Buzz Aldrin's Space Program Manager - BARIS 2013?

N_Molson

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I found the dl rate a bit slow given my optical fiber connexion. Still, got the 1.24 Gb installer in less than 30 minutes.

They are going to release a first patch tomorrow, that should notably fix the lockups on Mercury unmanned flights & Pioneer heliocentric probe.
 

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Do they plan on including non-Windows versions of the game (iOS, Android, etc.) in the Early Access? I know they said that those platforms would eventually be supported in the final product.
 

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Patch v0.7.3 is out ! Notably fixes the unmanned Mercury missions, and makes Luna 15 (soil sample return) available.

Changes log
 

N_Molson

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v0.7.8 : Lunar Gemini

In the last release (v0.7.8), you now have access to Gemini Lunar Missions, including :

- Circumlunar missions (Titan III-C/Transtage ; Titan II/Gemini (EOR))
- Lunar Orbital missions (Saturn I-B/Gemini Extended SM/Gemini)
- Direct Ascent missions (Saturn V/Gemini Direct Ascent Stage/Gemini)

Things are moving fast, I'm currently seriously involved in debugging. What I can tell you at this point is that things are really going to be more and more interesting ;)
 
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Athena

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Could you give me a link to the download? I'm sort of lost right now :beathead:
 

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So, do they plan on adding more Soviet hardware, like Vostok, Voskhod, and Soyuz?
 

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So, do they plan on adding more Soviet hardware, like Vostok, Voskhod, and Soyuz?

So far I know there got not really plans moving to add more Soviet hardware. Even in the two other packets what comes soon or later I don't know any plan so far that there going to add more Soviet hardware.

Bit sadly maybe, but having the American hardware is not such a drama also.

Got the game since a few weeks now and its great :thumbup:
 

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So, do they plan on adding more Soviet hardware, like Vostok, Voskhod, and Soyuz ?

So far I know there got not really plans moving to add more Soviet hardware.

I can only say "don't despair". ;)
 

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v0.7.9 : Personel micro-management

The last release includes :

- Possibility to send personel in advanced training. The "lightbulb" skill determines the ability of a recruit to learn new things. Definitively adds another dimension to the game : take care of your Astronauts, SETs, and MCs teams, to have specialists in every area.

- Personel morale implementation. You can now adjust the salaries of a departement, which has a direct effect on the personel morale, and of course on your budget. A low morale mean that employees will quit your agency and search a better paid job elsewhere.

- Several bugfixes and a new, more realistic landing animation for the X-15 (dry lakebed instead of concrete runway).
 

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Still seemingly impossible to get a lunar landing before the 80's...
 

N_Molson

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Yeah, it is very hard. But the balance of the game, is going to be seriously improved before the end of the year. A lot of numbers are a bit arbitrary right now ;)
 

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v.7.13 is out !

Things are really taking shape.

Changelog v 0.7.13 (Released on 10/1/2014) :

* Implemented the scroll wheel suggestion in point 5 from this thread.
* Fixed some glitches related to the maximum competency value of 98% introduced in 0.7.12.
* Implemented the suggestion from this thread regarding the display of the assignments names (i.e., mission componenents for SET personnel and missions for Flight Controllers and Astronauts) when browsing the lists of employees.
* Added a cost for sending employees to advanced training.
* Tweaked the values for the budget revisions, as suggested by one of the beta-testers.
* Fixed the imagery glitch reported on this thread.
* Increased the initial assignment of ‘learning capacity’ values, as suggested by one of the beta-testers.
* As suggested by one of the beta-testers, we have tweaked the algorithm that applies a downgrade to the reliability of the mission components in order to make it proportional to its involvement level.
* Fixed two glitches in the steps names for the Pioneer 4 mission (lunar flyby).
* Fixed the ‘shortcut bar stops working’ bug reported on this thread.
* Made the EVA suits separate mission components that need to be RDed. As with all mission components, they will also have an impact on the relevant mission steps.
* Fixed a synchronization bug in the Apollo Earth orbit flight tests mission. Now the Mission Control console will correctly display all mission steps.
* Fixed a visual glitch in the ‘Ascent’ step of the Apollo Earth orbit flight tests mission.
* Fixed a bug in the spreadsheet that prevented the player from actually achieving the long-term campaign goal.
* Re-rendered and integrated a whole new set of assets for the space complex. This should fix all the minor visual glitches reported in the past few weeks.
* Tweaked the capacities for the personnel buildings in the space complex (i.e., the SET Center, The Mission Control Center and the Astronauts Center).
* Added more short-term campaign objectives types and significantly expanded the pool of potential short-term campaign objectives for each budget review period.
* Fixed a bug reported on this thread regarding a false notice of mission components reaching max RD reliability.
* Added more entries to the Buzz-opedia.
* Changed the layout of the Mission Control room for the Apollo missions in order to better reflect the historic layout.
* Enhanced the scripts for the Gemini and Apollo missions in order to better reflect the responsabilities of the flight controllers and the flight crew members on each mission step.
 

