Devlog 12
Updates
Dual-Branch R&D Tech Tree
I have overhauled the career progression loop by splitting the research paths into two independent divisions: Engineering and Science. Basic Rocketry now branches out into Propulsion hardware on the upper path, and opens up a dedicated Scientific Instrumentation line on the lower path.
Dynamic Gated VAB Catalog
The VAB sidebar menu now dynamically checks your research history records. Unlocked science components automatically reveal themselves in the sidebar list, while locked parts are completely hidden from sight to keep the construction catalog clean. Sidebar clickboxes dynamically recalculate vertical pixel boundaries on the fly to track the visible elements accurately.
Repeatable Science Payloads & Validation Checks
I implemented core functionality and logic handlers for repeatable telemetry payloads. Satellites holding scientific sensors scan for an active, unblocked connection line back to Earth tracking bases. When a link is found, they automatically downlink data packets to award flat-rate repeatable research points on every mission (15 science for the Thermometer, 20 for the Barometer, and 25 for the Mystery Goo Pod).
Macro Map Orientation Pointers
I added a macro view toggle. When you roll your mouse scroll wheel out into the map view layer, the high-detail custom rocket model cleanly scales down into a bright orange orientation pointer triangle. This visual anchor makes it significantly easier to track your exact steering heading against the planetary orbit paths.
Planetary Scale & Career Contract Balance
To increase overall difficulty and solve an exploit where a single keystroke escaped gravity, I scaled up the universe metrics. The planet radius is now 5,000 meters and its mass is 15,000,000. The moon has been pushed out to a deep-space orbit of 45,000 meters with an expanded 7,500-meter sphere of influence capture well.
To match this new planetary scale, I completely overhauled the contract database to feature a six-mission matrix. Contract targets have been raised to true high-altitude orbit criteria (such as a 5,600m periapsis for low relay deployment). The spacebar satellite deployment checker strictly validates if your custom construction has the requested scientific part hardware installed before awarding high-tier cash rewards.
Time-Stabilized Flight Physics Core
I fully synchronized the lifecycle physics equations over time by scaling all acceleration, gravity force vectors, and position increments by delta_time. This eliminates frame-rate dependencies and creates realistic, heavy vehicle inertia. Fuel consumption rates have been balanced to a multiplier of 26.0, providing enough burn duration to clear the 5,000m atmosphere and circularize while enforcing strict fuel limitations.
UI Bugfixes
I resolved an axis-mirroring rendering bug where custom grid parts would drift into diagonals or spin backward on local centers during physics turns. Components now stay perfectly welded to the primary chassis frame across all angles.
I also fixed a camera tracking bug where the camera height initialized thousands of pixels above the launchpad on boot, causing the rocket to instantly fall off the bottom of the screen. The spawner and camera vectors are now completely synchronized.
Public Beta Release
With branched career trees, specialized hardware validation checks, repeatable telemetry economies, and time-stabilized physics loops fully functional, the core game framework is rock-solid. I am wrapping this up as an official public Beta build to gather immediate player feedback before finalizing version 1.0.
See you in the next devlog!
P.S.
I have been having lots of fun playing around with this game and I hope that with the launch of version beta, you will too!
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