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Topics - jcarrion

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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 .

Development news / STEAM: Procedural Lunar Surface
« on: December 12, 2016, 06:13:09 AM »
*very experimental* test of the new procedural moon shader. The geometry is created internally on the GPU -on the fly- , at insane speeds , allowing unprecedented level of realism.  The textures are synthetic aswell ,created (with some visible minor glitches  ) as well on the graphics card. No simple texture (other than a mid-res height map ) is used.

« on: December 08, 2016, 01:30:53 PM »
hi .   some people are asking how to close ( or indeed  resize /move/close ) the control panels/windows.

The top right button toggles GUI vissible/invisible .  BUT IF YOU PRESS IT FOR A COUPLE SECONDS ,. the GUI becomes "editable" , and the traditional MOVE /CLOSE /RESIZE buttons are operative for a bit or for as long as you keep on moving/dragging/closing/resizing.

Development news / iOS Update 1.0.7 is READY FOR DOWNLOAD
« on: December 05, 2016, 04:44:43 AM »
as said , update 1.0.7 for apple devices is ready for download .

We are still commited to never charge a penny for updates ,(5 updates so far ) . The only thing we would like to ask is for a review / ratings. Please do remember that the ratings and stars are reset/gone  for every new version.  And we need those ratings/reviews to stay visible afloat in the appstore .  It just takes a couple minutes, and for us makes all the difference beetween being able to keep on developing Space Sim ... or looking for a job elsewhere.

Thanks in advance! :).

Javier Carrion.

Astronautics Forum / Derelict soviet shuttles found un Baikonur (pics)
« on: November 02, 2016, 07:03:10 AM »

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