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Here's a "secret" I was in since several weeks (and I insisted for it), I hope that BARIS fans like me will enjoy : :)

A new plan for Space Program Manager

USA & Soviet campaigns and multiplayer are announced based on the community’s feedback

Two months after releasing the Early Beta project, it's now time to announce a host of new features for Buzz Aldrin’s Space Program Manager. The game has been played for over 100,000 hours, by thousands of players around the world and over 3000 suggestions posted via the forums.

“We have seen a tremendous amount of feedback from the players”, said Ignacio Liverotti, Lead Designer & Programmer at Polar Motion. “All these contributions have been analyzed and taken into consideration to form a brand new list of features we are adding to the pipeline. This will of course delay the release of the final product, but we are really committed to delivering the players the game they want and know the players will understand and appreciate what we are doing”.

Cosmonaut.jpg


After some careful planning during the past few weeks, developer and publisher have decided to rewrite the original roadmap.

First and foremost a brand new "Race to the Moon" campaign will be added: players will be able to play as either the Soviets or the USA in a race to be the first to set foot on the Moon (and return safely back to Earth!). This 2 new campaigns will co-exist with the originally announced campaign, which means that the campaign mode will now feature three options: race to the Moon as Soviets, race to the Moon as Americans and Global Space Agency. What we’re saying is that nothing is being taken away – just a load of new stuff is being added for free!

PKASpacePlane.jpg


Other important features which are being added:

* Support for widescreen resolutions for desktop platforms
* Ability to mix-and-match rockets and payloads: instead of forcing players to run a mission using a predefined set of rockets and payloads, for more customization and replay value.
* Support for multiplayer: Space Program Manager will use Slitherine's PBEM system, so players will be able to challenge and play the race to the Moon campaign against other players across the different platforms

Soyuz.jpg


Artists are already working on the next Road to the Moon assets and a new release date will be announced soon. In the meantime, updates will still be provided in a regular basis in order to introduce new gameplay mechanics, contents and address the bugs and suggestions reported by the early adopters. For more information n Buzz Aldrin’s Space Program Manager, check out the official product page.

Voskhod.jpg
 

N_Molson

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BASPM v0.7.16 is out !

BASPM v0.7.16 is out !

After a lot of work, a new build is ready. Amongst a very long of fixes and additions to the game, the "mix'n'match" rocket/payload system is the star-feature of this new version. It allows the player to manage boosters and payloads independently, and to mix them at will. By the way, each booster has a set of specific Suborbital, LEO, TLI and TPI payload capacity, and each payload has a mass, all that based on documentation that could be found. Of course, you can only launch manned flights with man-rated boosters. However, you can launch unmanned test-flight with non man-rated boosters.

Also, the Soviet hardware is now present in the GSA campaign (though the animations are not ready yet). Featured :

Launchers

- R-7 'Sputnik'
- R-7 'Lunik'
- R-7 'Molnya'
- R-7 'Vostok' (man-rated)
- R-7 'Voskhod' (man-rated)
- R-7 'Soyuz' (man-rated)
- Proton-K
- Proton-K/D (man-rated)
- N-1 (man-rated)
- UR-700 (man-rated)

Spacecraft

- PKA (Orbital spaceplane, 1 seat)
- Vostok (1 seat)
- Voskhod (2 seats)
- Soyuz 7K-L1 (2 seats)
- Soyuz 7K-OK (3 seats)
- Soyuz 7K-LOK (2 seats)
- LK-700 (2 seats, Direct Ascent)
- LK lander (1 seat)

Misc

- Berkut spacesuit (Voskhod)
- Yastreb spacesuit (Soyuz 7K-OK)
- Krechet-94 lunar suit (LOK + LK-700)
- Igla automated rendez-vous subsystem

We tried to pay attention to the historical differences between the US and Soviet approaches : in example, Soviets will have to achieve a 'crew transfer' goal (the pinnacle of the 7K-OK program) in order to perform it safely using the N-1-LOK/LK lunar plan.

The system of goals has also been completely revised, with now more generic goals, that will enable the USA vs USSR race to the Moon campaigns.

More information on www.slitherine.com -> Forum -> BASPM
 
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N_Molson

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BASPM v0.7.17 is out !

BASPM v0.7.17 is out !

