[Tue, 29 Sep 2026]
I worked on logistics routing and station weapons. Freight planning accounts for travel time, available cargo space and how urgently a destination needs supplies. Loads can wait to be combined, with a timeout for dispatch.
Station blaster cells now support separate firing banks. Each bank checks its firing direction and line of sight, and firing consumes both electrical power and weapon supplies.
[Fri, 2 Oct 2026]
Passenger transport now uses the logistics fleet. At a station, I can choose a destination, browse available ferries and reserve a seat. The service handles pickup, boarding and arrival, with different fares for ride-along seats, general seating, first class and private cabins.
There is also handling for a ferry losing propulsion, power or its passenger seat. Cancelled journeys refund the fare, and recovery code handles getting a passenger back to a station.
The model catalog grew with taxis, a limousine, restaurants and citadel variants. The restaurant additions include an orbital diner, a Japanese restaurant and a larger fine-dining building.
[Sun, 4 Oct 2026]
I added a market function for station logic cells and connected it to the docked interface. The market browser has listings for ships, residences and stations. I also revised the limousine and passenger-bay interiors and their seat positions.
Warp and NPC corrections continued alongside this, including changes to warp audio.