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Tungsten Moon 1.1.0 (and demo) brings the first significant upgrades to the FMS software (with MUCH more to come). These two new FMS menus illustrate the potential for advanced functionality in the FMS.
The PADSVC (Landing Pad Services) menu now has important information about where the pad is, and how to find neighboring pads. It also shows detailed information about what services are available to your ship (it's not just fuel any more!):
Click on the function key next to a resource to begin the transfer:
Under the new DIAG or diagnostics menu, find the L-GEAR (landing gear) diagnostic screen:
With version 1.1.0, each leg of the landing gear can sustain a variable amount of damage. The more damage you get, the easier it is to get more! Watch the damage status of your gear in real time :
And then go back to the PADSVC menu to repair the damage:
We are making steady progress bringing an in-cockpit flight computer to Tungsten Moon. It doesn't do much yet. There is an entire computer system to design!
The Demo version of Tungsten Moon has been updated to fix a problem that cropped up when Steam VR advanced to 2.8.8 a week or so ago. At least on HTC Vive Pro, this update broke the VR controller hands, making VR play impossible. Meta Quest systems appear to have been unaffected.
Development on the full release of Tungsten Moon has been continuing at a furious pace, but with no flashy visuals to show for it. After a couple of months of intense work, we have incorporated a virtualized on-board flight computer in the Sky Dart spacecraft. The computer, released under an open-source license as AMC Forth on Github, will be the host for all on-board flight control algorithms for the Sky Dart.
The latest development version of Tungsten Moon has the fully-functioning computer on board, but now the work to port all control algorithms to it (using the Forth computer language) begins in earnest.
In the course of reviewing and revising physics code during the development of the non-demo version, I found that (due to the developer's inexperience with Godot) the landing gear torque calculation was reduced by a factor of about 90. This led to the surprising (to me anyway) behavior where the Sky Dart sitting on the ground could be rolled over on its side by using the RCS thrusters only. The counter-torque that would be provided by the landing gear was negligible. I felt this error was serious enough to warrant spending some time back porting the changes into the demo code and re-releasing.
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