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Mulbin

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Everything posted by Mulbin

  1. Wow.. the forum has changed since my last update! We are getting very, very close to releasing the first demo of GFL:Mercury... in the meantime, here are some new screenshots and an updated in-game video!
  2. [quote name='Fluburtur']...I think I will get an Arduino Uno starter kit since apparently there is no Mega starter kit...[/QUOTE] Depending on your country there should be plenty on ebay made by other manufacturers. Don't assume you have to buy an official Arduino. Arduino is open source so there are plenty of manufacturers making identical boards with full support from Arduino. [url]http://www.ebay.co.uk/itm/Sintron-Mega-2560-Starter-Kit-LCD-Servo-Motor-Sensor-for-Arduino-AVR-Learner-/171504782547?hash=item27ee7b4cd3:g:fA8AAOSw1x1UQNnT[/url] I only ever use third party boards as they are much cheaper and have never failed on me yet. They are not ripping Arduino off as Arduino have deliberately allowed anyone to make clones of their boards to help spread the technology and make it affordable. Here's one that ships worldwide from china, I often import direct from there as most components you use are made there anyway. [url]http://www.ebay.com/itm/NEW-RFID-Master-Kit-with-MEGA-2560-Motor-Relay-LCD-Servo-for-Arduino-AVR-Starter-/121586882088?hash=item1c4f249628:g:JvEAAOSwMmBV3GvB[/url] Shop around until you find one that comes with stuff that interests you. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] When buying third party a good rule is to ignore stuff that is pretending to be official... so if it says "Arduino" on the board with a fake logo its a knock-off and is kind of stealing from Arduino's brand (although it may still work just as well). Look at the boards that are honest about being made by another manufacturer. I've used a lot of Funduino boards, they are great.
  3. I'm having an odd problem. My game has two different types of small hardpoint sitting right next to each other in the build screen. One is the new sleek model, one is the old chunky model (pre 1.04?). If i try to use the new sleek one it looks fine in the editor but when I launch I suddenly have the old style chunky hardpoints (which don't have the jettison feature). I also have to re-buy the sleek new ones every single time I go into the editor. I have no mods adding these parts to the game and can only find one small hardpoint folder in my squad folder... where the heck is the old style hardpoint coming from?... and why is it breaking the new one? Mods installed... (ksp 32 bit) Antenna range Boulder Co Chatterer Custom Barn Kit Engine Light E.V.E Firespitter (just the fuel switch, no parts) IFILS KCT Mechjeb Realplume Scansat Scatterer Ship effects Stock Clamshell fairings Superstock (my current dev build) Toadicus KAC
  4. [quote name='IanThePineapple']What kind of Arduino are you using? I mean like Arduino Uno, etc.[/QUOTE] I use a mega, it has far more sockets!
  5. [quote name='ModZero']Not sure how recent this is, but there was a spreadsheet used to balance the mod some time ago: [url]https://docs.google.com/spreadsheets/d/13BxJQrxNytTETv-YluwmPEq6xYcQrNRmy7kxHsYaOOc/edit#gid=1567791694[/url].[/QUOTE] Ahh Ok, I'll experiment and alter my configs I think... not really interested in using mod antenna just the stock ones. If I've understood that sheet correctly the mod is now dependent on the origami antenna mod for long range?
  6. Can anyone point me to a guide/table that shows the various additive ranges of each antenna with each level of tracking station upgrade?
  7. Update! Here is a sneak peek at some early alpha footage of the interior of Freedom 7 during launch.
  8. Noticed something with 64bit (I realise 64 probably isn't supported!). With KCT installed I can't recover any vessels... I get the recovery screen, get all my science and cash back etc, but afterwards the ship is still just sitting there! Had to remove KCT as I had a ship on the launchpad and no way to remove it. Bug went when I removed KCT.
  9. Hi, I'm not entirely sure what the ground control mod actually does.... is it like remote tech? Do you need line of sight to a tracking station to transmit data/control probes? Not sure what the motivation for buying the relay stations is if you can already transmit your data and control probes without them...
