StarSim: Beyond Space - The Patch

StarSim: Beyond Space - The Patch

By QuarterOnionGames Verified

Free Mod

Required mods

Install these creations before using this mod on Bethesda.net.

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Free companion to StarSim: Beyond Space. Keeps the mod current with rapid updates and optional experimental features you can try as they land. Requires: StarSim: Beyond Space Launch base: v1.0.8 (v1.0.10 has been submitted for QA review) This patch: v1.0.10

v1.0.10

Navigation & map

  • Plot Course is more reliable: overlays show when the path is ready (no map toggle required); pending-path objective repeats so long routes don’t look frozen
  • Pathfinding is much faster (seconds instead of minutes); Plot Course, AI traffic, and future autopilot all benefit
  • Network map no longer full-refreshes every tick; heal pass on open and when entering a new orbit with the map open
  • Network map stays on after you leave the pilot seat until you toggle it off (or leave the ship entirely per current leave-ship rules)
  • Plot markers return to the pool correctly so reuse doesn’t leak PlaceAtMe
  • Gate names: direction (e.g. East Gate: Kurtz); system connections use System Gate; existing saves re-apply names if they still show the old format
  • Orbit labels: Gate Network (same system only) vs Network Inter-System (at least one gate leaves the system)
  • Fog-of-war / map visibility: choice on new game and on load if not confirmed yet; applying a choice updates exploration correctly (no re-init every load)
  • Mandatory message box for network visibility (cannot skip)
  • Navigation table craftable cheaply early; tutorial text cleaned up; course plotting is its own tutorial message
  • Multiple nav tables on one ship: activating a second table shuts down the first, then opens the new one
  • Decorator nav table: move rebuilds the projection; delete cleans up leftover markers
  • Entering the ship with the map on: active orbit marker should stay correct after takeoff
  • MQ101: objectives along Kreet → Jemison; nav-table objective hidden if already used before Kreet orbit
  • Gate triggers are now a short cylinder inside the ring (not a large sphere) to reduce rubber-banding on arrival
  • Gate jump no longer briefly kills engines (avoids fights with other power-management Creations)
  • Connector lines on the network map less likely to vanish (heal passes + fewer full refreshes)
  • Quest target renamed to Plotted Gate as the indicator over the next gate to fly through in a plotted course towards the destination
  • Existing-save Plot Course structs now initialize so the plotter works after adding this version mid-save

Space simulation & AI

  • Security scans skip stealthed ships (player or AI); if a target stealths mid-scan, the scan drops
  • Player stealth: engines ≤ 2 and all other systems off sets stealthed (same rule as vanilla-style silent running)
  • Captured / recently captured ships can use gates without a dummy grav-jump / home-ship dance
  • Economy updates are throttled so they don’t stall the rest of the game
  • Orbit simulation updates are batched under load
  • Stations no longer use default respawn (won’t reset to stock data)
  • Orbital Weapons Platforms: no engine/grav power errors; weapons/shields get power; Volii Chi OWP name fixed; OWP base no longer has bogus thrust
  • Vanilla stations tagged so StarSim ships don’t randomly aggro them
  • Star/gas-cloud VFX cleared properly when leaving that space
  • Ship greetings removed (stops “Look Alive” spam when traffic or hangars spawn)
  • Dynamic orbit end no longer mis-identifies the player ship type

Ships, combat, building

  • Ship technicians repair system damage even when hull is full
  • EM repair rates aligned with physical repair; sit/stand in the seat if an existing save doesn’t pick up the new rates
  • System repair rates buffed
  • Missile look: vanilla-style explosions; ISMod shake/FX removed from missile blasts
  • Strafe speed halved (will raise later if it feels too slow)
  • Starborn ships/modules use StarSim stats (including Guardian headlights)
  • Headlights on bridges: ~2 km throw for dark stations, umbra, hollow asteroids
  • Exterior doors stay unlocked; missing location ref types added
  • Habs / modules: vanishing habs fixed; vanilla module COBJs aligned so parts don’t disappear; custom module categories inject even if another Creation overwrites the vanilla list
  • Weapons: vanilla weapon records replaced with StarSim data (class A/B→B/C reshuffle still WIP as problems are identified)
  • Autopilot takeover message no longer shows when you take a ship
  • FormList cleanup that was hiding vanilla modules from COBJs removed (replaced by the COBJ/category fixes)

Quests & world

  • MQ207 (In Their Footsteps) no longer locks all controls for the Starborn conversation (avoids softlock if simulation ships were to engage while dialogue is active)
  • Space bounty fragments added for duplicate quests
  • Asteroid destructible health / stages / VFX aligned with Mining Conglomerate
  • Crime factions added where UC/FC groups were missing them
  • Errant outpost records removed (load-order / rare crash)

Note: Future experimental options may appear in game settings in later patch versions.

Trying StarSim Beyond Space Live HD Repost

By Richard Presents Starfield Essentials • 1 month ago
Published
Aug 18, 2026
Last Updated
Aug 28, 2026
Platforms
Playstation, PC, Xbox