General Question how does one contact martins?

what is the easiest way to contact martin? I have a question for him.

Well, hes on these forums as Martins, so you can send him a private message if you like. Hes the only one with a red name, so when he posts its usually easy to spot :lol:.
 
Of course, you can also try getting him by attending the same conferences as he does. Could be a bit expensive, but you would have surprise on your side. :lol:
 
One does not simply contact martins... You must :hailprobe: first!

Never wondered what the strange Flak Light in London with the big probe silhouette is for? :lol:
 
well I guess here is as good as any place to ask, btw thanks for the quick responses, I would like premission to attemp an xbox 360 indie game port of orbiter.

I am sure there will be more to it than just building the project with xna 4.0 but I think there are many 360 gamers looking for simulators and very different things than black ops to put time in. I have seen a few flight sims but nothing on this scale.

that and I just like to see if I could do it and do so with justice to the core beliefs of orbiter. what say you martin? and community?

---------- Post added at 01:45 PM ---------- Previous post was at 01:43 PM ----------

also the system supports keyboard, mouse, and flight stcks too so all the hardware bases are covered.
 
I am sure there will be more to it than just building the project with xna 4.0 but I think there are many 360 gamers looking for simulators and very different things than black ops to put time in. I have seen a few flight sims but nothing on this scale.

No source code for the main engine. Also XNA 4.0 is a completely different architecture than the current DirectX architecture in Orbiter.

While you can do pretty much everything nasty with an X-Box, I doubt you will get to the finish line in this case.
 
well I guess here is as good as any place to ask, btw thanks for the quick responses, I would like premission to attemp an xbox 360 indie game port of orbiter.

I am sure there will be more to it than just building the project with xna 4.0 but I think there are many 360 gamers looking for simulators and very different things than black ops to put time in. I have seen a few flight sims but nothing on this scale.

that and I just like to see if I could do it and do so with justice to the core beliefs of orbiter. what say you martin? and community?

---------- Post added at 01:45 PM ---------- Previous post was at 01:43 PM ----------

also the system supports keyboard, mouse, and flight stcks too so all the hardware bases are covered.

If he agrees (getting so ahead of myself :P), I wouldn't mind being a part of that if you know what you're doing.
Whatever you make is not likely to be very close to a 'port' of Orbiter. Orbiter is closed-source, and any space sim is going to share the same principles. The only thing you could really copy is the interface, but there's not much reason to copy the details that make Orbiter really unique.
Even if Martin wanted Orbiter put onto consoles, he (again, getting way ahead of myself and not wanting to speak for him!) would be very very unlikely to ever have it be sold.
 
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true...

No source code for the main engine. Also XNA 4.0 is a completely different architecture than the current DirectX architecture in Orbiter.

While you can do pretty much everything nasty with an X-Box, I doubt you will get to the finish line in this case.

while I agree the architectures are different I feel the xbox could accurately and efficiently represent the engine with most if not all the bells and whiatles if written properly.

---------- Post added at 01:54 PM ---------- Previous post was at 01:51 PM ----------

If he agrees (getting so ahead of myself :P), I wouldn't mind being a part of that if you know what you're doing.
Whatever you make is not likely to be very close to a 'port' of Orbiter. Orbiter is closed-source, and any space sim is going to share the same principles. The only thing you could really copy is the interface, but there's not much reason to copy the details that make Orbiter really unique.

thank is why I'd like to get martins premission so I could get the physics to match what he's doing and keep the essences of the engine. I was never really fond of orbiters gui and figured I would push more for totally 3d cockpits.
 
while I agree the architectures are different I feel the xbox could accurately and efficiently represent the engine with most if not all the bells and whiatles if written properly.

Don't underestimate it. The simplest things like to turn out pretty complicated when you have to actually do them.

How many simulation games have you already written for the X-Box 360?
 
what say you martin? and community?
I say nay! I don't think that a console can offer the sandbox style that I love about Orbiter. I want to geek out on my ships, create detailed flight plans, use custom MFDs to explore the solar system.

I just think the xbox is too static of a platform to offer me the kind of thrills I want.
 
thank is why I'd like to get martins premission so I could get the physics to match what he's doing and keep the essences of the engine. I was never really fond of orbiters gui and figured I would push more for totally 3d cockpits.

The physics are explained and changing between versions. It's just the usual methods of propagation, standard ephemerides, simplistic collisions with spherical bodies, properties of lift, drag, thrust, etc. that are generally simple enough to be made up for most vessels.

I don't think a space sim is a bad idea for an xbox indie game. In fact, I guarentee any degree of success will make you loads of money.
It won't be Orbiter, it won't be pleasantly moddable, but it will be enjoyable in my opinion.
 
Don't underestimate it. The simplest things like to turn out pretty complicated when you have to actually do them.

How many simulation games have you already written for the X-Box 360?

I have written other games nothing to speak of rpgs, action, a first person but enough to know I couldn't get this ready in a year. it would take meticulous attention to detail and I have the means in which to accomplish it. make no mistake if it was less than what orbiter is I would never put it out.
 
I have written other games nothing to speak of rpgs, action, a first person but enough to know I couldn't get this ready in a year. it would take meticulous attention to detail and I have the means in which to accomplish it. make no mistake if it was less than what orbiter is I would never put it out.

If you were planning to actually call it an xbox version of Orbiter, give up on that.
A nice space sim though, sure, and put out there whatever you can do. My highschool CS teacher makes thousands of dollars on each of some fairly simple games that he just puts a few months work into that have very crude graphics. (meshes, textures, sprites)
 
The physics are explained and changing between versions. It's just the usual methods of propagation, standard ephemerides, simplistic collisions with spherical bodies, properties of lift, drag, thrust, etc. that are generally simple enough to be made up for most vessels.

I don't think a space sim is a bad idea for an xbox indie game. In fact, I guarentee any degree of success will make you loads of money.
It won't be Orbiter, it won't be pleasantly moddable, but it will be enjoyable in my opinion.

I agree with you. if I were to charge I would put it all back to martins anyhow. orbiter has never been about money and wouldn't want to change that aspect. at the most just enough to cover the costs of having it posted with all extra going back to martin. I'm not greedy lol
 
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