Author Topic: SSMS2 ?  (Read 238894 times)

CDRMikkel

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Re: SSMS2 ?
« Reply #450 on: June 05, 2024, 12:37:55 AM »
Thanks for the mini update.  :) What is different in the new award functions?

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Re: SSMS2 ?
« Reply #451 on: June 05, 2024, 06:17:11 PM »
You are awarded medals :o
With the congressional space medal of honor as the highest award


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Johan2011

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Re: SSMS2 ?
« Reply #452 on: June 06, 2024, 10:04:27 AM »
Which be the SSMS2 Beta Release Date?

Medicmodeler10

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Re: SSMS2 ?
« Reply #453 on: June 06, 2024, 07:07:33 PM »
They said just a couple of posts ago that MAYBE there will be a beta in the fall, so POTENTIALLY a few months from now. I'm happy to hear the updates and that they believe they are that close. But like most smart developers, they aren't listing any solid dates yet, ie: October 1, 2024, because should they have to miss that date for any reason and it's delayed, the pitchforks come out because they didn't deliver as "promised."

CDRMikkel

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Re: SSMS2 ?
« Reply #454 on: July 25, 2024, 04:57:19 AM »
Thanks for the update!

And because i am curious. Are you guys currently working on getting all the missions from SSMS2007 to SSMS2?


Best Regards Mikkel  :)

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Re: SSMS2 ?
« Reply #455 on: July 27, 2024, 03:40:55 PM »
Hi there!

The funniest/hardest missions will be added first from SSM2007, but we will add some new missions for our old fans to ;).
But even the old missions will be a totally different experience. And in many cases much more forgiven. Especially when it comes to the RMS operations.

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CDRMikkel

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Re: SSMS2 ?
« Reply #456 on: August 02, 2024, 05:58:16 AM »
Cool, looking forward to try them out.
I have always struggled a bit when it comes to RMS operations.
Sorry for all the questions but whats changed with the RMS?

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Re: SSMS2 ?
« Reply #457 on: August 03, 2024, 01:58:28 AM »
The thing that happened to the RMS is real Inverse Kinematics. :o
It sounds complicated and it is a bitch to code. Especially since nobody here has a masters degree in maths.
But we manage to scrap together something that really worked. So now the arm can be moved with the End Effector as reference. If the EE points down and you translate forward, the EE moves down. The EE attitude is also kept as still as possible during translation.It all works within the joint limitation of course, so its not 100%, but that is just like the real thing.


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Commy

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Re: SSMS2 ?
« Reply #458 on: August 06, 2024, 05:29:59 AM »
Do the graphics still hold up to 2024 standards? Im interested to see the first public release version, but of course that would be everyone else here too. Im curious as development started in the early 2010s and it is still yet to come out.  :)

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Re: SSMS2 ?
« Reply #459 on: August 06, 2024, 03:46:31 PM »
Well, of course an indie team with a couple of guys that codes and develops graphics in their spare time cant compete with the gazillion people involved in a "real" software project.
We also don't use any fancy "engine", just plain OpenGL 2.0 mixed with 4.0 shaders. So neither performance or graphics is top notch. But its still much better then SSM2007, and its a product that people still buys, so there is definitely a market for it.
And in the end, graphics is quite easy to change late in development once you get all coding done. Even porting to a better engine is not that difficult.
The issue is that there is no really free graphics engine out there right now. Especially not for making space simulators.
Of course the long time in development isn't something that were pride of, but we will get there. Sooner, or more probably, later. ;)


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CDRMikkel

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Re: SSMS2 ?
« Reply #460 on: August 06, 2024, 11:43:43 PM »
The thing that happened to the RMS is real Inverse Kinematics. :o
It sounds complicated and it is a bitch to code. Especially since nobody here has a masters degree in maths.
But we manage to scrap together something that really worked. So now the arm can be moved with the End Effector as reference. If the EE points down and you translate forward, the EE moves down. The EE attitude is also kept as still as possible during translation.It all works within the joint limitation of course, so its not 100%, but that is just like the real thing.


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It does Sounds complicated, looking forward to be trying it out. 8)

By the way does anyone know if there is a joystick that comes close the look and feel of the real Shuttle's Rotational Hand Controller?


Regards Mikkel

Commy

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Re: SSMS2 ?
« Reply #461 on: August 12, 2024, 10:17:11 AM »
Will it be on steam? always down to pay on steam since its easier to manage my games from there than to buy it from the website

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Re: SSMS2 ?
« Reply #462 on: August 12, 2024, 04:17:40 PM »
Hi there!

We have been looking at several options. Steam is great, its also the most expensive service to use to distribute software. On the other hand the visibility is greater, so it could be worth it in the end.
But nothing is written in stone yet. This PayPal variant we use now works fine for the moment.

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Medicmodeler10

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Re: SSMS2 ?
« Reply #463 on: August 18, 2024, 10:24:18 PM »
Mikkel, decades ago Thrustmaster made a flight stick that was a basic copy of the RHC. Might be able to find one on ebay or something. Whether or not it'd be usable with SSM2 and/or today's hardware.......?

https://spinoff.nasa.gov/spinoff1998/ch7.htm

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FallenBelfry

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Re: SSMS2 ?
« Reply #464 on: August 20, 2024, 02:41:24 PM »
Stupendously thrilled about this, especially as I am about 200 pages (and half a notebook's worth of notes) deep into the Shuttle Crew Operations Manual. Can't wait to put my absolute lack of skills and/or basic cognitive abilities to the test.

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