- major change in bugfix attempt - 16 February 2026
While playing the forward-only vehicle, I found that at very steep angles on the spikeygate, and at very low velocities, the gate would not trigger. This seems like a niche event, however while learning the forward-only vehicle, I expect many users to pass through this gate in this trajectory often. I suspect the case is that because of the steep angle and the way my trigger mechanism is designed to overcome clipping through the colliders at extreme velocities, the direction-check mechanism was timing out before the vehicle actually contacted the checkpoint trigger mesh, making the gate believe that the vehicle was not approaching from the correct direction. As a result of this fix, There is a small possibility that if the player orbits the checkpoint and enters from the wrong side quickly enough, they may be able to trigger the checkpoint even though passing through the checkpoint back…
- fixes to button selecting, randomhoopgen, spikeygate - 1 February 2026
spikeygate directioncheck meshes increased in size to increase likelyhood of detection. when configurator is open, most menus will no longer allow the arrow or gamepad movement of cursor to select buttons on menus behind configurator randomhoopgen was selecting an additional "nonexistent" object into the race when attempting to just begin the randomly generated race, this is now fixed.
- translation assist for loader, improved translation assist when weight connected - 12 October 2025
Translation assist remains a simple system, but is slightly more capable when docked to a dockable weight. Translation assist now for Loader. The default keybind to activate or deactivate translation assist is "keypad *" Translation assist can be activated from the "ship settings" menu available in the relevant vehicles menu, from the pause menu of gameplay for the relevant vehicles, or by using the keybind. The translation assist mode can only be changed from the menus, and is not accessible by keybind, just as the rotation assist type is not accessible by keybind. It is able to be activated or deactivated via keybind, but to select your desired rotation or translation assist algorithm, the easiest way is to do so from the pause menu of gameplay.
- translation assist (with altitude hold) for rockhopper - 9 October 2025
basic translation assist (translation damping) for rockhopper. translation assist sets an altitude setpoint whenever the altitude change velocity reaches 0. as with the drone, translation assist has 2 modes: translation assist only while no translation input is given, and translation assist for each axis independently. This difference in modes is significantly more pronounced with gravity. With the drone in translation assist mode 2, while travelling fast forward the player can hold forward thrust and then translation assist will cancel relative horizontal or relative vertical velocity, so there is a difference, but with the rockhopper the impact of gravity is more complex for the player to overcome, so the difference between the two modes is more immediately noticeable. As with the drone, docking to a weight changes the center of mass, with the result that translation assist induces ro…
- basic translation assist for drone - 6 October 2025
Simple prototype translation assist for drone only. My intention is to develop rockhopper with altitude hold next, then make one for the loader which has an advanced "weight connected" translation assist algorithm. This translation assist has two modes, no assist during player translation input, or all axis independent (or, each axis will cancel translation inertia unless that axis is input by the player). This assist cancels translation inertia. It is possible to enable or disable rotation and translation independently. There is no single setting to enable both. The primary weakness of this translation assist version is while a weight is connected. If a weight is connected, and both translation and rotation assist are enabled at the same time, then the thrust which cancels rotation will introduce translation as a side effect, and the thrust which cancels translation will introduce rota…
- Rockhopper angle mode works in spin-grav! - 26 September 2025
