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Genre: Simulator

Take on Mars

Take On Mars free Europa Update dives into Jupiter's Moon



Hello everyone!

We've got some good news today - after a couple of months of work, we're excited to finally release our major free content update to Take On Mars - the Europa Update! It's live on Steam right now, so let's go through some of the highlights of this update.

https://www.youtube.com/watch?v=q1cs5Z_ND4g

Brand new environment - moon Europa


The most important addition that gave the name to the entire update is a brand new environment to explore - 4 square kilometers of Jupiter's moon Europa. Beyond Earth, this icy moon is believed to be our solar system's best spot to find and explore a sub-surface liquid water body in the form of an ocean. Thus, it is also the most promising place so far to find traces of extraterrestrial life...

New missions and features


While in real life, we're still pretty far from sending a manned mission to Europa, in Take On Mars, we took the liberty and went a little bit ahead of time. In 2 new single player missions and a brand new coop scenario, you'll explore the surface of Europa, taking a deep dive into its freezing subsurface waters. We've added some new features to make the experience properly immersive - like new underwater mechanics or improved radiation simulation.

New equipment and vehicles


Europa's surface is a really cold place - and by saying that, we mean −170 °C/-274 °F cold (in average). In addition to that, Europa's surface gravity is even lower than what you know from Mars, and so all that calls for some special equipment. We've got you covered with a new space suit, brand new diving suit, new low gravity buggy with thrusters to keep you stickied to the ground, and a cool new mobile habitat suited for much more than just good night's sleep.

New equipment and vehicles


Along with the content package, we're also releasing a good amount of fixes, tweaks and overall game stability improvements. See the full changelog below.
Thanks everyone for the epic ride so far - enjoy the update and see you in game!


- Added black overlay when initializing cameras
- Added moddable scripts for extended functionality without having to modify core files
- Added Pattern Generator tool for the in-game Editor for modders, used to generate patterned objects on terrain
- Added Depth and Speed GUI to the Submarine
- Added cooperative multiplayer Europa scenario
- Added voice overs for the 2 Europa missions
- Added correct map icons and previews to the Europa vehicles
- Added communication range to Mobile Planetary Habitat
- Added Europa Update content!
- Added multiplayer RPC, update and init calls to inventory item controllers to allow more advanced functionality for modders
- Added button to in-game Editor to toggle a world light for better editing in dark areas/times of day
- Added radiation protection to suits
- Added high external pressure damaging to the suit helmets
- Added support for suits that are not intended for space
- Added support for helmets that turn with the head
- Added 4 Resource Barrel holder slots to the rear side of the Manned Scout Buggy
- Added support for setting camera weather effects per weather zone
- Added 6 Resource Barrel holder slots to the rear side of the Manned Aerial Transport
- Heart rate/breath rate increase now dependent on suit type
- Optimized data that is sent by entities on initial connection to server
- Replaced dead screen skull
- Major improvements to ocean and water zones
- Minor optimizations to sound point calculations
- Increased maximum packet size for sending init data in multiplayer, increasing maximum amount of objects and data that can be in the scene
- Improved Earth sky preset to look more realistic
- Improved Mars Island ocean to look more realistic
- Improved triggering of 'see' events in 2nd Europa mission
- Improved underwater ocean effects
- Changed default back-side material of modular interior blocks from criss-cross shapes to cables and wires
- Changed default surface material of modular interior blocks from black fabric to imitation wood for better visibility
- Adjusted atmospheric zones and water zones to allow structures and vehicles with atmospheric zones to function as desired underwater
- Water effects now get switched off if Editor Light is turned on in the in-game editor
- Fixed new issue of view going dark after load underwater
- Fixed issue with terrain not colliding in Europa
- Fixed issue where dropped inventory items did not synch position
- Fixed script not compiling for the Hydroponics Station
- Fixed issue where after loading a save game water would not be simulated
- Fixed issue where after loading a save game particle effects via scenario were no longer playing
- Fixed issue where pressing Play in the in-game editor resulted in all scripts thinking the editor was still active
- Fixed several Europa terrain parts having material as metal instead of ice or snow
- Fixed NULL pointer in surface Europa mission after saving the game
- Fixed potential NULL pointer when a conversation was created in Europa missions
- Fixed minor missing material issue in Heavy Suit 3D HUD
- Fixed potential division by zero in camera underwater effect7
- Fixed excessive tripping over objects
- Fixed sound simulation underwater
- Fixed minor issues with stabilization and sleeping of entities in water
- Fixed minor Z-depth issue of underwater ocean effect sorting incorrectly
- Fixed issue in certain situations where camera could render a black scene
- Fixed issue with sounds not playing correctly underwater in low pressure environments
- Fixed issue of deep underwater terrain not being rendered
- Fixed potential division by zero in vehicle parts when handling heat loss
- Fixed potential crash related to hotspot functionality
- Fixed and improved several issues with the dynamic 3D HUD mode
- Fixed Manned Aerial Transport tilting to side on time scales smaller than 1
- Removed 2 badly placed dunes in Victoria Crater


