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 11 
 on: January 19, 2017, 09:09:54 AM 
Started by DenisFerrari - Last post by Mogget
I understand that depth is the most important aspect if you want a detailed simulation of Space Shuttle missions. Nevertheless, graphics are also very important to me, so that little note about KSC getting a graphical update is very welcome Smiley In addition, I am REALLY looking forward to seeing the new high resolution Earth from orbit. Bearing that in mind, I would like to think that the graphical transition from surface to orbit is much smoother in SSMS2 than it was in SSM2007. There was a point in the ascent (it may have been close to SRB separation) when the Earth graphics changed from high res to low res instantly. That kind of thing completely ruins the realism, so I sincerely hope that the transition is seamless for SSMS2.

 12 
 on: January 18, 2017, 06:16:04 PM 
Started by DenisFerrari - Last post by vinny002
Hi, Admin!

That is excellent news! I cannot wait until I try out the SSMS2 alpha!! Thanks!

                     Cheers,
                 Vincent

 13 
 on: January 17, 2017, 09:07:46 PM 
Started by DenisFerrari - Last post by Pappolus
Thanks for the latest update and for the new year's wishes, it's great to know that the wait is finally coming to an end. I can't wait to fly again on the Shuttle. Regards to the whole development team, cheers  Cheesy

 14 
 on: January 17, 2017, 06:37:37 PM 
Started by DenisFerrari - Last post by MECO
Many Thanks for the feedback as always Admin. Any chance of updated screenshots, just to cure the SSMS2 "itch?"

All in all, I believe what you do is great and SSMS2 will be worth the wait. Glad to hear that an Alpha is soon.

 15 
 on: January 17, 2017, 02:47:43 PM 
Started by Admin - Last post by Admin
Hello again!
I wish you all the best for the coming year.

First, I would like to thank all people in the community for their patience. Especially everyone that contributed to get all checklists up again after the little host problem we had in December.

When it comes to SSMS2 things is still way behind schedule, but any week now a alpha will be released.
It has been a little struggle deciding how to improve the flow of this program. Since we wanted to use latest panels, latest shuttle and latest displays, we wanted to use the final software version, OI-33.
We will also use the Endeavour flight deck as role model.

In case no-one noticed SSM2007 uses a mix of OV101-OV104, with single string GPS switches at the aft A-16, A-17 panels, and Endeavour with three string GPS switches on the overhead O-7 panel. Roll Eyes

This update means current checklists is outdated, but it also make life a little easier for the desktop astronaut.
The launch/ascent checklist for STS-1 differs a LOT compared to STS-135, and mostly tests and stuff has been omitted because of new hardware, also alot of work has been taken from Astronauts and moved to Astronaut Support Personnel.
So many actions will be removed in the next version.
We are also thinking of making a much easier difficulty level, so anyone can use the sim.
Well, not everyone I guess, but more people then before anyway.

But the real work for the moment is to compare checklists with the Shuttle Crew Operations Manual and update the main flow of the mission to be as realistic as possible.
All DPS and MEDS displays will also be updated to latest software version.
This should be finished and ready for testing before the end of the month.
After that, KSC landing and graphics will get a tune up.

This might just be the year..........


Admin



 

 16 
 on: January 17, 2017, 02:15:05 PM 
Started by DenisFerrari - Last post by Admin
Hello!

We have not considered it.....Yet.
We might well convert SSMS2 in the future, if the speed gain is significant.
But with current pace it will definitely NOT be before release.
The reason we first picked OpenGL was the ease of use.
But lately, while DirectX seems to get more like OpenGL, OpenGL seems to become more like DirectX. If you get my meaning Tongue

I know many people say that you need to use DirectX or OpenGL4.x and onwards if you gonna make something more then a "helloworld" demo.
But I dont agree at all. You just have to take look a few years back at all stuff produced by OpenGL.
Quake, Half-Life....and even today with Minecraft.

Personally, I prefer a "depth" in a game. Kick ass graphics is just a bonus. And games that is produced the otherway around, with concentration on graphics, usually have a short lasting appeal.

But thats just my two cents.......


Admin


 17 
 on: January 16, 2017, 07:22:28 PM 
Started by DenisFerrari - Last post by shamandgg
Happy New Year! Still keep coming back. I hope you guys could come with SSMS2 on Steam Greenlight to raise more public awareness. Have you considered transitioning to Vulcan API from older OpenGL API?

 18 
 on: January 08, 2017, 10:31:43 AM 
Started by blazeord - Last post by blazeord
Was gonna edit a link, won't let me the 2nd link was taken down by youtube not my account btw. But here is a better one. https://www.youtube.com/watch?v=HGs3btZ_rEI

 19 
 on: January 04, 2017, 09:53:39 PM 
Started by DenisFerrari - Last post by vinny002
Hi, guys!

Happy New Years of 2017!!

            Cheers,
          Vincent

 20 
 on: December 30, 2016, 11:13:10 PM 
Started by DenisFerrari - Last post by thor336
I would also like to wish everyone a very happy, healthy and successful 2017! And many successful missions in orbit, regardless of game version Cheesy

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