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Messages - jcarrion

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General Discussion / Re: Just for fun
« on: June 13, 2017, 06:32:19 PM »
hey , that's cool !

Development news / Re: Space Simulator Operating System.
« on: June 06, 2017, 12:32:12 PM »
2 bounces Natural-Light( tm)  lighting. Pc/Mac

Development news / Re: Space Simulator Operating System.
« on: June 05, 2017, 10:37:09 AM »
new Attitude Ball  MFD mode..

Development news / Re: Space Simulator Operating System.
« on: June 05, 2017, 10:28:17 AM »
random screenshot of the day...

General Discussion / Re: When will 1.0.8 for mobile be released
« on: June 04, 2017, 12:05:35 PM »
hi . I think you should have received the 1.0.8 beta version by now .  Its has the new logo .

General Discussion / Re: When will 1.0.8 for mobile be released
« on: June 03, 2017, 10:00:13 AM »
hi ! , 
we are beta-testing it as we speak . If everything goes ok it will be out next week  ...

hi ! . 

well ,the models are too dificult to change . We have the old ones (mobile ) and the newer ones (multi-million polys ) for Steam.  Adding new models would be non-cost effective nor in time nor money

however ,,we are adding some interesting Space Shuttle   abort scenaarios , (RTLS , TAL , etc.. ) ,

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:

General Discussion / Re: PC version of space simulator
« on: April 25, 2017, 11:23:04 AM »
hi Vincent .
yep .coming along nicely . Probbably next month (give or take a few weeks ) we will be releasing some sort of beta-version :)

Thanks Vincent.

General Discussion / Re: Sputnik 1 missions
« on: April 25, 2017, 11:12:32 AM »
hey ,

well , that video was just the intro-scene ...  . We plan to release soon ( soon as in a week or something ) an update of the  mobile version. and we put that sputnik as the intro . It is not "fliable"  obviously .

On the other hand ,we are implementing in this new mobile version the  Apollo 13 missions, with challenges (deppending on the position of the malfunction , the player needs to find the optimal way to return safely to earth . Some of those will be tricky :).

But the new version is just more for fixing bugs ,changing -once again- the way windows are moved/closed ( the reviews are terrible , and all for people that can't figure out the long-press-to-move windows thing ).  and a few other goodies.

It runs 2fps faster than the current version ,thou

In the future , we will implement ( desktop , and perhaps mobile ), the russian missions . A.t.m. it is just simply not cost-effective at all. :(

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.

Feature Request / Re: flight checklists
« on: March 31, 2017, 04:59:05 AM »

Feature Request / Re: Steam Version Gemini Missions and Eva procedures
« on: March 17, 2017, 09:02:43 AM »
well , the steam version will have different modules ( as in "Apollo Program Module" , "Space Shuttle module" etc ".  

of course we will implement the Gemini Program , but first we are concentrating on the Apollo program.

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