Rockhopper angle-mode now works in spin-grav! General stability improvements at steeper tilts. Rockhopper angle-mode works best between 45-60 degrees of tilt. At more extreme tilts, coordinated behavior of the 2-axis controlled by the PID controller does not result in a useful combined angle. (This is the result of the properties generally associated with gimbal lock. If you pitch to 90 degrees and are facing straight down, roll thrust will rotate the craft to a new direction rather than finding an angle between the two tilts. To change direction while at extreme tilt, use roll!) Rockhopper angle-mode in spin-gravity has some additional behavior as a result of the vehicle constantly trying to match the "new up" of a constantly rotating spin-gravity drum. In normal gravity if you roll to an extreme tilt, the vehicle will not "yaw" significantly as a result. However in spin-gravity if you…
- forgot to add levels packs - 13 September 2025
all levels packs readded to installation folder
- Rockhopper Angle-Mode - 12 September 2025
First iteration of Rockhopper Angle-Mode. Angle-Mode is activated by selecting the Angle-Mode option under the rotation assist types. Angle-Mode can be accessed from the Ship Settings menu in the Rockhopper Menu, or from the pause menu while playing the Rockhopper. Angle-Mode is a self-levelling mode where the tilt of the pitch and yaw (it's yaw if the ship is flying full forward tilt, but roll if the ship is on a hover upright) are correlated to the tilt of the players input stick. If using a game controller, for example, fully tilting the thumbstick to the right will put the setpoint of the rockhoppers PID controller to 45 degrees to the right. Then, the onboard PID controller will attempt to use the thrusters to achieve that tilt. This means that these two axis are no longer tied to the thrusters at all, and all thrust on these two axis is actually controlled by the PID controller. W…
- fix flashing navball - 11 September 2024
navball was blinking/flashing while vehicle in motion. Stable lighting for navball now. (some kind of unity instability but I used an alternate less appropriate mechanism to light the navball. It is likely that in the future stability will return to the original method and as a result of the less appropriate nature of the present fix, it will be better to change back, but for now it should be ok with this fix) fixed Ganymede1970 spawned inside of crazy big shiny object/level unplayable. This level still needs readdress but is playable and the problem is that the way I want it does not run smoothly due to CPU bottlenecking so the present state is a compromise that will require further tuning.
- velocity crosshairs disabled in 3rd person - 8 September 2024
the velocity crosshairs don't point right in 3rd person. It's useable once you get used to the offset which also appears to be speed affected, meaning that depending on how fast you go the offset changes , so I disabled them in all 3rd person views. I am going to experiment with options to show the velocity direction with some kind of point object but in 3rd person it is difficult to interpret unless it is in 3d space and in that case it would constantly disappear behind objects so I will have to experiment and see if anything works. As long as the player is in an object-rich environment, there should be plenty of visual feedback to determine trajectory just from seeing the motion.
- fix framedrops when loading new songs - 8 September 2024
songs were not set to load in background, now set
- fix dockpad no sound not working - 8 September 2024
dockpad would not dock and make sound , fixed
- Experimental External Cams for rockhopper class - 8 September 2024
Rockhopper, One-Gimbal Hopper, and Two-Gimbal Hopper normally have 5 FPV cameras the player may switch to in order to facilitate for capable flight, landing, acceleration, and deceleration etc. (Forward, Down, Up, UpAngle45, DownAngle45) These cameras are simulating IRL style cameras and view from simulated camera placements. The classic third person cameras do offer the ability to see in the same directions however not with the simplicity of switching that the FPV cameras do. Now, by pressing Y to toggle external cams, the 5 primary FPV cams will switch to a 3rd person view of the same angle. So using the same keybinds as the normal FPV cams, while the Y is toggled on, the 3rd person cams will show instead. Pressing this key will ALSO store the switch in playerprefs, so that for each vehicle whatever Y setting was left last session will be what loads next time, so that you can pop in ,…
- new music, minor changes - 13 July 2024
new versions of "Time and Space" by Mark Btesh in gameplay cycle. original "Time and Space" by Mark Btesh now plays in credits window. osd color no longer also changes race popups. race popups and warnings have separate color configuration option. load button in pause menu now also resumes game.