TKOM 3rd Post-Launch Update (v1.0.0007) Released!

Hello everyone!

Just now we released another post-launch update. This one features a major net-code revision which fixes the crashes in multiplayer related to building blocks, and we spent most of the past two months on this.

Technical:
We re-wrote the flow of 'new', 'Remote Procedure Call (RPC)' and 'delete' for packet flow. In the past this was always carried out in the following order:
1) New - any objects created on the server were created on clients
2) Delete - any objects deleted on the server were deleted on the clients
3) RPC - These procedure calls were carried out in the order they were sent

This led to a major problem however, as sometimes it was necessary to first call an RPC and then delete the object, such as ungrouping of blocks when a group was deleted. This led to desynch issues, broken functionality and downright crashes. The game code itself had been written in a way so as to handle this flow, however we recently uncovered certain situations where the code could never handle the situation 100%, so a revision was needed.

The revision of the packet flow has led to each event being called in the exact order it was sent, but this required a very substantial revision. After the code was revised, the game code then too had to be revised and adjusted accordingly.


But apart from this major fix, we also added the tools (Construction Tool, etc) to the 3D Printer, and also added a new vehicle!

The new vehicle is the Manned Aerial Transport, a small light-weight thruster-powered aircraft used for flying between areas and transporting smaller objects such as barrels. It is printable via the 3D Printer.

Next we plan on focusing on the remaining bugs as well as some additional content.

Thank you again for your support everyone, we hope the new update makes multiplayer more enjoyable than it has been in the past. Enjoy the new vehicle too!

Kind and sincere regards from the Take On Mars team!


9th May 2017
- Fixed Life Support Module not working correctly on clients on joining a game in progress
- Fixed building block group creation code breaking multiplayer with new net code overhaul

3rd May 2017
- Added 3D GUI monitor to the Manned Aerial Transport
- Added Manned Aerial Transport to the 3D Printer list

2nd May 2017
- Added character tools, such as the Construction Tool etc, to the 3D Printer list

28th April 2017
- Fixed spawning issues that cropped up due to massive changes to the net code
- Fixed dynamic atmospheric zones in vehicles not synching due to massive changes to the net code
- Fixed infinite spawn loop in 3D Printer

3rd April 2017
- Added new vehicle Manned Aerial Transport

24th March 2017
- Massive multiplayer net code overhaul where the flow of 'new', 'delete' and 'RPCall' functions were not consistent on clients, possibly causing instability


TKOM 2nd Post-Launch Update (v1.0.0002) Released!

Hello everyone!

We just released another post-launch update! This one fixes multiple bugs and issues. We are continuing on improving and polishing further, and have a bit of a surprise planned, more on that later.

Another update is planned and will be released within another few weeks.

