I like games like this, controlling something in space… the controlls are a little bit hard, but I think its normal because we need to get used to it. Really fun
Thanks, yeah there is no assisted controls here, all inputs are independent, that’s part of the core gameplay challenge. I recommend an X360 controller which is what I use for testing and what I used in the video.
looks pretty dam slick mate, though going from point A to point B might get a tad boring, try implementing some mechanical failers, over heating burners, lose of power ect, randomly of course.
So say your flying from point A to point B and your almost halfway there, your main engine cuts out and your about to hit a mountain side, you slam on the reverse thrusters, disengage the main engine, and fire up the back up units, as the rocky lunar peak approaches you scrape across its gagged surface, holding your breath as the tell tail sounds of metal on rock ring out inside of your craft, barely avoiding complete annihilation you check your gauges and find that the collision caused a fuel leak. Now you have to chose between the safety of point A and the uncertainty of reaching point B. Better chose quickly as the fuel level is dropping quickly, and no fuel = no life support.
Again mate nice looking game, the quad cams are pretty interesting too. The moon looks really realistic mate and you must have tested this a lot because that was one dam sweet landing lol.
I am planning some Challenges soon:
A series of waypoints to fly and a time/fuel limit.
Initial starting conditions and a target destination e.g. start in the air with a certain amount of fuel and you have to try and reach a fuelling station.
Challenges will be ranked on time/fuel use and landing accuracy and the scores will be uploaded to an online leaderboard.
New version is out that now uses Terrain Lightmaps which greatly improve quality and performance.
Also fuel consumption now uses the thrust input value rather than just on or off at a fixed rate.
Thanks Stardog, I would like to add support for more screen sizes in future.
Currently though it will be wide screen only and a minimum of 1280x720.
The UI code for the HUD has allot of magic numbers and I have to write specific profiles for each detected res.
Currently I have only done 1680x1050 and 1920x1200 which are 22" and 24" monitor native resolutions.
Thanks mate, you should like the new version, if you enjoy flying it. I personally love flying in the cockpit, cruising with the thrust lock on.
Challenges/Missions are planned to happen soon, I just need to work out how I’m going to implement them.
I’m not sure I know what you mean exactly xandeck?
You can make the top right view port(Cockpit HUD) fullscreen now.
Would you like to be able to toggle any of the viewports to fullscreen?