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Steam News7 December 20257mo ago

Landing & Parking Update (Beta branch)

New Items I am excited to inform you about this new part called Parking spot, Now you can safely park ships and vehicles on your bigger ship without crazy physics or draggy flight.

In this update5

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Full Space Worthy update

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What changed

0 fixes12 additions19 changes0 removals
  • Balance
  • Gameplay
  • Maps
  • UI and audio
  • Fixes
  • Performance
addedNew ItemsI am excited to inform you about this new part called Parking spot, Now you can safely park ships and vehicles on your bigger ship without crazy physics or draggy flight. When parking spot is activated, it scans space above it, when there is a ship or a vehicle, it saves it on your computer and preview of that ship is spawned on its place instead. In theory, you can have big mothership with large hangar full of many ships, And performence could be great. (As long as the mothership is made mostly using large parts) It was very easy to do at this point, because it uses my functions from from space travel and Science Camp rooms. I even had Preview of the ships done for some time, because I like to have it pretty in my development editor.(except for previewing undercarriage, that was a bit challenge) Preview vehicles are one single object, it has no logic, physics, no visible cables no collision. There is still space for improvement, there is no collision or ability to damage the preview at all. (this part is activated by hand, or by signal).
addedNew ItemsHeavy Landing gear added! Landing gear can expand or hide (then despawn), so the flight is not affected by extra landing gear physics parts. Height can be controlled on this one.
addedNew ItemsLight Landing gear added!
addedNew ItemsStandart vehicle undercarriage Added (first undercarriage that uses skeletal mesh for its visual representation)
addedNew ItemsAir tire wheel added! (for terrain)
addedNew ItemsVacuum wheel added! (its made of rubber but has no air)

Space Worthy changes

addedI am excited to inform you about this new part called Parking spot, Now you can safely park ships and vehicles on your bigger ship without crazy physics or draggy flight. When parking spot is activated, it scans space above it, when there is a ship or a vehicle, it saves it on your computer and preview of that ship is spawned on its place instead. In theory, you can have big mothership with large hangar full of many ships, And performence could be great. (As long as the mothership is made mostly using large parts) It was very easy to do at this point, because it uses my functions from from space travel and Science Camp rooms. I even had Preview of the ships done for some time, because I like to have it pretty in my development editor.(except for previewing undercarriage, that was a bit challenge) Preview vehicles are one single object, it has no logic, physics, no visible cables no collision. There is still space for improvement, there is no collision or ability to damage the preview at all. (this part is activated by hand, or by signal).
addedHeavy Landing gear added! Landing gear can expand or hide (then despawn), so the flight is not affected by extra landing gear physics parts. Height can be controlled on this one.
addedLight Landing gear added!
addedStandart vehicle undercarriage Added (first undercarriage that uses skeletal mesh for its visual representation)
addedAir tire wheel added! (for terrain)

New Items

  • I am excited to inform you about this new part called Parking spot, Now you can safely park ships and vehicles on your bigger ship without crazy physics or draggy flight.

    When parking spot is activated, it scans space above it, when there is a ship or a vehicle, it saves it on your computer and preview of that ship is spawned on its place instead.

    In theory, you can have big mothership with large hangar full of many ships, And performence could be great. (As long as the mothership is made mostly using large parts)

    It was very easy to do at this point, because it uses my functions from from space travel and Science Camp rooms. I even had Preview of the ships done for some time, because I like to have it pretty in my development editor.(except for previewing undercarriage, that was a bit challenge)

    Preview vehicles are one single object, it has no logic, physics, no visible cables no collision.

    There is still space for improvement, there is no collision or ability to damage the preview at all.

    (this part is activated by hand, or by signal).

  • Heavy Landing gear added! Landing gear can expand or hide (then despawn), so the flight is not affected by extra landing gear physics parts. Height can be controlled on this one.

  • Light Landing gear added!

  • Standart vehicle undercarriage Added (first undercarriage that uses skeletal mesh for its visual representation)

  • Air tire wheel added! (for terrain)

  • Vacuum wheel added! (its made of rubber but has no air)

New Features:

  • New ship in the size of a personal car (no docking , such vehicles are meant to park inside the station in their landing feet)

  • New ship available at ships test map, it has landing gears and hangar doors and parking spot (it's a planet-ready brother of the Cargo ship). Inside, there is a:

  • New medium Vehicle (uses new wheels)

  • New small utility vehicle (uses new wheels but smaller)

  • Undercarriage that comes without a wheel can have different wheels attached (even wheels with different size than the undercarriage!)

  • Added landing on Planet test map (screenshot) You can get to this map also from ship map. unfrotunetly not vice versa

Improvements:

  • Spacewalk resistance now aims towards velocity of the last part you walked on, instead of zero. Now you won't lose your ship when spacewalking. (known issue: when ship accelerates, so do you)

  • When spacewalking around ship, Hold ALT to be released amd Spacewalk relative to planet/station

  • Autoclimb now works towards input movement direction, instead of forward

  • When shift is pressed while jumping, character doesn't speed up anymore, but will start sprinting after landing, if the button is still pressed

  • Wheel is now NOT updated every tick when vehicle physics is sleeping (it still needs to update sometimes to wake vehicle when it's ground changes)

  • Gyro now has strength multiplier input, if you need slower turning

  • Now you can travel to a vehicle testing planet from Ship Testing (coordinates written on wall)

Bugs Fixed:

  • Parts after detach didn't inherit former parent velocity (ship instatnly crashed into the part)

  • Detaching parts with tools often had old detach bugs because I forgot to implement my recent fancy safety function

  • Player was able to grab any ship, because it was only checking the mass of single parent part in the middle

  • NPC started to die of thirst or hunger after some time. For now I turned it off for them.

  • When space walk exceded max spacewalk speed it was hard to change direction

  • Autoclimb was climbing over and over again when walking towards the edge backwards

  • When shift was pressed and held before landing on ground, there was no sprinting until released and pressed again

  • I Once again attempted to fix crash of burn through holes on older machines. (Disable advanced render features in Settings)

  • Gravity force was not multiplied by fps delta time so it was stronger when more fps

  • Gyro was still eating power like crazy and every size had same value

  • Floor movement should be now better translated into space walk velocity

  • Player was unable to go Up/Down in low gravity spacewalking

  • "Reset to default" works again (R)

  • Signal and data transmiter can be tunned

  • Battery reacharge visual now works

Knmown Issue!:

  • jump is wierd

  • No visible motor on undercarriage or landing gears

Source

Steam News / 7 December 2025

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