Below is the complete changelog for the update, and again we thank you all for your patience and feedback! It has been extremely helpful.

Kind and sincere regards from the Take On Mars team!


13th March 2017
- Fixed minor issue with 3D Printer area display in yards having too many digits, extending the text beyond view

10th March 2017
- Added tinnitus sound effect when really loud sounds are played

9th March 2017
- Fixed exiting ladders on clients in multiplayer, now puts the character in the correct position
- Fixed Fuel handler occasionally filling empty barrels with resource non-corresponding with slot attached to
- MML: Fixed oxygen leaking if ramp was closed but airlock door were opened

8th March 2017
- Fixed empty barrels falling off vehicles after a load or save
- Refinery: Fixed occasional bug stopping current process after saving game

2nd March 2017
- Fixed unpleasant strobing of mission objectives GUI on low FPS
- Mission 4: Fixed dialogs priorities (mission restart required)

1st March 2017
- Fixed issue in the Manned Descent Vehicle where after the Manned Ascent Vehicle launched, the fairings closed but not the construct, leading to breakage
- Fixed helmet HUD showing global air pressure instead of local
- Fixed Medium Bed exit position throwing the player forward a bit (requires respawn)
- Fixed Small Bed exit position bumping the player forward a bit (requires respawn)

TKOM Post-Launch Update (v1.0.0002) Released!

Hello everyone!

It has been a few weeks since release, and today we have released the first, post-release update. It features many fixes and improvements, as well as some minor new additions. Below is the change log detailing what has changed. We are still working on some larger issues that you have all kindly reported to us, and for that we are grateful! Expect another update within the next few weeks, further improving and ironing out the issues.

To that end we, as a team, sincerely thank you for your patience and hope these updates improve the experience.

Kind and sincere regards from the Take On Mars team!


27th February 2017
- Added a low-resolution color camera to the front side of the Small Rover, for easier control when coming in with the front-facing instrument
- Fixed issue where light bumps to the head resulted in getting knocked out, now requires much more force
- Fixed issue where character could easily trip over in certain situations
- Mission 4: Added spare Construction tool to one of the supply drops (mission restart required)

16th February 2017
- Added unconscious overlay, for better indication of 'knocked-out' state
- Added dead overlay, for better indication that the player is dead
- Increased time before death of characters in a vacuum from 30s to 90s (according to reality)
- Changed global sounds to fade away when the player is dead or unconscious
- Fixed 'panel-surfing' bug, where you could pick up a panel that you were standing on and use it to fly around
- Fixed issue where you could take off your helmet or suit in a vacuum and have enough time to put it back on

15th February 2017
- Fixed issue where disconnecting from a Rover/Lander with night vision on could leave the screen black in Mission Control

14th February 2017
- Fixed minor issue with the helicopter being able to fly even in low air densities
- Mission 2: Fixed mission bug occurring if Poptent was deployed before told so
- Mission 3: Fixed introductory dialog not completely heard if 'Realistic sound' enabled
- Mission 4: Changed MML landing trigger to be more reliable
- Mission 6: Disabled autosave after completing objective 'Produce fuel' causing possible invalidation of that objective

13th February 2017
- Fixed issue where switching between locations in the game could leave the old map image in the in-game map
- Fixed MML monitors to not update when broken off
- Fixed issue with Zero-G probe tutorial loading wrong world, when accessed from main menu

10th February 2017
- Added 'SPAWN FUEL CONTAINERS' button to in-game editor when a vehicle is selected, spawns barrels filled with the required resources on the vehicle

Take On Mars is OUT NOW

Take On Mars is OUT NOW


Skip years of astronaut training, political debate, and budget cuts



Hello fellow Martians!

