DarkFact
New member
what is the easiest way to contact martin? I have a question for him.
what is the easiest way to contact martin? I have a question for him.
It's actually maroon (Orbiter Founder), not red (Administrators).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:.
first!One does not simply contact martins... You mustfirst!
It's not exactly maroon, but #a30903.It's actually maroon (Orbiter Founder), not red (Administrators).
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.
what is the easiest way to contact martin? I have a question for him.
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.
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.
If he agrees (getting so ahead of myself), 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.
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.
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.what say you martin? and community?
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.
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.
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.