StarSim: Beyond Space - The Patch
0
By QuarterOnionGames Verified
Free Mod
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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.
Release notes
Xbox
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1.0.10- Added patch v1.0.10 for StarSim: Beyond Space
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1.0.9.1- Added hotfix v1.0.9.1 for StarSim: Beyond Space
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1.0.9- Added patch v1.0.9 for StarSim: Beyond Space
Playstation
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1.0.10- Added patch v1.0.10 for StarSim: Beyond Space
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1.0.9.1- Added hotfix v1.0.9.1 for StarSim: Beyond Space
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1.0.9- Added patch v1.0.9 for StarSim: Beyond Space
PC
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1.0.10- Added patch v1.0.10 for StarSim: Beyond Space
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1.0.9.1- Added hotfix v1.0.9.1 for StarSim: Beyond Space
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1.0.9- Added patch v1.0.9 for StarSim: Beyond Space
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