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Post by hayoo on Jan 3, 2006 21:33:40 GMT -5
hayoo, We have been discussing putting the Tourist in the HUD so you could see him like the astronauts and go quickly to him when he comes aboard and breaks something. This might make the game easier, but would reduce his threat, which may be a bad thing. I understand wanting to keep him as an unpredictable threat, it just seems odd though that tourists who constantly break things so often would be allowed back on the station again. What I wouldn't give for a real Space Flight Participant to visit, who can run a few experiments, and does what he's told. In the future, though, if you add other random events that can effect the station (such as launch failures, economics, and the like), I would definately like an option to make his visits less frequent, kinda like the toggle on SimCity for types of disasters. I'm still trying to figure that one out. I tried sending up more supplies and russian components in an effort ot generate flags through use and he still came. It's odd because the Russians are always the first to reach 999 flags, without exception, and usually they're 200 ahead of everyone else. I initially thought flags were a sign of national wealth, that the more they had, the more funds they had and thus wouldn't need the tourist, but now I'm not so sure. I did just that on my latest station and it does work wonders. I put up a second MPLM and filled it with keyboards, video games, books, exercise equipment, and the like, and put it close to the airlock and the service module. The tourist doesn't wander as much as before and I don't have to have an astrotech on standby when he comes aboard. It's also become a great place for gathering the crew together so they can chat.
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Post by Bill Mueller on Jan 3, 2006 23:30:17 GMT -5
You got it! Actually, when NASA has more flags than the RSA, they send the tourist more often. You can never keep him out, but you can keep him busy.
Bill
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Casco
Full Member
Posts: 32
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Post by Casco on Jan 10, 2006 19:02:45 GMT -5
Will the Trans Hab and Russian Research modules eventually be introduced into SSS and maybe the dedicated life support module?
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Post by Bill Mueller on Jan 10, 2006 22:38:11 GMT -5
casco,
That's a good question. We actually have completed the Trans Hab (It's huge!) with about 1/3 the components on board, and could include it with not too much difficulty. The RR module is a Zarya with racks but would require lots of work to get it running. I don't know much about the LSM. Do you have a link?
Best Regards,
Bill
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Post by johnnywalker on Jan 11, 2006 3:49:05 GMT -5
Funnily enough, I was thinking about the Research and Transhab modules last night. Here is a link to the proposed Commercial Enterprise Module, which is a joint endeavour between Spacehab Inc and NPO Energiya. It is supposed to fly at Zarya's nadir port, but conflicts with Boeing's Commercial Space module. www.astronautix.com/craft/issodule.htmFrom the text: "Life support in the module was designed to support an hour-long press conference by six crew members, or full-time occupation by one or two crew members."
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Post by hayoo on Jan 11, 2006 10:08:11 GMT -5
casco, That's a good question. We actually have completed the Trans Hab (It's huge!) with about 1/3 the components on board, and could include it with not too much difficulty. Sweet! And not just for SSS but maybe for a SimMars, seeing as there are tons of vehicle designs that use the TransHab as the living quarters. In either case, can't wait to see it.
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Post by Bill Mueller on Jan 11, 2006 11:42:47 GMT -5
Johnnywalker,
Your describing the Enterprise module. We have built that one as well. However, we did not get it or the TransHab completed enough to put in the game. As we go forward, we hope to complete them both.
Bill
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Casco
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Posts: 32
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Post by Casco on Jan 11, 2006 18:12:43 GMT -5
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Post by Bill Mueller on Jan 11, 2006 18:21:28 GMT -5
casco,
Thanks for the reference, however there is not much we can do with the level of technical detail in that description. All of the modules in SpaceStationSim are built to CAD, or near CAD level specs, inside and out.
Best Regards,
Bill
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Casco
Full Member
Posts: 32
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Post by Casco on Jan 11, 2006 19:10:20 GMT -5
Well I thats the best I have found so far but I will keep an eye out for a better one.
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Casco
Full Member
Posts: 32
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Post by Casco on Jan 11, 2006 19:16:54 GMT -5
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Post by johnnywalker on Jan 12, 2006 11:00:18 GMT -5
Johnnywalker, Your describing the Enterprise module. We have built that one as well. However, we did not get it or the TransHab completed enough to put in the game. As we go forward, we hope to complete them both. Bill That sounds great, I can't wait to have more module options available! Are there any plans to add in different truss options? I'm referring particularly to the NASA Dual Keel and Power Tower station options that were mooted in the late 1980s and early 90s? (Obviously this would require a lot of work and be a long term update option.)
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Post by hayoo on Jan 12, 2006 12:58:15 GMT -5
Oh yeah, dual keel would be fun to build. I'd still love it if EVA's did something for the station, like external repairs or changing out experiment pallets, find a use for the Canadarm 2 and such.
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Post by Bill Mueller on Jan 14, 2006 9:34:36 GMT -5
We have released the new demo and it's a big step forward in answering many of the requests from fans. But don't worry, on Monday (latest, Tuesday) we will have the next updater for SpaceStationSim with tooltips. Please everyone download the update and let us know how you like it!
Best Regards,
Bill
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Post by Greg Beauchesne on Jan 16, 2006 19:09:22 GMT -5
The latest update is now up! Same space-time, same space-channel: www.vision-play.com/products/game1/updates.htmlThis update adds tooltips to the various clickable objects in the game, and it *should* fix the crash problem that a select few were having with the previous update. As always, please keep us informed of any questions/comments/problems you have with any of our updates; it helps us make the game better for everyone.
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