Spaceflight and Vehicles: If You Can’t Fly It, You Probably Shouldn’t Touch It

By Ashton Data Publishing, LLC — trusting players with spacecraft since this morning

Greetings, pilots, drivers, and accidental crash survivors!

Welcome to Dev Blog #10! After arming you to the teeth and dressing you for every hostile environment imaginable, it was finally time to answer the big question:

Can you fly?

And more importantly…
Can you land?

This week, we focused on vehicles — ground and space — and giving players the freedom to move through the galaxy at high speed, moderate control, and occasional panic.

Vehicle Classes: Not Everything Has Wings (Yet)

We introduced our first wave of vehicles, each with a clear role:

Ground Vehicles

  • Rovers — Reliable exploration vehicles for rough terrain
  • Hovercraft — Fast, agile, and allergic to cliffs
  • Cargo Crawlers — Slow, durable, and packed with questionable freight

Spacecraft

  • Shuttles — Short-range transports, easy to fly (relatively)
  • Light Transports — Cargo-focused ships with defensive options
  • Survey Craft — Optimized for exploration and scanning

Each vehicle has unique:

  • Handling
  • Speed
  • Durability
  • Fuel consumption
  • Storage capacity

Choose wisely. Or don’t. That’s also an option.

Flight Model: Realistic Enough to Be Dangerous

Spaceflight is built around:

  • Pitch, yaw, and roll control
  • Thrust-based acceleration
  • Inertia and momentum
  • Gravity effects near planets
  • Atmospheric drag during entry

Translation:
You can’t stop on a dime.
You can overshoot your landing zone by several kilometers.

Practice recommended.

Planetary Transitions: From Dirt to Orbit

One of our biggest milestones this week:
Seamless surface-to-orbit travel.

Players can now:

  • Take off from planets
  • Break atmosphere
  • Enter low orbit
  • Dock with stations

No loading screens.
Just physics, visuals, and your ability to not panic.

Vehicle Customization: Make It Yours (Before You Wreck It)

Vehicles now support:

  • Engine upgrades
  • Thruster tuning
  • Shield modules
  • Cargo expansions
  • Cosmetic paint jobs

Performance upgrades improve handling — but increase power draw.
Cosmetics improve morale — which we assume helps survival.

Fuel, Damage, and Consequences

Vehicles aren’t magic.

They require:

  • Fuel management
  • Repairs
  • Spare parts

Running out of fuel:

  • Strands you
  • Forces emergency landings
  • Turns minor missions into survival stories

Damage affects:

  • Control response
  • Speed
  • System reliability

Yes — ships can catch fire.
No — panicking does not help.

AI Pilots and Traffic: Controlled Chaos

NPC pilots now:

  • Follow traffic lanes
  • Dock and undock
  • Occasionally argue with autopilot systems
  • React poorly to sudden player maneuvers

Stations feel alive.
And occasionally congested.

Memorable Bugs of the Week

  • A shuttle docked sideways.
  • A rover drove up a vertical wall.
  • A ship forgot gravity existed.
  • Two NPC pilots tried to occupy the same hangar.

Negotiations failed.

Final Thoughts for Dev Blog #10

Vehicles and spaceflight fundamentally change how players experience AD Galaxy Traveler. The galaxy is now truly connected — not by menus, but by motion.

Next week:
Dev Blog #11 — “Economy, Trade, and Crafting: Credits Make the Galaxy Go Round”

Until then, fly safe, check your fuel, and remember:
If the landing looks smooth, you’re probably still going too fast.

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