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Topics - jcarrion

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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 ,

Development news / Level6 Textures ( 250m /pixel )
« on: February 02, 2017, 04:18:54 PM »
Courtesy of Nasa's new Blue Marble tileset.

hi . For Steam PC/Mac/PS3 the simulation is going to be down to the sub-systems . Namely  Electrical , Fuel , Hydraulics ,  Life Support,  etc..  Every valve , switch , relay , wire , pipe , nozzle interchanger, vent ,,etc.. will be simulated at a functional level , as  from the original Apollo's ( and later Shuttle's ) engineering blueprints.  This way we can simulate the malfunction of every imaginable element ( again : wires, valves, nozzles, pressure regulators, fuel tanks ,etc.. ) , with explosions, blackouts, untimely fuel-vents ,etc.. etc.. etc..

What;s even more :) , a new internal app* (more about this later ) window , showing real-time schematics of the desired/affected subsystem is shown , with real time status of every element.

This will require a chunky GPU Card as more and more of the game is run on the GPU cores., As most features- the user can select the degree of complexity . From "No susbsystems simulation" (i.e. as it is now ) , to the full extent of -literally - thousands of pipes, wires, fuses, relays , valves ,etc..

*Internal apps ?  Yep . you heard right .We are implementing installable ( -free of course-) apps withing the internal operating system ( operating system of Space Simulator ,that is ). so you can get windowed apps (with icons ,etc) , of your choice , downloadable from a central repository. Again those internal apps will be of course free. Some of the already coded ones include trajectory computers,  this subsystems analyser ( and editor ?) , LUA compiler/interpreter ( for customers' to create own missions )  , VI editor , screenshot taker ,web browser ,music player , all controlled withing a embedded  mini-linux( with its command line terminal yep! ) running inside the game , to keep track/control of those windowed apps.

i.e.  if user's X decides to not use much the time compression , he ll be able to delete/disable the time-compression APP from the game. OTOH , if the same user is an avid screenshot taker , we ll be able to install -yeaaaaaah , free- an advanced screenshot taking module/icon/etc.. .

lastly , all those apps can be created by the LUA interpreter -which is also available as an internal app- and the internal SDK  , so the whole thing is Turing -Complete. In principle , someone could make a SS-APP for whatever ( from chess to astronautics to multiplayer to  the app-the-three-jokes  ) , and share it via the cloud internal-app system that yours truly is coding right now .

Feature Request / Sound: Dolby 2.1 or 5.1 ?
« on: January 18, 2017, 10:33:18 AM »
hi .
Whats your pc/mac/console  sound capabilities ? 2.1 ?

should it be worth to re-code the whole lot to 5.1  ? It *should* sound better, more surrounding sound (specially for the virtual cockpits, etc) .  On the other hand , It will be just a notch slower , and Im not sure how many of the intended users have a 5.1 rig at home.


General Discussion / Fauvorite scripting language?
« on: January 02, 2017, 07:31:10 AM »
hi ..
Im implementing a in-game Modding (scripting ?) language ( with in-game editor ,debugger, etc )  to allow the users to script/create/ custom missions ,tutorials, mini games, challenges, etc..

( an obvious  example would to be able to create the Apollo 13 seqcuence of failures , via a scripted mod ).  Or to add more detailed capcom radios ,or -say- implement the logic for missions that the developer is too lazy or too drunk  to implement himself ( Venus-flyby?)

ok. out of curiosity ?

How many people are familiar with LUA?

It seems to be a de-facto standard in game modding ( that cube-world  Minecraft -I think- ) uses it . It is relatively easy to learn , user friendly enough , and a good start for those who want to learn coding . But the best thing is that -being  interpreted- is perfect for  in-game modding . More and more games are implementing it .

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