Progress with space orbinomics

ar81

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After several times of starting from scratch, in order to solve technical problems, it seems that I am having some progress with Space Orbinomics.
My first goal is to reproduce the features of the old beta, but have them working ina fully functional way, unlike the last beta. It will use Delta Glider IV and internally (from a code point of view) it was revamped to make it easier for maintenance and debugging.

It may take some months until a first release that is the new version of the old beta, and saved games might not be compatible with later versions that should add new features.

I came to think that some of you may like to be passengers in Space Orbinomics II. Later I will tell you the specs for the submissions. Please DO NOT send any submissions right now.

Here is a screenie of work current in progress. I just finished handling os passenger load/unload and I am working on the finances part.

http://img373.imageshack.us/img373/7069/spaceorbinomicsiicsm6.jpg
 
Looking really good :lol:.

May I ask, hows this gonna be integrated with orbiter?

Is it a stand-alone app, and is orbiter used just to simulate the flight?
 
Orbiter is used to simulate the flight
 
It is an external app with a scenario generator. When you take off, it generates scenario and runs Orbiter. After you land and exit Orbiter, it will read the scenario so you can continue playing.

My app is played when you are landed/docked. If you played "Mechwarrios 2: Mercenaries" you may remember that between missions you had an interface to handle contracts and so. It is a similar concept.

In mission is played in Orbiter. Between missions will be played with this game I am making. It automates the rules originally designed by Badream from M6 orbiter forums and adds some extra boost.
 
:clap:

Looks fantastic! When do we get to try? :speakcool:

Nice work!
 
It is still a few months ahead for the first release. I have a job and an offline life, but I still find the time to continue making it. So it goes slower than if I had all the time in the world. The good thing is that it goes on...
 
Sure, I can only imagine. My question was really more a statement of excitement than anything else. :) A suggestion, if I might: how difficult would it be to allow Orbinomics to not just trade intangible supplies, but also more present objects like the payload modules for the DGIV, etc? I don't know if something like this would add much value, but it would add to the realism, of course. :)
 
It is a great idea. For the future that would be Ok. However it would require to design background economy to that world, something I have not figured out yet.

Right now I am trying to reproduce the features of the old beta. As you might remember, it was my first serious attempt to use Visual Basic and my first usage of forms and modules, and the code is just too messy... so I had to restart making it from scratch. However some small changes are to be implemented, like replacing single supply units for a series of devices and items for the trip.

It is great that you have said that to me, for after I am done with the finances part, the purchases will come, and I should have to design it to allow future trading of payloads.
 
Then I'm glad I could contribute. :)
 
By turn-based, you mean to say that consumables consumption will be estimated at the end of each day, or something else?
 
Got it. I must say, I'm looking forward to this! Were there still plans to feature a server that would hold information about the player so as to prevent cheating?
 
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