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Author Topic: SSMS2 ?  (Read 80885 times)
Pappolus
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« Reply #285 on: December 24, 2016, 01:08:25 AM »

Thanks for the update Admin. I take this opportunity to wish you, the dev team and all my fellow astronauts here on the forum a merry Christmas and a very happy new year, hopefully a year full of new old Shuttle missions and breathtaking lift-offs  Smiley Grin
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thammond
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« Reply #286 on: December 29, 2016, 04:08:28 PM »

Thanks for the update Admin and wishing you and all in this community a prosperous 2017.
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thor336
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« Reply #287 on: December 30, 2016, 11:13:10 PM »

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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vinny002
Mission Specialist
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Posts: 388


« Reply #288 on: January 04, 2017, 09:53:39 PM »

Hi, guys!

Happy New Years of 2017!!

            Cheers,
          Vincent
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shamandgg
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« Reply #289 on: January 16, 2017, 07:22:28 PM »

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?
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Admin
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« Reply #290 on: January 17, 2017, 02:15:05 PM »

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

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MECO
Astronaut
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Posts: 216



« Reply #291 on: January 17, 2017, 06:37:37 PM »

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.
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SSMS2007: Complete
Pappolus
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« Reply #292 on: January 17, 2017, 09:07:46 PM »

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
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vinny002
Mission Specialist
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Posts: 388


« Reply #293 on: January 18, 2017, 06:16:04 PM »

Hi, Admin!

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

                     Cheers,
                 Vincent
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Mogget
Mission Specialist
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Posts: 354


« Reply #294 on: January 19, 2017, 09:09:54 AM »

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.
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STS-1-8-41C-51A-26-27-31-32-47-88
Braker
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« Reply #295 on: January 20, 2017, 02:18:19 PM »

Hello all,

First, congratulations for the work acomplished.

I have a question about the next update:

The avionic, systems and checklist will be the same for STS-1 and STS-135?

Or all missions will have their own particularities (like in real life)?

Thanks for replies and have a nice day.
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Pappolus
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« Reply #296 on: January 21, 2017, 08:24:40 PM »

I have a question as well: will the sand runways at Edwards have better markings? Because in SSMS07 was very difficult to see  Undecided
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Admin
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« Reply #297 on: January 22, 2017, 09:59:57 AM »

Ok..I got time to squeeze in an answer to a couple of questions here.

First, at release time, there will be only one checklist. As long as we dont use any old shuttle configurations we wil use the latest check-lists.
Nothing prevents that from changing anytime in the future of course.

Second, EAFB runway lines. In the new version we have implemented them as 3D lines. It needs quite some tweaking since theres a lot of Z fighting when viewed from a distance. But during landing its razor sharp.

We will provide new screenshots when the next alpha is distributed.

Regards!

Admin
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Pappolus
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« Reply #298 on: January 22, 2017, 01:37:27 PM »

Ok..I got time to squeeze in an answer to a couple of questions here.

First, at release time, there will be only one checklist. As long as we dont use any old shuttle configurations we wil use the latest check-lists.
Nothing prevents that from changing anytime in the future of course.

Second, EAFB runway lines. In the new version we have implemented them as 3D lines. It needs quite some tweaking since theres a lot of Z fighting when viewed from a distance. But during landing its razor sharp.

We will provide new screenshots when the next alpha is distributed.

Regards!

Admin
Thank you very much for the quick reply Admin, that will be a very welcome improvement.Good work   Cheesy
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Thomas Loeffelmann
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Posts: 50


« Reply #299 on: February 04, 2017, 11:22:07 PM »

Bought the dowload version after the free Beta and long time ago the CD version. And hoppe the outer version coming out as well. At this point study my over 10.000 page real shuttle manual and checklist. 

a good test pilot is always in training
Thomas
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