  10. Hard to say until they release the HTC Vive... but I would imagine it simply be a case of swapping out the oculus camera plugin for the HTC's plugin. Pretty much all of the other stuff is handled by Unity itself so not much would need altering. I certainly hope so as I'm leaning towards buyinh an HTC rather than Oculus when the retail versions release. I will possibly look at crowd funding or early access or a combination of both. The more it develops the more I think I'd like to get it funded enough to put some full time work into it. Another mini update - testing out re-entry effects and a newly remodeled porthole!
  11. I played a lot of A-OK, fantastic game. I thought it was about time there was a new mercury simulator though, especially now that affordable VR is available. You'll be able to... Soon
  12. Quite simply it's absolutely unlike any sort of gaming you have ever tried. Forget everything you think you know about playing games. I've tried to explain quite a few times to friends that it's really like being there and they never quite get what I mean until they actually try it out. The usually say something along the lines of "oh... I'm actually there, I thought I'd still be playing a computer game, only bigger and 3d... but I'm actually there." To get a good estimation of the difference you can do a quick experiment.. 1. play a driving game on your monitor. 2. walk outside and get into a real car, look around and think to yourself "Oh look, I'm inside a real car"... this is what it's like with an oculus rift. OK! Things have been slow for the past month as I've been moving house (and building bathrooms, hiring builders etc, etc) but I'm picking things up again now. It's mainly been back end stuff but there has been some modelling too, here are a couple of fresh interior screenshots.
  13. Been a bit quiet as I've just moved house but picking things up again now. In other news, I've got Freedom 7 flying
  14. Earth is starting to look quite good I'm also working with a programmer from a leading UK game developer (sorry can't say which one at the moment) who is looking at 3d terrain modelling for me.
  15. Actually, after a bit of digging it looks like unity 5 should export directly to linux. Shouldn't be a problem to release a linux build. I'm not adding anything I'm afraid. It's a serious simulation and learning tool. That being said for a die hard space nut it should still be of interest, in fact I've played for hours on A-Ok wings of mercury in the past and that didnt even have a 3d cockpit! But you're right, it might not appeal if you're after fast paced action particularly on a monitor. If you have a rift though you wont care about gameplay as you'll be experiencing total emersion space flight that feels really, very, very real. I've lost count of how many times I've instinctively tried to flip a switch with my finger
  16. One of the great things about unity 5 (apart from how it finally gets on with 64bit!) Is that it exports for pc and mac at the same time. There will be very little work to ensure it is compatible with windows and mac. Linux is something I will look into further down the road. Very hard to say at this point. I am developing it with oculus rift and to use vr, as with all vr you will need a good gaming rig to maintain 70fps. Running it on a monitor will be less demanding.... but I can't recomend vr enough for this title, it really is something special sitting inside the spacecraft! TBC! It is very likely I will look at early access/crowdfunding once the first demo is out.
  17. It's a myth that the mercury spacecraft was designed to be flown by chimps. In the test flights a chimp was sealed in a small pressure chamber inside the cockpit but had no access to any controls or switches. The manned capsules were launched and reentered on autopilot, just like all spacecraft ever built (except the shuttle for landing), during flight the astronaut had a joystick and roughly 60 switches and dials to operate the spacecraft. The film "the right stuff" has a lot to answer for spreading nonsense about mercury
  18. This post is 50% shameless plug and 50% relevant! I have been working on another project for a little while now - a total immersion simulator of the Mercury program using the Oculus Rift (although there will be a version for Monitor too). As I piece this game together it's occurred to me that I might prototype my simpit layout in VR first to get it right before I build! In other news just 3 weeks until a new home with room for a simpit More info on my other project here www.goforlaunch.co.uk
  19. Hi, I've added your project to the megathread! Here - http://forum.kerbalspaceprogram.com/threads/66763-Custom-hardware-simpit-repository-For-people-who-take-KSP-a-little-too-far
  20. Here's a sneak peak of my current project. A complete VR simulation of the Mercury missions. More info here! https://www.facebook.com/GFLMercury/
  21. Hah, it's on my list of things to do! Busy selling and buying houses at the moment.
  22. Ahh, I see. I've not looked too closely at Apollo construction as I'm taking most of my design influence from Mercury and Gemini. My simpit will have a good old fashioned lamp above the panels
  23. I will hopefully have some time next week to update the tree to include the new stock parts... and maybe start recompiling for module manager (rather than overwriting).
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