Graduating from Steam Early Access, we're proud to finally announce the official release of Take On Mars. The special milestone is celebrated with a launch trailer, highlighting the many ‘benefits’ of playing Take On Mars over alternative options of space exploration.

https://youtu.be/TRLWO8POCCI
Starting out as mod for Carrier Command: Gaea Mission, Take On Mars began life as a passion project by our Project Lead Martin Melichárek, who was already working at Bohemia Interactive at the time. After deciding to make it into a full game, Take On Mars launched on Steam Early Access soon after in 2013. The initial focus of the game was on Mars rovers and landers. However, over the course of development, the scope of the project increased significantly to also include a manned mission part, and thus capturing the exploration of Mars in its entirety.

Take On Mars Project Lead Martin Melichárek:
“For as long as I can remember I’ve been fascinated with space exploration, and particularly Mars. Being able to make this game has been like a dream come true. It took a bit longer than anticipated, and it’s been wild ride that’s tested the patience of both us and our Early Access subscribers, but, it was a ride worth taking. We, as a team, thank all of our loyal fans, those who have never doubted us, in helping us make this dream a reality!”.

See you on Mars!

Take On Mars Development Team

http://store.steampowered.com/app/244030/

Take On Mars officially launches on February 9th

Hello fellow Martians!

We're happy to announce that Take On Mars officially launches (and thus graduates from Steam Early Access) on February 9th!



On top of this announcement, today we've also deployed a brand new teaser trailer, offering a sneak peek at the recently introduced Manned Mission story campaign. Here, you take on the role of astronaut Mark Willis, one of the crew members in the first manned mission to Mars. Launched from Earth in 2028, the mission reaches Mars orbit a year later. However, during the descent into Mars' atmosphere, things go wrong, and connection to Earth is lost. When contact cannot be re-established, the crew is declared MIA. Yet there is one survivor: you.

https://youtu.be/BUmN_MY5sPo
Marooned on Mars, Mark’s first priority is to survive. This means managing resources such as oxygen, water, and food, and creating shelter from Mars’ unforgiving sandstorms and solar events. By relying on a background as a botanist and engineer, you will have to extract raw materials from the Martian soil, refine them into real compounds, and make use of a 3D printer to construct the equipment and machines needed for a chance to return home.

To already turn mankind into the first multi-planetary species, aspiring astronauts can still pick up the Early Access version of Take On Mars at a slightly lower price than it will at release. For more information about the game, be sure to check out our Steam store page and visit the official website at www.takeonmars.com.

Let the countdown begin!

Take On Mars Development Team

http://store.steampowered.com/app/244030/

Take On Mars "RC Update 2" and Happy New Year!

Happy New Year everyone!

We just released another update, titled RC Update 2.

This is a second Release Candidate, addressing several major bugs and issues. We are continuing on fixing bugs and issues that crop up during internal testing as well as those issues you have all kindly reported.

At present, our primary focus is on stabilizing multiplayer, as we see most complaints have been with regards to its instability. We have been successful thus far in clamping down the problems and polishing it some. We also added a Floodlight, which can be used to illuminate worksites at night and have also added a Small Communications Array, which has a slightly lower range but allows for creating a communications network with a smaller 3D Printer.



This is not the final update and we expect a few more before the game is truly polished. To that end, this update should clear out the recent crashes but there may still be one or two lurking about, those are the ones we are nailing down right now.

Thank you all for your support thus far and for understanding that game development is no easy task. We love developing games for you, the players and we love when our hard work is enjoyed!

Kind and sincere regards from the TKOM team!
Martin Melicharek
Project Lead


12th January 2017
- Added Floodlight for illuminating worksites and night-time areas, uses 200W
- Added Small Communications Array with lesser range but much smaller profile
- Reduced resource cost of Resource Tank

11th January 2017
- Fixed potential crashes or issues in multiplayer associated with deletion of building block groups, now ensured deletion happens at a viable time

10th January 2017
- Fixed 'ERROR: RemoveBBlockGroup()' crash in multiplayer when disconnecting some panels
- Fixed issue where a multiplayer save game could not be joined by clients if they did not have the scenario

9th January 2017
- Added Emergency oxygen release valves to MML and Cargo truck

3rd January 2017
- Fixed potential 'GetLadderMat4' function crash
- Added selected object size to Modular 3D Printer GUI
- Added printable area size to Modular 3D Printer GUI

22nd December 2016
- Added Poptent sounds

Take On Mars "RC Update" & Holiday Greetings!

