Space Nerds In Space

Re: Space Nerds In Space

Postby smcameron » 07 Apr 2017, 03:26

lynxmonkey {l Wrote}:This is, by far, the most amazing game ever! I played Artemis with our crew for a while, that was super fun, but this is a whole new level of awesome.
The whole "real time" effect is the best, It's like being in a real life version of Firefly or USS Defiant. Start up the game, pull up a seat, open a beer and hangout, until you're required to do some work. Being a member of this crew, in this space, is like having the best job in the verse.


Thanks for the very kind words! Sorry for the slow reply, haven't been checking this forum as frequently as I should.

lynxmonkey {l Wrote}:I'm on comms and have figured out:
request to dock
request a towing service
buy / sell mined stuff to get money

-- I still haven't figured out how to re-fuel the ship, any advice here would be great... please... seriously... I really need help..
otherwise our games will continue to end, with the ships voice telling us the fuel level is critical. I figure it's probably going to involve "/computer do X " or "/hail SB-01 request refuel" ??

Please keep making this great game :)


There are two ways to get out of the "Fuel levels critical" situation, one of which is cheating.

The first way is to hail a starbase, and select option 4, "REQUEST TOWING SERVICE". A tow ship will be dispatched to your location and tow you to the starbase which you contacted. If you have near zero fuel, it will give you a little bit of fuel too, so you can drive to the starbase and dock. Once you dock with the starbase, you will be refueled. It is possible the tow ship might get killed en route to your location, in which case it won't show up (you can call for another one.) It's also possible for the tow ship to be attacked while towing you, in which case it may drop you where ever you might be (middle of nowhere) and run away. Again, you can call another tow truck in that case.

To successfully dock with the starbase (after the tow truck drops you off near it) you need to:

1: make sure docking magnets are engaged (there's a button on the navigation screen)
2: make sure you lower your shields (it will tell you to lower your shields if you forget)
3: request permission to dock while shields are down and when you're pretty close to the starbase (within 5000 units, I think. It will tell you if you're too far.)
4: Navigate to a docking port on the station after permission is granted but before permission expires (you can ask permission again, of course.)

The docking ports vary in appearance, but you can guess which parts of the station they are,
some look like this:

Image

or like this:

Image

Once you dock with the port (by ramming it, basically), you will be connected to it. Your ship will be refueled and repaired, and all the systems will be turned off. To undock, turn off the docking magnets (navigation screen) and power on your systems (engineering screen).

The second (cheating) way to get more fuel is as follows. Once it starts saying "Fuel levels Critical!", go to the DEMON screen, and type in "safemode". The next time it says "Fuel levels Critical!", you will get your tank filled. "safemode" also has some side effects, it prevents enemies from deciding to attack you (if they already decided though, they don't quit.) If you type "safemode" a second time, it toggles off (you won't lose your fuel, but enemies might decide to attack). Safemode is a toggle. However there's no indicator of whether it's enabled or not (I should fix it, but I only put it in to help with debugging anyway.)
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Re: Space Nerds In Space

Postby smcameron » 16 Apr 2017, 08:38

I added a "Star Map" to the navigation screen.


youtu.be/fhu04_ymcM0

http://www.youtube.com/watch?v=fhu04_ymcM0
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Re: Space Nerds In Space

Postby smcameron » 28 Apr 2017, 07:40

Haven't tried these myself, but there's some stuff by Hayden Hughes to build a bootable arch-linux based Space Nerds In Space usb image here: https://github.com/HUg0005/snis-live and some (again, untried by me) prebuilt images linked from the readme there.
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Re: Space Nerds In Space

Postby smcameron » 03 May 2017, 07:03

A couple new features added recently:

1. You can now set up to 10 waypoints on the Science station, either by typing in X, Y, Z coordinates directly, or by marking the ship's current position. The waypoints are selectable from the list of waypoints, or via the short range scanner or via the long range scanner. Once selected, the green arrow on the Navigation screen will point to the waypoint (just as it points towards anything that Science has selected.)

2. Life support system. There's a new system on the damage control screen, life support. There are also power and coolant sliders on the Engineering screen for life support, and a gauge for oxygen, which is produced by the life support system (from e.g. electrolysis of water). If the life support system is damaged (or deprived of power), it will produce less oxygen. Oxygen is consumed at a fixed rate. If the rate of oxygen production is below the rate of consumption, the oxygen levels will slowly decrease. If they get too low, the crew will asphyxiate.