- hudcolor now works like racemeshcolors - 26 May 2024
hudcolor is no longer only set as a default. now, like racemesh colors, defaults are set from the mainmenu racemesh colors menu ,, and will be saved and loaded with racemesh color profile saves and loads. profiles can be loaded and saved from the pause menu as well, but as with racemesh colors, hud color changes made in the pause menu will NOT change the defaults that were set in the pause menu. Also like racemesh colors, hud colors will be saved with the playersaves, and loaded with the playerloads ,, meaning that imported and exported games will also have these hud color changes. This will allow course creators to tune the hud color to their racemesh colors, allowing them to theme the entire experience and including tuning the hud color to contrast the racemesh colors. Loaded games will not overwrite defaults, so loading to new colors does not affect other scenes.
- training menu "walkthroughs menu" - 24 May 2024
new "walkthroughs menu" available from the training menu. the walkthroughs menu has several buttons which change the text in the scrollview, with each text containing a written step by step description of how to do one of the basic abstract functions of the game. fix: spin-space mini-orders bubble moves from spin-space to fixed-space once mini-order is programmed, meaning that once the drum is spinning again the bubble does not follow the player-set bubble position relative to spin-space.
- Mini-Orders !!! - 21 May 2024
New "Mini-Orders" allow for grouping of hoops into specific combinations with a specific order in two circumstances where hoops otherwise do not have specific ordering. Mini-Orders have no effect during normal ordered courses, where checkpoints are already sequential. Mini-Orders can be live when there is no race! This allows for the player to create a freestyle environment with multiple patterns available to practice that are all live at once, and will sequentially walk the player checkpoint to checkpoint once the player moves through the first checkpoint in a given mini-order. Mini-Orders can also be live during a hide-and-seek race! Normally in hide-and-seek, there is no specific order and all checkpoints are live at the start of the race. Mini-Orders allows the player to make small groupings in a specific order to count as a single checkpoint in a hide-and-seek race. All other singl…
- new song! some details on player experience - 15 May 2024
new song! "Space & Time" by Mark Btesh in the gameplay music mix. test change on function of "foul" check on hopper class. Player input based vehicle check is slightly undesirable because not all axis inputs will provide stable zero input, meaning that exactly where to draw the line is difficult. Players can tune vehicle performance so that the vehicle stays still during countdown, but may not always have control over spikey inputs, and therefore in an unfortunate twist I cannot be sure that all players will have a consistent experience with the hoppers race begin countdown,, if I have to crank it up then some players will find they can start early if their input is low enough. But,, it is compatible with spin-grav, as the actual velocity of the vehicle is not used in the check, and while under spin grav the vehicle has velocity. an advantage for the hopper class that comes out of this…
- mostly making things work as intended - 14 May 2024
spin-gravity had a lot of problems like : - moving hoops around after placing them in spin-space would move them to fixed-space - pressing reset while connected to a hoop would not leave the hoop where it was, instead would bring the hoop to the reset location - save/load of hoop colors/textures completely broke spin-grav has more objects, some obstacles with color-change like the hoops. spin-grav has a unique limitation in that non-convex colliders do not work with the spin-space , , (as it uses rigidbody interpolation in order to rotate smoothly, and physx does not support convex mesh colliders with rigidbody) ,, so it has a unique set of objects that players can use to make courses for it. Spin-grav also presents a unique limitation with the racetype "timer on reset" because the player is not allowed to move until the countdown is over,, BUT the ship is in motion with the spin-drum.…
- "bug"fixes - 11 May 2024
technically when I went to upload this latest patch, I noticed that the one previously uploaded was not live, in other words, it was uploaded but not activated. I don't know why that is, therefore some things might change that are not listed below. -fixed color-change spikey gates not glowing -fixed game not initially starting in fullscreen, but instead starting in full-screen sized window,, and then not switching to fullscreen until buttons are clicked several times. -fixed dockable weight stand "add hoop to race" not compatible with new weight-programmer. -fixed "FPV racing gates" hoops not compatible with new racemesh system. -added new "first time loading game" panel. If you do not see the panel , you can search for the "Regedit" and delete the "continued anyway" prefs entry under the aceracerssp listing. It should be right at the top. ((Likewise, if you feel like your full-screen/w…