Alright, major news time.
I'm preparing an incremental update, which I'm hoping to release within the next month or so. I'm hoping to get something out at the end of the month, at the earliest, provided my upcoming vacation grants enough time. I've thus far dubbed it version 0.6b, and its mostly a bug fix release with a few minor new features. For a while I've debated whether I should do this, or just skip .6 in favor of .7, with which I'd planned to bring the CW era in, and I've decided to actually release something sooner rather than later. The CW era is a bit of a headache at the moment.
Current changes from the original beta (the ones I can recall, anyway):
- Filesize has been reduced. It's only a few MBs smaller, but it's a start.
- Nebulae have been removed from the skydome. (For me, this looks a lot better, and much more like space.)
- The "sun" has been altered to appear as a somewhat different star.
- Warlord28's T-21 model has been added. (in place of t551's)
- I've managed to replace one gap patch with a new model. (more replacement models are planned)
- The MonCal bridge is now fully enclosed.
- Several collision issues have been resolved. (No more falling through floors, or invisible barriers in the middle of the corridors. I hope. O_o)
- Basic planning is now in place. (I'd originally typed "not in place".

)
- Missiles and grenades have been tweaked in various ways. (They now push living beings, thermals are no longer sticky, etc.)
- Thermal detonators no longer have a trail effect. (It'll save a fps or two, and overall it looks better, in my opinion.)
- ISD bridge is now in a more proper orientation.
Changes I plan to make before release:
- I should have teleport exits from the bridges placed, though perhaps not in their final positions.
- Filesize should see a further reduction as I cut unnecessary things out and optimize the setup. (Even if I don't finish, there should be a significant difference.)
- Several of the tasks on my old worklog should be complete before the release.
- The ISD bridge will get some kind of ceiling, even if I just do a hack job for the time being.
- Misc. alterations (These will be mostly invisible changes, like realigning corridors, editing memory pools, etc.)
The AI landing issue really slowed progress for a few months. For now, I'll leave landing to the player. So far, any experiment in which I try to coax an AI controlled craft to land has not met with any success. I've tried setting all manner of relevant odf parameters, path properties, and even went so far as to try to get the carrier classlabel working for use with landing hints, all to no avail. This is going on the backburner for a while.
The CW era is being a bit of a pain. As it turns out, an object group doesn't guarantee the individual parts won't import as a shipwide game of Jenga. -_- The Venator does now have an interior nearly identical to the ISD, but I'll have to reposition everything by hand. Also, I'd begun work on altering the Providence's skin, using the Invisible Hand as a reference. It's not a great alteration currently, but it holds enough potential that I'm going to try to do what I can with it. So far, I've only tried adding the CIS emblem, but this appears to be the most difficult part. Other than this, the CW is still an empty level, hence why I won't be adding it in the upcoming release.
Lately, my schedule has been somewhat chaotic, resulting in sleep deprivation, and difficulty concentrating. In addition to work being an increasing source of..well.."ARGH!", and being physically exhausting, I've picked up a new hobby. XD The upcoming vacation from my job should help remedy the problem a little. Since I haven't been able to concentrate for hours on this, I've made small tweaks whenever I'd get the urge to open my source files. I would've posted something months ago, but I've really felt I had nothing to write about until now, since I finally have an idea as to when I'll have a new release.