Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jcarrion

Pages: [1] 2 3 ... 26
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.

WOW! If this is the Simulator, it is getting closer to the real thing! it looks awesome.
Well ,that was the unlit 3D model. In reality ,  it looks more realistic than that.Im trying to improve the illumination , (essentially the interior of the CM is a black box , with tiny windows ,  so the normal  3D games lighting  won't work . Instead ,Im coding some new lighting ( based in irradiance/luminance , obscurance ) to get the correct   feeling of a dark cockpit with small windows that -occassionally - allow  sunlight in.

The pictures below show the actual in-game  footage . Upper one ( with 1 bounce irradiance )  Bottom one  with 2 bounces  irradiance . 

This runs at 30fps with a 80 US$  video card.

Re: Colorimetry( RAL) of the Command Module's control panel?

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 )?

General Discussion / Re: min PC requirements
« on: March 13, 2017, 07:14:55 PM »
hi . 
you won't need much computing power indeed. due to its mobile-based origins,  , the code is optimized as *$%(k , so for a modern computer , the CPU/GPU is idling  most of the  time. Also , the complicated computations (physics, solver, orrery ,) are performed on the GPU coprocessors.

running -say- on a Core i3 , with a 50-100 bucks GFX card , the game pumps 60 frames per second , with most graphics options enabled./

General Discussion / Re: other Apollo missions
« on: March 13, 2017, 07:12:26 PM »
yep , we are gonna include all apollo missions , plus a couple of extra ones (Skylab rescue , Apollo - Soyuz ,etc ).

Indeed, the Steam "Early Access" (PC/Mac/PS3) will start with Apollo 7/8 , and gradually implementing the remainder of the missions.

General Discussion / Re: I am stuck on the tutorials again.
« on: February 14, 2017, 10:33:54 AM »
hi Potato :)

I assume you play without auto-play.

The automated Lunar Orbit Rendezvous had 2 parts.

1->Launch to orbit , and coelliptic chase
2->final  rendezvous.

After lunar launch , once you have correctly rendezvoused to < 1000 ft of the CSM ,  you need to MANUALLY initiate P79 TERMINAL DOCKING (    V37 P79 ENTR ).    This was done manually to ensure the final docking was done on the lighted side of the moon ( as  you can see , the automated launch and rendezvous maneuver ends as you approach the far & dark side of the moon ).  In reality  , both LM and CSM were orbiting in "formation"  until next adquisition of signal , so the final docking was done on radio view of the Earth,and in the lighted mode.

anyway , you can hit P79 as soon as you want, . that will dock yourself with the CSM at any time )( assuming you are within reach of the final docking radar -1000ft/ 300m).

Remember the next steps :     TRANSFER ( i.e.  move to the CSM ) and UNDOCK  ( to ditch the spent ascent stage  ) .

Remember , the TransEarth Orbit injection ( the firing to get out of lunar orbit and back to earth ) needs to be calibrated manually .

in reality ,a lot of variables were computed on earth , and send via telemetry. That is beyond the scope of what can be one on a mobile device. Hence you  can adjust your TEI burn in the orbit predictor window . Remember to use the pink  ( numerically computed path ) to finetune your re-entry corridor. On the other hand , the earth is so massive , and the moon orbit so slow ,that *most* orbits burn at the farthest point ( from earth , that is , in the dark side of the moon ) will end up in a more or less earth -re-entry path.

Let me know any issues.

PS ., have you reviewed this game in the App Store yet ?  We are really depending on good reviews, that correlates with good sales , to keep on maintaining , updating , and evolving Space Simulator. Your positive review would be a great help for us .  TIA !

Pages: [1] 2 3 ... 26