Well then, what's new? It's the season, and at the moment I have to earn enough money to live on. I can't manage much more than that. Nevertheless, I do manage to work on the code from time to time, and here's what I've done. ... The most interesting part is at the end))) So: connection security and the server's protection against malicious actors have improved considerably. A major bug in the system that controls ships' movement through star systems has been found. That whole system has also been reworked: duplicates removed, checks added, and the old code generally overhauled. It was written a long time ago, when my skill level was different. The colony map now draws dynamic values from the database instead of test values, and I'm building the interface for creating the first colony. I'm finishing a tool for creating ship modules and ships themselves and saving them to the database. It covers the placement of modules inside the hull, weight distribution, strength, attachment points, the structural frame, and hull panels. The tool's code will later be integrated into the client. Yes, we're doing more than building little ships out of iron, titanium, and money: we're making them complex technical systems. There are currently at least 20 essential systems, without which flying will be difficult. But not impossible. The designer is graphical. We select modules, place them, and set the desired overall parameters; the algorithm completes the corridors and shafts and builds the structural frame and hull. That's about it. As usual, if you want to help, there is work to do, and it isn't just coding. There are tasks for people far removed from IT, too. The main thing is the desire to help.
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