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Topics - jcarrion

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Development news / Random screenies from the PC Windows version
« on: October 25, 2017, 11:12:32 AM »
And here is  GŁnter F. Wendt ...    in the correct orientation.. (unlike the Apollo 13 movie )

General Discussion / STEAM STEAM STEAM
« on: October 18, 2017, 01:36:13 PM »
We got already a product page on steam!!. With discussion forums, real screenshots ,etc.. etc..

 See you there !

Development news / Glass-water condensation.
« on: September 23, 2017, 10:48:18 AM »
CSM glass temperature-based Water condensation.

Development news / 1.0.9 (Mobile)
« on: August 28, 2017, 10:36:31 AM »
hi Guys.

Some work-in-progress of the new 1.0.9 (universal ,i.e. for both Mobile and Desktop)

Please do note than in version 1.0.9 we ll start rolling out the new self-patcher system.That means that at any time (or every time you start the app ) the game will self-update with the latest missions, bug fixes ,etc..    this is gonna take quite a bit of coding , on the other hand , will be probbably the last physical Update required , as after then , we can add missions, features, etc... directly , with no further need to update (and hence me start beggin again for reviews, 5-stars and so ;) )

Also , the HTML Server/Broswer ( yep , the game has a mini-web-server inside to serve the menu-pages ! ) , has been updated, allowing nice colorfull menues,  and most importantly RESIZEABLES , (as when you do CTrl-mouse wheel in Chrome ) , to select the size  ,etc.. of the html menu pages.

A new -more showable GUI system ,icon-based is being created , at the same time we are fixing those anoying GUI bugs ,etc..

and much more . Stay tuned :).

General Discussion / New Version AVAILABLE (1.0.8 )
« on: July 13, 2017, 03:09:07 PM »
We have just released the latest ( 1.0.8 ) version for Space Simulator  (mobile ) for iOS.  Featuring lots of bug fixed , new -more intuitive - way to arrange IU  ,some Apollo 13 Scenarios , better custom mission designer, better autopilot control , etc.. etc. etc

As usual , we are fully deppendent on your ratings and reviews . Every time we upload a new version, we need you to re-write  a review , and re-rate the app with 5 (or more ;) ) stars. This way we can keep on going developing the sim  with new features ,etc.... 

Thanks ! .

Development news / cockpit rendering pipeline
« on: July 12, 2017, 09:43:21 AM »
cockpit real time radiosity.

Development news / Apollo 13 modes
« on: May 18, 2017, 07:12:08 PM »
Mobile version 1.0.8  will feature some challenges (Apollo13 )

Development news / New Docking MFD Window
« on: May 12, 2017, 11:10:04 AM »
here is the new -more visual  MFD Docking window . With analog bars showing relative, absolute speeds, and distance , the missing grid for the relative attitudes,  detection of no-docking target , and a better automated docking procedure. Out very soon in 1.0.8 MOBILE.

There are a number of docking scenarios to play in this game. Here is the general procedure for performing a rendezvous/docking with a target vehicle.

1. Open the "DOCK" panel.
2. Hit "DIRCT" (direct) to point your spacecraft at the target.
3. Throttle up to move towards the target. The AVEL (absolute velocity) will reduce.
4. Retrograde in preparation for the next maneuver.
5. As you approach the target, there will come a point when the AVEL will stop decreasing. From now on you will not get any closer to the target moving in this direction. Throttle up in retrograde position to brake relative to your target until the RVEL (relative velocity) is 0m/s.
6. "DIRCT" once again to the target and repeat the direct/retrograde process until you are close enough to the target to make the final maneuvers manually with the RCS engines.

This is a video of Gemini 6 approaching Gemini 7 using this method:

Development news / Irradiance ..
« on: March 31, 2017, 05:19:49 AM »
we have developed  a new way of lighjting the spacecraft's interiors.   Given the specifics of a very small windows, a very bright (or dark) exterior , a new lighting solution was needed to achieve photorealistic interiors. 

now we compute the total light that enters throught the window , and compute the average number of bounces until it lights the entire cockpit.  Sounds easy , but coding a shader that does that in a reasonable time is not that easy. :)

Cockpits look now something like this : (Please note the earth's luminosity bathing the interior as it enters from the windows.

Anyone would know which is the actual color reference of this ? Either in rgb/ or even better the  RAL  code

User's guide, tutorials, documentation / Apollo Checklist lists ?
« on: March 13, 2017, 07:22:52 PM »
Anyone could point me out where could I find the  original(ish) apollo checklists (per mission )?

Development news / new steam Saturn V 3Dmodel
« on: February 11, 2017, 11:42:27 AM »
and this is how a 3 million polys 3D Saturn V looks like!

Development news / Apollo CM final panels.
« on: February 05, 2017, 04:50:00 PM »
...are taking shape..

Development news / Space Simulator Operating System.
« on: February 05, 2017, 03:39:52 PM »
Ive changed the way SS runs on desktop. From Now Space simulator is basically a custom Linux operating system  , running several tasks  ( mainly  the Simulation Core ,the rendering pipeline ,the Physics Engine , and the Xwindow Server ).

For the untrained eye , it runs the same. However ,this new code re-arrangment allows the user to modify the hell out of it. Essentially Space Sims provide a realistic simulation (solar systems, spacecrafts, physics models ),as the background of the linux-esque environment. The rest is configurable. You could even program  a chess game on this ,if you want. Or multiplayer , resource mining , combat modes, etc..etc.etc..

Indeed , you can configure space-simulator to run without graphics at all  ( for multi-player headless servers ) , or running  space simulator without physics ( as in Cellestia or ***** ***** ) , or distributed , etc..

As previously told ,a linux console, a text editor ,and -even - internal GIT implementations so people can share ( sell?) their creations.

Included will be a couple of demo plugins (for example that cute- spacecraft systems analisys tool ) that enables to see the "internals" of the fuel/electrical/life support . Also a pluging to create  multi-surprise-random-damage-contingency scenarios.

Obviously , for mobile devices, It ll still run as before.

As a curiosity , the number of lines of code has since doubled up , since last mobile release. but this will ease development a lot . Both from our side , and from the end-user side.

In a bit I ll start releasing beta version OF THE SDK , should someone like to start making plugins/customs missions/models  or something ,

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