Rogue System cover
Rogue System screenshot
Genre: Simulator

Rogue System

New Test "Beta" Branch Available

We have just added a new 'test' branch you can opt in to. As new features/fixes are added, they will be pushed to the test branch for a day or two. If all is well then they'll be implemented into the public branch as "current".

Do keep in mind, the items on "test" have not been fully... tested--use at your own risk. And, if you do encounter a bug, PLEASE report it as soon as you can so it can be addressed before hitting the public branch.

To opt in:
--from your library, right-click on Rogue System
--select the "Beta" tab
--using the drop down, change from:

NONE--opt out of beta programs

to:

test-

Although a password field is present, no password is needed. Once done, RogSys will be updated. Keep an eye on the Current Change Log post in General discussions to see what's new in the test builds.

As save games are not yet happening, there should be no issues switching back and forth.

Thanks,
Michael

Rogue System now available on Steam Early Access!

I'd like to welcome you to this initial version of Rogue System on Steam early-access. While I understand that there isn't a lot of content YET, it is my sincere hope that the potential for RogSys is obvious. Over the past year, the folks who got involved right ISI's stand-alone early-access have been helping me to refine RogSys to its current state. Their input and feedback have been crucial; and much of there early input will continue to shape RogSys. To that end, I'm sincerely looking forward to all the feedback, comments, and suggests from the Steam community, too.

As for me, a glance at the update history in the readme should give you some indication as to my devotion and dedication to RogSys. While a few people have contributed here and there, I've have worked on RogSys nearly alone for quite some time now. The one exception to that is Michael Manning, who is responsible for the current sound and music environment. His talent should be clear; and, with a successful release on Steam early-access, I hope to be able to add him, along some full-time artists and programmers, to the fully-fledged development team RogSys deserves. Even ONE artist would reduce my work load by 50%, which would give me so much more time to focus on game code. Digits crossed and all... :)

With regards to this version, the morst recent additions, changes and updates can be found below in the change log. Also, please take a look immediately below for the current list of known issues. However, if you spot a bug not found here though, by all means please let me know. I do my best to correct issues in a timely manner, based on priority. Again, your suggestions and comments are always welcomed both at RogSys' Steam community page, as well as ISI's dedicated forum: http://isiforums.net/f/forumdisplay.php/166-Rogue-System-%28English%29

A sincere "thank you" to you for giving RogSys a look. I hope you will continue to share this ride with me as we continue to move from early-access to Beta, to the 1.0 release of the Core Module!

Sincerely,
Michael Juliano
Founder, Digits Crossed Interactive


==============================================================
KNOWN ISSUES:
(as-of 16MAY16)

----When arriving at a destination, the ship will most likely NOT be at the designated apoapsis yet (still refining this aspect of the auto-pilot functionality)
----The Flying Fox does not yet have a complete set of MFD and VMS functionality (mainly, missing targeting functionality)
----With the targeting functionality not yet introduced to the new ship UI system, it is not possible to designate a target. My goal is to have this working for the first steam eAccess update.
----Radiators are not yet aware if they are facing towards or away from the local star
----The COMMS instrument panel is not yet implemented
----While more robust than the original implementation, collision pass-throughs may still occur, especially at higher velocity impacts
----It has been noted on one occasion that a very-high velocity impact caused a game crash. If you encounter this, please report it with as much information about the time of impact as possible
----While there is an impact sound, ship-to-ship collisions do not yet have a hull scrape sound event
----AI aiming, while more accurate now, is slow to align
----controls to rotate the player's avatar along the z-axis while floating are not yet implemented
----it is not possible, with the first iteration of the zero-g character controller, to grab any hand-holds yet
----To avoid false detection, you should press a button on each controller BEFORE trying to assign any command bindings for the first time
----The test enemy fighter (AI) may not target/engage the player's ship immediately.
----There is no auditory feedback for the inflight menu UI
----It has been noted that some people have had to set the RogueSystemSim.exe file (in the Steam/SteamApps/Common/Rogue System folder) to "run as admin" to resolve a low-FPS issue. This seems to be a somewhat common occurance with some Steam titles.
----The normal mapping of celestial object surfaces may become inverted when the ship rolls 180 degrees. This is a shader bug.
----There is currently NO collision for celestial bodies (moons, planets). Thus, a "hard-deck" of 30km has been imposed for now.
----Orbit inclination and Time to Ascension readouts on right mini-HUD not yet working
----Time to Periapsis/Apoapsis readout can flip-flop when within a few degrees of either extreme (right mini-HUD)
----Autopilot attitude alignment modes can be slow to respond sometimes, and can overshoot the "target" (but eventually the goal is reached)


==============================================================
CHANGE LOG:
======= Current Version: eAccess Version 0.2.01.00 "Steam Initial" =======
Fixed: Minor progression issue with first tutorial
Added: "Not Yet Implemented" text to various MFD pages that do not yet have functionality
Fixed: Local star glare is now correctly blocked by ships passing in front of exterior cameras