We have added support to many models for the placement of logos! This has been a dream of mine for many years and it finally came up on the road map. Imagine your brand on the side of a container or on the nose of your ship!
Players will eventually be able to upload their art through the Player Portal and select from different one-time licensing models... single use for $5.95, fleet license for $14.95, and alliance licensing for $23.95.
We are also offering advertising/sponsorship opportunities for vehicles and containers that are not under a player license. Those start at $100 annually.
In other news we rewrote the menu structure to support the bulk loading/unloading of laborers/prisoners similar to how we did the revenue passenger system and the cargo operations before that.
EVA Suit
Now experience a spacewalk in your favorite universe!
Other improvements and fixes: * Animated flames on the refinery flame towers * Ambient sound at refineries along with fixes for the sound location at colonies * TVM and DOR (AFCS modes) now support RCS-only thrust (for EVA) * Roll/steer key binding was ignoring the "invert" flag * Fixed a docking issue and scanner sorting issue with spacewalk * Created a proper "Contact List" instrument (the last of the legacy instruments) * Fixed issues with overhead lighting (for EVA helmet) * Fixed issues with bus unhandled messages for the radio and the midway target sound * Smooth reduction of Vno with application of flaps, gear, and bay doors * Fixed a bug with the CABIN ALT caution on CAS * Updated icons for the waypoint manager to align with the moving map * Destination now being provided for the cargo manifest and scanners for ticketed pax * Fixed issues with the glideslope capturing prematurely * Turned the passenger PODS around in the A-4 so the exit faces outward
Refinery colony!
We added a new colony type which specializes in converting unrefined fuel ore (Grade D) into refined fuel (Grade G) much more efficiently than the towns and cities can.
We also added heart rate tracking based on stimulus and fixed a bug with the localizer being available beyond 75km.
Two Bonus Tracks
To celebrate being featured in the Space Exploration Fest next week we are releasing two bonus tracks on our soundtrack which will be discounted 50% off from September 2-7!
#8 - Shcnew (Bonus Track) #9 - End (Bonus Track)
Players that already purchased the soundtrack should get the update automatically through Steam.
Update notes for June 25
Fixed a Rich Presence issue with Discord Fixed an issue where life support failure death when starting in your apartment Added candy cane inventory item support for Christmas Town achievement
Bug fix
Small change to allow sharing of a waypoint through communications now that waypoint organization in folders is supported.
Hangar Allows Inventory Management
You can now install and uninstall weapons and avionics from your vehicle inventory when you are in a hangar expansion at a user airfield!
You accomplish this by visiting the Player Portal while you and your vehicle are in a hangar. Click on the vehicle on the Player Portal and you will see a "Hangar" button appear in the bottom right. (Note: You have to be zoomed in close enough to see the colony layout)
Rocking and rolling!
Using some of the technology we developed to extrude the curbs in the city we are now extruding rocks from the landscape. They are currently cosmetic only. We had to make a bunch of rules to pull them off the roads and runways. The overall effect is pretty pleasing and adds details to an otherwise endless horizon.
Simulators now move around in the simulator bay
Ramps in simulator bay now indicate whether a simulator is occupied
Dedication plaque added to the wall of the simulator bay
Updated Russian language translations (thanks @honer46!)
Fixed a bug that would play the boarding announcement in flight when bay door opened
Fixed a bug whereby the client would try to change your voice during your annual photo update
CURBS!
Happy New Year! Our first major update of the year brings curb geometry to our city streets!
Back when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).
While we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.
Other changes in this version:
Refactored the way that we build/store/sort city/colony buildings
Additional character voices
Deois Port District parking lot/street design issues fixed
Curbs raised from 6" max to 8" max
Refactored and centralized collision (vehicle/weapon to building) detection
HOT (holdover time) for deicing operations
New ice accretion rates and tracking airfoil ice vs. surface ice
CAS message for surface de-icing
Menu option to de-ice at airfield colonies
Player generated roads are now rendered at a greater distance
Fixed a bug with key bindings getting intercepted by dialogs
Fixed a bug with the null pitch trim to computed target upgrade
Fixed a bug with the initialization of the localizer/glide-slope deviation
Custom Key and Controller Bindings
By popular request you can now re-map keys to different functions and assign functions to buttons on your game controller!
For right now the key bindings map (F1 by default) show the default bindings but a future project will to be creating dynamically generated key bindings maps based on your settings!
Other stuff included in this build:
Fixed an instrument display issue in the T-27 Mammoth
Fixed doppler effects panning
Fixed a bug where weather would reset moving from one vehicle to another
Fixed a bug where Discord Rich Presence knew nothing about YSP
Pitch trim reset now sets to calculated target by weight instead of "0"
Fixed scale of biometer animation
Lost Vertical Target method now logs a reason for losing targets vertically
Fixed issues with DirectX GUI dropdown font scaling calculations
Fixed issues with requesting character voice from server before dropdown was populated
Fixed bug which would crash the client during Immigration Form while selecting voices
Fixed an issue where you could take damage by flipping the vehicle back over after an accident
Fixed price of installing Marson Matting based on shorter colony airfields
Added information to Discord #flight-information about why flights cancel
Fixed a bug where passenger counts were being doubled in news reports