Hello fellow Martians!

The finish line in Take On Mars’ development is in sight! When this journey started, we could not have imagined to be where we are now. We went from being a mod for Carrier Command: Gaea Mission, to an Early Access game about Rovers and Landers, to eventually becoming a game that captures the exploration of Mars in its entirety.



It’s been a rocky ride - one which requested a lot of patience from our players as well as ourselves. The decision to significantly increase the scope of the project by including the ‘manned’ segment lead to a much longer development cycle than we originally anticipated. Along the way, our relatively small team was unable to publish frequent updates. However, even though it’s perhaps not always been visible, we’ve been working tirelessly to make it all worth the wait. That’s why it’s extra satisfying to finally see everything come together in a complete (and hopefully more polished) package.

Today we’re releasing the Take On Mars “RC Update”. In development lingo, “RC” stands for Release Candidate – and it represents the final stage before reaching “gold”. Effectively, this means that we consider the game feature-complete, and that many significant game issues should be resolved. It also means that we’re now truly getting ready to release.



After taking a deserved holiday break, our team will continue to work on fixing bugs, but the majority of our focus in January will be to support Take On Mars’ official launch promotions. This includes making a Launch Trailer and updating various promotional assets and communications channels. We have some fun ideas for how to celebrate this special milestone, which we hope will make sure this release does not go by unnoticed!

All in all, with the festive season around the corner, we’re happy to see the Release Candidate of Take On Mars in our players’ hands. Consider this a little holiday gift. Thanks to your loyalty and dedication, we were able to follow our dream and make THE game about an interest we all share: the discovery of the Red Planet. Hopefully, with that kind of passion and persistence, we’ll one day be able to get real people to Mars. But before that happens, we wish you a lot of fun playing Take On Mars.

Happy holidays and a wonderful 2017!

Take On Mars Development Team

P.S. The changelog for today's "RC Update" can be found at http://mars.takeonthegame.com/changelog

Fixes, improvements and regards from the team!

Hello fellow Martians!

We just released another update. This one fixes most of the bugs and issues that you all very kindly reported on the forums, so a BIG thank you goes out to you from the team!
We are continuing to polish, bug-fix and are enjoying the sight of the game progressively becoming a complete product overall.

Additionally, we have taken on board some suggestions such as adding auto-saves, which we agree are sorely missing. Expect those in an upcoming build.

There is still some further polishing and bug-fixing to attend to, so without further ado, below is the change log. Please keep giving us feedback! It is greatly helping us in locating and fixing bugs and issues.

Kind and friendly regards from the team!


14th December 2016
- Fixed potential blocker where after saving or loading a playing conversation would not continue
- Added lighting system to ISS

9th December 2016
- Fixed possible crash in Mission 4
- States of dead crew-members sync between missions 2 and 4
- Added MML landing addons in mission 4
- Added a flare to players inventory in mission 4 (mission restart required)
- Added more additional supplies in Mission 4 (mission restart required)
- Fixed possible mission-breaking bug in mission 3
- Fixed air-zone glitch in Lost Outpost scenario (mission restart required)
- Fixed Player inventory in all campaign missions (mission restart required)

7th December 2016
- Fixed potential division-by-zero crash with GetMaxVerticalFOV function
- Fixed potential crash when saving game in Mission 5

6th December 2016
- Fixed possible terrain fall-trough in Missions 2 and 4
- Disabled Poptent folding in Missions 2 and 4
- Fixed killer steel bar in Mission 4 (mission restart required)
- Player inventory does not count towards supply limit in Mission 4
- Adjusted music in Mission 2
- Renumbered mission names

Polishing, Bugfixing and the Manned Space Program



Hello everyone!

