Update 7 Live on Beta
Good day, Starminers!
Update 7 on Beta is here. Patches 6+7 should hit the main branch in the following days.
This update is another round of improvements across flight, UI, saves, loading performance, and stability.
You can participate in Beta by right clicking Starminer in your game library list->properties->game versions&betas and select the beta branch.
A sincere thanks to anyone testing and reporting on our Beta branch!
Patch notes below:
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STARMINER 0.33.10.0 - PATCH NOTES
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ADDITIONS
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Usage data opt-in: on first reaching the main menu you are asked whether to send anonymous crash and usage data; nothing is sent until you answer, and the choice can be changed any time in Options
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Hangarship: a DOCK button now sits on the highlighted parking box; it greys out with the reason when docking is not possible and docks the station on click
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The mission log can be opened from the dialogue window
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Load/save window: a search box filters saves by name, character or game mode, and saves are grouped under collapsible game-mode headers, newest first; typing a save name in save mode shows the saves it would overwrite
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Camera rotation on the arrow keys, rebindable in Options
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The end user license agreement can now be read from the main menu
TWEAKS
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Context menu: asteroid, enemy and location menus now carry a Nav title, and the narrow menu keeps the wide menu's position so its connector line no longer stretches
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Right-click autopilot hold: the progress bar appears later and the hold is slightly longer, so a brief press no longer arms a destination
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Extened Basic and Navigation Training modules
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The loading screen now ends as soon as the game settles instead of waiting out a fixed timeout, and reads "finalizing" while it waits
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Arcade flight: releasing thrust or a rotation key now coasts at the current speed and spin unless the matching autobrakes are on or Space is held
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Space (manual brake) cancels a running autopilot before braking, like taking over with WASD
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Arcade flight: reversing or changing a rotation key slows the spin to a stop before rotating the other way instead of flipping at full rate
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Space is now rebindable as Engage Brake Boosters; key-binding errors name the conflicting action, and actions that need mouse capture only accept mouse buttons
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Blueprint save window: the save button reads "Save as new" or "Overwrite ", Enter saves, the name box filters the list, and Esc unpauses
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Blueprint details panel: module lists sorted by tier with counts and a difference tint, a hover description with icon, and an empty-state column when nothing is selected
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Deleting a saved blueprint or a saved game is now a single click into a confirmation; the two-step delete is gone
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Saving over an existing game asks for confirmation first
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A new game gets its first autosave 15 s after start so it appears on Continue; benchmark runs are never the Continue target
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Physical handling: manual flight now turns and accelerates on your station's real mass, inertia and thruster thrust instead of an estimate, so adding thrusters makes the station turn and accelerate genuinely faster
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Physical handling: a held rotation keeps building speed for much longer before it caps
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Simplified handling retuned to twice the Physical rates, so both models now agree on how a station of a given size feels
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Arcade rotation thrusters now fire only when the turn rate changes, and on the side that causes it, so a steady spin shows no plume and braking fires the opposite set
FIXES
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Loading a large base no longer takes minutes, and the ~10 s freeze a few seconds after the loading screen is gone
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The loading screen now fully covers the HUD, no longer leaves leftovers behind, and is no longer held open by solar panels that never snap
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Loading a save whose stations were placed overlapping no longer destroys them on load
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Clicking a module on a very large station no longer stalls the game
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The station controls panel no longer slows the HUD on a large base
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Spinning an actuator on a large station no longer stalls the game, and actuators on loaded stations rotate about the correct axis
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Arcade flight now consumes thruster energy, charged per thruster so twice the thrust draws twice the power; a station whose thrusters run dry loses thrust and control until energy recovers
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Towing a sleeping station compound no longer leaves it behind while loose panels ride along
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The perspective helper no longer detects or highlights asteroids around the camera when you pan or focus it; range is measured from your station
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Location marker distance no longer shows the wrong unit, and location markers are reliably hoverable and clickable
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T2 thruster output meshes no longer detach from their gimbal
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Options keyboard tab lists the key bindings again
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Camera look, aiming and Shift/Ctrl-click selection now follow rebound keys instead of the physical ones
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Rebinding no longer rejects keys the default layout already shares, refuses unusable numpad keys with a reason, and reverts a rejected key on screen
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Key bindings added in an update now reach players who had rebound keys before
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The main menu Continue button no longer disappears after a relaunch following an overwrite save, and a loaded game stays on Continue even before its first autosave
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The load window now shows the saved picture for autosaves
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Saved-game details no longer show a missing-entry marker as the campaign title
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Hovering a resource patch on a scanned asteroid no longer leaves it highlighted or punches a hole in the asteroid's outline
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Esc now cancels the autopilot or jettison point picker even when a dialogue opened over it
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Esc no longer closes the autopilot navigation panel while the flight is still running
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Cancelling autopilot now hides its navigation panel from every route, including a cancel issued before the station starts moving
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A parked station no longer shows two overlapping "0 m" flight cue readouts
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Various crash fixes
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