Scruce - you are right about what you say. Do it right or not at all, thats why I have been taking my time. There are many expansion packs I plan to release in this series, all will link into each other to tell a story. Knowing when to release can be difficult there is always more you can tweak with, but if we tweak forever we would never release anything! I can only hope I have got the mix right for you all. If not I will endeavour to correct this pack for you. When I release I will be supplying an email address for support questions and yes I will answer all queries as best I can.
Pinguinboy - Yes you will be able to select all of the modules in the scenario editor, create them and adjust perameters. I have been doing this to create the screen shots you see now. In addtion all modules come with a built-in docking tool window which allows you to perform the same docking operations as the scenario editor. Also the tool window lets you attach/detach vessels using any of the attachment points on the vessel if there are any available. This will allow you to connect 'Furniture' items such as COMs dishes and antennas to increase the customisation of your stations. This feature is already implemented and tested.
Hlynkacg - Absolutely correct! I will be releasing a modified version of the stock Atlantis supplied with Orbiter. The Orbiter SDK supplies a number of example software projects for the vessels available in Orbiter. All credit goes to those initially involved in there development, all I shal be doing is extending the Atlantis functionality. The software for the extended version of the Atlantis will be supplied in my addon package. I was trying to keep this a secret till the release. Oh well.
Izack - Your questions answered:
1. Your models look really detailed (which is good), which is somewhat intimidating to those of us with 'lower end' machines. What is the typical polycount of one of these stations?
Understandable and I have thought of you all. All of my images are of the high res version which have a typical polycount of no more the 200,000 for something like the 7-ET-Cluster station depicted. Now for most typical gaming graphics cards polycounts such as this would not even get them breaking out in a swet. The professional flight and driving simulators I design at work have far higher polycounts in there scenes than this, for example 1,000,000 +, and we can run them on high-end gaming cards at 60Hz like an NVIDIA 8800GT (GeForce 8 series). so if you have a GeForce 8 or better then you are laughing. I have two machine specifications at home which I develop on; Core i7 (2.80GHz), 6GB RAM, ATI Radeon 5570 HD (1GB), 1TB hard drive, Windows 7 and a more modist AMD Athlon (2.3GHz), 1GB RAM, NVIDIA GeForce 6 (512MB), 100GB hard drive, Windows XP. My Hi Res station pack runs on both system at about 30Hz or higher.
Texture memory is the biggest problem though, not having enough on board graphics RAM means more texture cache misses and thus more unloading and loading of textures from main RAM to graphics memory. This can seriously reduce your frame rate. What you want is all your textures for your scene loaded up into graphics memory and not have to rely on swaping textures in and out of your graphics card. Another problem is too many small mesh groups all using the same materials. Each time a group is processed a material needs to be applied, this means swaping a possible texture and lighting properties. This can be very costly. All my models have been optomised to reduce material swaps to the minimum. Also my textures are optomised to make use of as much available space in the texture area as possible, thus reducing the amount of memory required.
My entire collection of modules correctly stands at only 133MB of texture memory. This is using the Hi Res textures, using the Low Res textures is significantly less! If you have a 3D graphics card that has 256MB of RAM and a reasonable clock speed of 400MHz say then you should be fine to run the low resolution version of this addon pack.
What sort of machine do you have?
2. I must admit I did not read through thoroughly, so I may be missing something here, but will any of the stations (at least eventually) be simulated as single vessels?
Good question and no you have not missed anything.
Originally I had planned to just as you have suggested, but changed my mind to individual modules so people could play at station construction in space. I am always happy to return to this idea, though I have no idea as to when I may release it. This would reduce the polycount a little bit too!
The pack will come with a number of scenarios to get you started. There will be a few varieties of station style for you to play with or copy into your own scenarios.
3. Apparently one of the issues with the ET station concept is the SOFI flaking or 'popcorning' off on-orbit, in addition to providing poor MMOD protection. What is your 'backstory' to combating this problem?
Ah, now thats part of the entier backstory to the Project-Outposts series. In the addon pack along with the user manual will be a story outlining the history of events that leads to these stations being constructed.
Here is a brief outline of the back story:
Due to an enviromental catastrophe that changed the worlds economics, manufacting of certain materials had to be moved off world to LEO or beyond. The cost of waste processing and polution control quickly became unaffordable to the worlds industries, taxation rose to a never before seen high and economical disasters shook the world. The race was on to find a way to reduce costs and some looked towards space for the answer, the only problem was cost. A new space race was formed, one to cheapen the cost of vehicles, launchs into orbiter, and their payloads. NASA who had undertaken a study in the early 2000's, had an answer. In the race people revisited the idea of using modified ET's as work shops. They were cheap to manufacture and had large areas to build factories inside.
The problems of Micro-Meteoroid Orbital Debris (MMOD) and 'Spray On Foam Insulation' (SOFI) were revisited. After the inventions of the new kevlar based materials used in to Cupola sheilds and bigelow Aerospace inflatable modules a solution was found to cover the ET's in a light coating of this new material. Its properties helped invert a new polymer, which could be made clear, for building windows that reseal under the conditions of a micro-meteoroid hits. The material heats up an liquidizes during a puncher and reseals (again true, NASA are developing such a material intended for the manned Mars program). This material was applied to the exterior and interior of the ET outer wall.
NASA wrote a paper about the feasibility on an idea which came from science fiction, most notably Arthur C. Clarke who invisioned a space elevator (this is actually true). It was found technically possible to build such a system but the locations where one could be built were limited. Most sites on Earth were in remote 3rd world countries with difficult political alliances which soon would gain from the economical disasters. The project would bring all countries closer together and unite man kind in a new vision. One was built.
A new space port connected to a new moon of Earth, one towed into a geostationary orbit by the people of Earth. Then a bridge system was constructed which lead down to the ground with multiple platforms. A new age for man kind in space had begun!
Early versions of the ET's were outfitted on the ground and adapted to launch from automated boaster vehicles as the age of the space planes was long gone! Later the units were tranfered to the space elevator for delivery to orbit.
4. How will one be able to take the ETs into orbit? Will the outfitting of the tank for habitation be simulated?
By rocket boaster or the space elevator. Yes I fully intend on building a real model of the space elevator for orbiter, ambitious I know and it will not be release any time soon. My current plans for release of the space elevator are some time end of 2012 or begining of 2013.
In the first addon pack all ET's will contain virtual 3D cockpits which are ready for habitation. The entire length of the ET interior is modelled and you can move freely from top to bottom. Addition scenic packs will be released so you can add more furnishings to your station interiors.