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FlyoutGame

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  1. Hello everyone. I'm the developer of Flyout and I'd like to clear out some things. For the background: Flyout is a one-man self-funded game. It is obviously not a massive corporate project with an intent to replace KSP. At the time I made the (ugly old) video which includes a moonlanding, Flyout was just a showcase I made to make sure I get applied to the games developement branch in my university. It was heavily inspired by KSP, but I wasn't planning to release it ever. However I got very addicted to working on the project and figured I'd like to make a game that feels like you're flying a sim like DCS, Orbiter, X-plane etc, but has the fun aspect of creating the vessels yourself. To answer to the previous thread: No I do not use any KSP code or assests in the game. It's built from scratch. Someone mentioned the transform gizmos. It's the most common and only way to do the gizmos that I have ever seen in any game or app. It's the exact same way you move and rotate objects even in the Unity editor! When it comes to the general building mechanics: I played KSP for years. I can't think of any better way of doing it. Maybe use Minecraft blocks? Nope. What makes it somewhat different are the procedural parts, which I plan to add even more, as it could greatly reduce the needed part count in the game. Then to the Youtube video advertisements. The label you see below the videos is assigned by Youtube's automatic content recognition system. Because Youtube doesn't know Flyout exists, my videos get easily labelled as being something else. I can't do anything about it. Even if I type "Flyout" in the game label. They do it so the game developers get credit from Let's play videos etc. So what is Flyout now and where is it heading? Currently it's mostly a modular flight simulator. I have spent a lot of time on the detailed aerodynamics solver. It takes into account, for example. current wing sweep, wing thickness, leading and trailing edge devices, aspect ratio. The wings are divided into segments and the forces are calculated for each one of them, like in X-plane. It also has (very WIP, reintroduced to the alpha 2 days ago, features include only seeing and hearing others) multiplayer with 5 people max. per room at a time. About the engine creation mode, that many people seem to be interested in. Unfortunately it's not integrated to the actual gameplay yet, althrough the same solver is used in the premade engines. Seems like I have to get it done asap. Then to the space aspect. Like I said my resources are very limited and I can't work on multiple large features simultaneously, and I haven't had time to work on space simulation for months. So what can you do in space at this time? Orbit around the first planet, that's it. More space features will come later when everything works well on the first planet. Someone mentioned about the possibility of rocket customisation. Rocket performance in Flyout is calculated according to nozzle throat area, chamber temperature and fuel density and ambient pressure (using some equations I found on a NASA website) so they could be tweaked a little bit. I haven't found a way to calculate performance effects from the nozzle shape yet, but yeah, I have been looking into that as well. Hopefully this makes some more sense now. If you have any questions, please ask.
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