release v0.5.0
0.5: Real aerodynamics
The air now meets every part's real shape: noses and tapers drag by their slope, flat ends and open bases pay what they really cost, and a capsule falls heat shield first and drags like Apollo's.
By Royendgel Silberie
Version 0.5 and every update to it, newest first. The game shows the same notes on its main menu once per version.
0.5.0 · Real aerodynamics
2026-10-04
- The air now meets every part’s real shape: noses and tapers drag by their slope, flat ends and open bases pay what they really cost, and a capsule falls heat shield first and drags like Apollo’s.
- Rockets feel real lift: a nose pulls ahead of the centre of mass and fins push only across their own plane, so the stock rocket is unstable in the air, as most real launchers are. Its flight computer holds it straight with the engines, the way theirs do.
- Fins steer by actually turning, and you can watch the stock fin’s blade move.
- High up, drag follows the thin air molecule by molecule, so low orbits decay at their real rate.
- A new world now always starts with the planets and the Moon where a new world should: one created after flying another no longer inherits where that world had left them.
- A nose cone on a side booster now takes drag away instead of adding it, and engines firing out of a plate or a skirt fill its base, as they do on a real cluster.