will automatically end if the relative velocity between ship and destination drops below 4000ms
Refined: NAS–autopilot modes now function during SLEEP/SAN
Refined: SLEEP duration lengthened to 1-hour
Added: Solar radiation now applied to ship exterior surface based on distance from source, radius of source, source surface temp, etc (assuming a fixed reflection rate for now)
Added: Direct solar radiation blocked by other celestial bodies in the system
Refined: NAS–Attitude Align AP disables when a new mode is selected (keeps ship from slewing while cycling through modes)
Added: Preliminary data file for “Flying Fox” (exterior only)
Added: Basic hull art for “Flying Fox” (exterior only)
Added: Preliminary pre-defined ship file for “Flying Fox”
Fixed: Yet another potential crash bug concerning fleet management
Fixed: Some ships which started a mission docked to a station other than the players could not find their host

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At 0256 UTC on the 21st of July, an estimated 500 million people watch as Neil Armstrong becomes the first man to set foot on a world other than the Earth.
Read more...From the Developer
Michael JulianoSome information on development status, thoughts and thanks as we head into Early Access development of Rogue System.
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