We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well. We have officially released the manned section to the Space Program mode in the main branch, which means at this point we are officially feature-complete. That means it is purely bug-fixing and polishing from here on out.

When trying out the new content, please, please be aware that we are still in Early Access, thus, bugs and performance issues are to be expected. These will be ironed out before release.

Namely, one known issue is:
- Poor performance in the 3rd mission (can be improved for now by reducing Physics Simulation Detail in Options->Render)

Next, you will also notice that we have gone through and cleaned out the old, obsolete Scenarios.

Helmet UIs have also been improved, with each helmet having its own model.

Airlock doors also cycle now, so you will need to go through a cycle sequence when entering/exiting a base. You can, of course, dismantle the door with the Construction Tool instead, but you will be met with a quick fate due to rapid decompression, a feature that has also been freshly implemented.
Tutorials for the Robotic vehicles have also been added, accessible in a tab in the Training menu.

Speaking of rovers, the Robotics section in the Space Program mode has also received some love, with it being possible to visualize rocks and terrain data in the Map. Many issues and bugs in that section have also been addressed and fixed. We have also implemented low-power shutdown to Rovers/Landers, so it is important to watch power levels.

You can also look forward to a new Poptent as well as adjustments to your character’s inventory slots. No longer is it possible to carry a few spare suits in your backpack.

Something in this update for everyone, including modders and scenario makers. Multiplayer levels are now defined by placing Spawn Points per game mode. This allows better control over Competitive mode, for example, where spawns are no longer completely random.

So, what’s next?
Now we fix, fix, fix, polish, fix, polish and release. Updates to the main branch will likely be more common as well due to the improvements gained by fixed issues. To that end, however, we will not be in the studio on the last week of this year so please expect and understand the quiet period where we are with our families.
We sincerely hope you enjoy the new content and are looking forward to feedback and delivering a polished product by Christmas. Without further ado, the change log:


4th December 2016
- Implemented cycling for doors in bases
- Implemented rapid decompression physics
- Fixed recent crash that occurred when putting on a helmet
- Optimized ISS Zvezda render monitors
- Fixed Picture-In-Picture render delay offsets

DEV BRANCH UPDATE 2nd December 2016

2nd December 2016
- Implemented and updated tutorial videos in the Mission Control room
- Implemented Manned Descent Vehicle descent adjustments to allow a more precise landing
- Implemented Manned Landing Module descent adjustments to allow a more precise landing
- Implemented Manned Small Landing Module descent adjustments to allow a more precise landing
- Fixed issue with Manned Descent Vehicle fairing not blocking radiation
- Fixed issue with multiplayer menu player count reverting to 1
- Adjusted helmet GUI per helmet (WIP)

1st December 2016
- Cleaned and updated scenarios
- Added info to in-game Editor indicating whether the opened scenario supports Singleplayer and Multiplayer
- Fixed animation blending issue when entering/exiting a vehicle seat
- Removed respawn button in Singleplayer

30th November 2016
- Added Spawn Points for multiplayer scenarios, types determined by game modes
- Added Spawn Point support to the in-game Editor
- Implemented Expedition One: Cooperative multiplayer mode to use spawn point, with backwards compatibility
- Implemented Expedition One: Competitive multiplayer mode to use spawn point, with backwards compatibility

29th November 2016
- Added instrument result entries into the Mars Encyclopedia that are unlocked per instrument use

28th November 2016
- Added support for science targets in scenarios to store assigned vehicles
- Deleted old, obsolete scenarios
- Fixed in-game map issue where science targets were not showing up for single scenarios

25th November 2016
- Added height data, hazard data and mission data overlays to map panels
- Fixed in-game map issue where you could connect to vehicles even though they require a driver
- Fixed issue with Rover/Lander Radial menu, where leaving the vehicle with it open left the cursor always on