This update features both new gameplay mechanics and content, such as :

* Added functionality in order to clean-up Unity’s local cache when loading a new version of the game for the first time.
* Added the group type that the mission component belongs to in both the “Open Rocket Program” and the “Manage Rocket Program/Mission Payloads R&D” screens, as suggested on this thread.
* Mission components that do not belong to any active program will get removed from the list of payloads that can be R&Ded.
* Closing a program will automatically unassign all those SET employees that are working on its mission components, unless said mission components are shared with another active program.
* Added functionality in order to explain why a certain rocket program cannot be opened.
* Generalized support for all 16:9 resolutions. Now the game supports any 16:9 resolution, not just 1366x768.
* Added two new game modes: “NASA sandbox” and “Soviet space sandbox”, along with the assets for NASA and the Soviet space agency space complexes. Assigned a different advisor to each space agency (von Braun to NASA, Korolev to the Soviet space agency and Buzz Aldrin to GSA).
* Replaced several of the placeholder images in the UI for the programs, mission configurations and mission components. Just a few left to go, mostly from the lunar Soyuz program (i.e., Soyuz 7K-LOK).
* Added a whole new set of images for the goals badges.
* Major tweaks to the game’s database and data scripts in order to make the game experience more enjoyable.
* Revised the goals dependencies for manned programs: now the impact for skipping foundation missions (e.g., an uncrewed suborbital flight) will be based on both goals specific to that program and generic goals. For example, a manned orbital flight with the Vostok spacecraft will receive penalizations for the following unachieved goals: “Suborbital flight - Vostok” (practical experience with a manned flight with Vostok), “Uncrewed orbital flight - Vostok” (practical experience with an orbital flight with Vostok) and “Man in space” (general spaceflight experience that can be achieved with any spacecraft).
* Optimized the sound effects files in order to reduce the installer size.
* Added the following programs: Korabl-Sputnik 2 (soviet biosatellite based on Vostok), Luna 3 (soviet lunar flyby) [YAY THE ALMIGHTY PROBE WILL BE IN THE GAME, believe me I thought of you and insisted :hailprobe:] and Mars M69 (soviet Mars orbiter).
* Gameplay changes:
a) The Vehicle Assembly Building (VAB) needs to be constructed first before attempting to open a rocket program.
b) The evolution state of the VAB limits which rocket categories can be opened (Light, Medium and Heavy).
c) Skill levels of SET employees go up when they are assigned to a mission component.
d) Programs and mission components now have a maintenance cost, which gets deducted from the player’s funds at the end of every season.
e) Some programs will get a deduction on their opening cost if certain programs are already opened and active. For example, a cost deduction will take place if the player attempts to open the ‘Project Apollo’ program while the ‘Project Apollo tests flights in Earth orbit’ is alredy opened.
f) Changed the algorithm that computes the mission components’ downgrades after a failed mission. Now the setbacks will be proportional to the difference between the ‘Max Reliability’ and the current reliability, which will yield lower amounts than in previous versions.
g) The skills of the Flight Controllers and Flight Crews will improve after undergoing a mission, in order to reflect the fact that they have gained practical experience. Flight Controllers will upgrade on a single ability (the only exception being Flight Directors, which will improve in all 5 skills, although to a lesser extent), whereas Flight Crews will always improve on their 5 abilities. Improvements will follow the same principle followed by reliability results in the RD process: upgrade results will be better the farther the current skill level is from the maximum.

Notice that the savefiles from 0.7.16 are no longer valid for 0.7.17 because of all the new information that is now required to run the game, so you will need to start a new game from scratch.

http://www.slitherine.com -> forum -> BASPM
 
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N_Molson

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BASPM v0.7.20.1 is out !

v 0.7.20.1 (Released on 28/06/2014)

The Soviet side is getting completed. More animations, and debugging in the existing programs.

* Added the mission animations for the Soyuz 7K-OK and LK-700 programs.
* Fixed the goal dependency for the ‘Uncrewed lunar flyby test’ mission of the Soyuz 7K-LOK program.
* Fixed the list of cancelled goals for some of the existing Soyuz’s goals.
* Changed the Thor-Able and Atlas-Agena launchers category from “medium” to “light”.
* Fixed a step in Vostok Suborbital flight, where the cosmonaut wasn’t involved.
* Changed the MC layout from “3” to “5” for biosatellites.
* Fixed the Apollo Earth Orbital docking mission crew layout. Only 3 astronauts are required.
* Budget reviews adjustments.
* Enhanced the recruits list for the Soviet space agency (courtesy of user ‘Sergeiev’ from the forums).
* Fixed the ‘Controller disappeared in mid-mission’ bug reported on this thread.
* Fixed the penalization bug reported on this thread.
* Fixed the ‘bug after minor glitch’ problem reported on this thread.
* Fixed the ‘Gemini bug’ reported on this thread.

Link to new release : http://www.slitherine.com/forum/viewtopic.php?f=226&t=50771

Full changelog : http://www.matrixgames.com/forums/tm.asp?m=3466740

Next : Multiplayer (PBEM), N1/L3 (LOK) Lunar Program animations, and some more Soviet unmanned missions animations (MARS 1969A, LUNA 3 :hailprobe:)... We have plenty of stuff to keep us busy ! :lol:
 
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