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Hi All,
This is the first unofficial announcment of what I'm now calling "Project BeamMeUp" with obvious reference to Star Trek.
Outline of project:
The one thing that Orbiter is missing is a destination. This game is all about the journey and being able to complete a series of tasks on your spaceship in order to achieve orbit, or landing or intersolar travel.
This project will allow for the extensible option of having something to do at your destination.
For example: You may be carrying a supply of O2 tanks for a colony on the moon. Now in the normal orbiter, you travel to the moon and you drop off the O2 but nothing happens. There are no colonists, and who cares if they get their O2.
This project will allow, for the first time, the ability to have any challenge in a simulation state. There may be 75% O2 left in the base with a leak of 1% per hour. Its your job to successfully get to the base, drop off the O2 and even "Dock" this module with the base module.
This plugin (BeamMeUp) will detect these conditions and constantly provide feedback through an intuitive interface (and maybe even MFD), giving the illusion of real colonists.
This also gives the orbiter player something to hone their skills for, an element that can't be defined by the ships and physics alone.
Another might be an example where you are taking tourists from earth to the moon. You must be gentle, and your G meter is always monitored. If this goes too high, your tourists might become annoyed and even die.
The greater the amount of happy tourists that arrive at their destination, the more money you get.
Later on this money might buy you better ships or upgrade.
Of course, this is totally upto the imagination of the player to stay within the confines of the game and not use the scenario editor to create new ships but rather to let the plugin create it for you.
You may be required to service your ship and even fuel it!
So now you have a brief idea behind the concept. Another goal of this plugin is to have everything script based, loading mission details from a file however I'm not sure if the SDK allows for this so for now it will be hardcoded. Saving will be allowed of course.
Feedback wanted, Developers (Highly experienced) wanted.
Enquire here or PM.
-Dave is back in town
P.S.
Those people who keep asking me about Orbiter Mission Control, That project was stopped a long time ago because I knew that Orbiter 2010 was coming out soon and development was stopped. Also was waiting for the new OrbConnect to come out.
This is the first unofficial announcment of what I'm now calling "Project BeamMeUp" with obvious reference to Star Trek.
Outline of project:
The one thing that Orbiter is missing is a destination. This game is all about the journey and being able to complete a series of tasks on your spaceship in order to achieve orbit, or landing or intersolar travel.
This project will allow for the extensible option of having something to do at your destination.
For example: You may be carrying a supply of O2 tanks for a colony on the moon. Now in the normal orbiter, you travel to the moon and you drop off the O2 but nothing happens. There are no colonists, and who cares if they get their O2.
This project will allow, for the first time, the ability to have any challenge in a simulation state. There may be 75% O2 left in the base with a leak of 1% per hour. Its your job to successfully get to the base, drop off the O2 and even "Dock" this module with the base module.
This plugin (BeamMeUp) will detect these conditions and constantly provide feedback through an intuitive interface (and maybe even MFD), giving the illusion of real colonists.
This also gives the orbiter player something to hone their skills for, an element that can't be defined by the ships and physics alone.
Another might be an example where you are taking tourists from earth to the moon. You must be gentle, and your G meter is always monitored. If this goes too high, your tourists might become annoyed and even die.
The greater the amount of happy tourists that arrive at their destination, the more money you get.
Later on this money might buy you better ships or upgrade.
Of course, this is totally upto the imagination of the player to stay within the confines of the game and not use the scenario editor to create new ships but rather to let the plugin create it for you.
You may be required to service your ship and even fuel it!
So now you have a brief idea behind the concept. Another goal of this plugin is to have everything script based, loading mission details from a file however I'm not sure if the SDK allows for this so for now it will be hardcoded. Saving will be allowed of course.
Feedback wanted, Developers (Highly experienced) wanted.
Enquire here or PM.
-Dave is back in town
P.S.
Those people who keep asking me about Orbiter Mission Control, That project was stopped a long time ago because I knew that Orbiter 2010 was coming out soon and development was stopped. Also was waiting for the new OrbConnect to come out.