23rd November 2016
- Fixed landing position selection in Mission Control map where the icon was no longer visible
- Fixed panning in the landing position selection map in Mission Control
- Fixed possible blocker in the movement tutorial when entering via the ramp
- Fixed potential crash that could occur when deleting parts of vehicles in the simulation tick

22nd November 2016
- Fixed in-game map issue where selecting a vehicle and then pressing connect reloaded the world
- Fixed in-game map issue where the selected object's highlight circle position was not updated
- Fixed human icons on the in-game map
- Improved in-game map selection by selecting current unit first upon opening instead of first science target

21st November 2016
- Added Rovers/Landers/Probes going into standby on low power
- Added Rover/Lander/Probe heating power drain based on exterior temperature
- Added Rover/Lander/Probe damaging based on exterior temperature with lack of heating due to low power
- Added communications ranges to Landers' and Rovers' antennas
- Fixed stack overflow that could occur if looping power cables into themselves
- Fixed ISS having its docking port set to part 59 instead of 60 (PMA port) which could cause unstable behaviour
- Fixed Rover/Lander/Probe chemical batteries switching on/off constantly at certain limits
- Fixed Rover/Lander/Probe low power notifications spamming at certain levels

18th November 2016
- Added Robotics Tutorials to the Training menu
- Fixed Rocks Generator Tool crash
- Fixed crash in Gravon when going out of fullscreen (in Mission Control Room)

14th November 2016
- Implemented safety checks for stowing/deploying new Poptent
- Implemented stowing/deploying of new Poptent
- Added support for cylindrical ambient sound volumes
- Added timeout for flashing, unread objectives to avoid disco fever
- Added radiation shielding to old Manned Landing Module
- Added radiation shielding to Manned Small Landing Module
- Added communications range to old Manned Landing Module
- Added communications range to Manned Small Landing Module
- Adjusted the 15 character inventory slots on the right from universal to 9x 'Micro', 5x 'Small' and 1x 'Medium'
- Adjusted Drill Tool, Gas Sampling Tool, Soil Sampling Tool and Lab Equipment Kit from 'Small' inventory slot size to 'Medium'
- Added UniversalEvent calls to MP game mode scripts
- Fixed flickering issue when highlighting objects

11th November 2016
- Added support for underwater ambient sounds to water zones
- Fixed issue in Editor when creating new scenario where inputting file name first and then title did not allow you to continue
- Optimized above water to underwater sound modulation calculation

10th November 2016
- Added weather and sun zenith limiters to ambient sound points, making it possible for them to play only at certain times of the day etc
- Implemented adaptive sound volume levels to change volume levels according to loudness of sounds played

9th November 2016
- Added new version of Poptent

8th November 2016
- Disabled helmet HUD interlace effect by default, can be switched on in Options
- Updated driver GUI for airlock control in Manned Mobile Laboratory

3rd November 2016
- Fixed freeze that occurred occasionally in the Asteroid Belt with the asteroid generator script
- Optimized the asteroid generator script in the Asteroid Belt
- Added map icons to mining machines
- Added map icons to power generators
- Added map icons to Life Support Modules
- Added map preview to Manned Descent Vehicle
- Added map preview to Manned Ascent Vehicle

2nd November 2016
- Updated Airlock controls of Manned Mobile Laboratory
- Adjusted Thermal and Night vision modes to use single sky preset instead of one for each
- Added reload of FX files when pressing 'Dev Reload Scripts' in developer mode

1st November 2016
- Added Small Wall with Suit Holder for Outpost bases
- Added Small Wall with Resource Barrel slots for Outpost bases
- Fixed long freeze that occurred with large bases when calculating power connections
- Fixed issue where all music was played at 100% volume level, ignoring its sound shader setting
- Reduced global sound levels to allow a broader range of volumes, such as for thrusters