A video demoing the new features: https://www.youtube.com/watch?v=5LmPP7OLtqM
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Re: Space Nerds In Space

Postby smcameron » 25 Jun 2017, 19:47

Some minor progress on Space Nerds In Space. Improved UI sound effects (I think), most buttons make some kind of sound now. Added tooltips to all buttons and sliders. Now you can eject the warp core. I need to work on the warp core ejecting mechanic to make it a bit more meaningful, but the basics are there.


youtu.be/MImkMx3ZNWI
https://www.youtube.com/watch?v=MImkMx3ZNWI

The sci-fi UI sound effects were made with this thing:
https://www.modulargrid.net/e/racks/synth/88651/2146 (Warning, this makes noise -- play with the 4 large knobs at the top left.)
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Re: Space Nerds In Space

Postby smcameron » 05 Jul 2017, 06:14

Quick demo of new attitude indicator and yaw/pitch/roll rate indicator on the nav screen:

https://www.youtube.com/watch?v=eNOe1ghJmIg
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Re: Space Nerds In Space

Postby charlie » 05 Jul 2017, 10:39

That is seriously neat!
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Re: Space Nerds In Space

Postby smcameron » 30 Jul 2017, 22:12

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Re: Space Nerds In Space

Postby smcameron » 08 Sep 2017, 06:13

Image

Experimenting with specular reflection on planetary rings.
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Re: Space Nerds In Space

Postby smcameron » 10 Sep 2017, 03:16

Finally got tired of faffing about with trying to record videos on linux via software methods and sprang for an HD video capture device. Audio is recorded with a Zoom H4N (but with low batteries, so it's a little distorted.)

http://www.youtube.com/watch?v=weZMeTjVPro
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Re: Space Nerds In Space

Postby smcameron » 19 Oct 2017, 06:07

Been thinking about Comms, and how comms always seems to be lacking something very meaningful to do in these bridge simulator type games, so I am revisiting an idea I had about 3 years ago but never really pursued: Add a Real Time Strategy game into Space Nerds In Space, and let Comms be the one to direct the action. Here's a little demo of what I have working so far:


youtu.be/8V8oLyaxsKo
https://www.youtube.com/watch?v=8V8oLyaxsKo
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Re: Space Nerds In Space

Postby smcameron » 21 Oct 2017, 19:51

Don't know if anyone will find this interesting, but I decided to try a little live stream coding session. Mostly it's 30 minutes of me being slightly puzzled. OTH, I found that "obs studio" is actually capable of doing a decent job capturing video, unlike anything else I've tried so far that didn't involve extra hardware.

https://www.youtube.com/watch?v=70dalJo83hg

youtu.be/70dalJo83hg
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Re: Space Nerds In Space

Postby smcameron » 07 Nov 2017, 22:16

Looky what I got... Space Nerd accoutrements. It will probably take a few days before I get all this working with Space Nerds In Space.

Image
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Re: Space Nerds In Space

Postby smcameron » 09 Nov 2017, 04:22

So I've got the basics working with this HOTAS joystick setup today-- not counting the rudder pedals -- my cheapo "open box special" turned out to be missing a RJ12 to USB adapter that's apparently needed for the rudder pedals. D'oh! (I suspect someone broke or lost their adapter, went to Fry's and bought this thing, extracted the adapter, then returned it, sans adapter, and then I bought it as an "open box special.")

There is now a joystick config file (example default config here: https://github.com/smcameron/space-nerd ... config.txt )

Have to say, it's pretty cool!

I still need to add more "functions" that are hookable to the joysticks (e.g. Currently it's not possible to connect "Reverse", "Engage warp", "toggle docking magnets", and other misc. things to the various joystick buttons, but there's no reason it couldn't be, and this sort of thing I will get to in the next few days.)

In case anyone plays around with this (ha!) and adds some config for their particular joystick, I am trying to collect such configurations, and have an issue to do so here: https://github.com/smcameron/space-nerd ... issues/118
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Re: Space Nerds In Space

Postby smcameron » 10 Nov 2017, 06:47

So, while watching a review of this HOTAS joystick/throttle/rudder pedals combo, I realized that the missing RJ12 to USB adapter is actually not a problem after all because the throttle has an RJ12 socket into which you can plug the rudder pedals, and I tried it out, and it seems to work, with the rudder pedals showing up as an additional 3 axes on the throttle device.

Also, I've committed changes to allow mapping almost everything on the Navigation screen to joystick buttons and axes.
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Re: Space Nerds In Space

Postby Julius » 10 Nov 2017, 07:16

Pretty nice... although they would seem a bit out of place on a bridge simulator (as opposed to a dog-fighting space shooter).

Any other plans for input devices? Separate Android touch-screen? Steam controller?
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Re: Space Nerds In Space

Postby smcameron » 10 Nov 2017, 16:49

I don't think it's really out of place for the Nav console, but supposing not everyone agrees with that, it's easy enough to not buy something like this and not plug it in. In any case, someone specifically asked for this capability, and it's easy enough, so I didn't see a reason not to do it.

As for other input devices, no plans for phones, the steam controller should be very easy as I presume it shows up as just another input device, so it should just be a matter of seeing what it shows up as in /dev/input/by-id and adding some entries into the joystick config file. But, kind of hard to do that when I do not own a steam controller. Feel free to send patches. Github issue to collect joystick configs here: https://github.com/smcameron/space-nerd ... issues/118
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