Space Orbinomics II progress

ar81

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The need to replace arts for Space Orbinomics II means a few steps back in the arts department.
I just rendered the pics without the 3D girl and later I will take care of arts.

I am trying to gather all info together to settle daown the way to turn all these theory into data and code. It looks to me that I will need to find the missing pieces of the puzzle of waste treatment.

It seems a bit more complex than I initially thought but eventually I will overcome that.
 
A project worth doing is worth doing well! I, for one, am greatly looking forward to seeing this one up and running.

Don't hesitate to post any questions that arise, as the users here are a great resource for finding useful data. When I'm settled in and have my stuff out of storage, I'll be sending you my lists of materials and their weights per square meter. This includes things as diverse as basalt sand to corn flour.
 
Volume is not a problem. The limit will be your money, not storage.
The idea is to teach people about how good for your pocket it is not to produce waste.

I came to the idea that not only you could have probability of failure due to lack of maintenance, but also leak of toxic things that would affect crew health.
 
The need to replace arts for Space Orbinomics II means a few steps back in the arts department.
So, it's still going on?
Good to hear. Take your time to reiterate as much as you feel fit.

One possible advice is - concentrate on the code and logic, and keep the nice pictures for the finishings.
 
Yes, it is still going on. Arts can wait.
I am making it as visually appealing as I can.
It will be similar to the previous one, but it will have waste management instead of merely 1 supply consumed per day.
It will not be unfinished and it will support DGIV only.
Also, instead of using known characters it will use drawings of mine.
I just wonder what style of drawings is appealing to you.

In the road of finding out about substances I found a joke about arab chemistry that refers to "Amin Ohasid" (Aminoacid).
 
Well, I started programming during DOS era. Then I learned to program in Visual Basic using available materials to learn and the first beta of Space Orbinomics for DGIII was more like experimenting with code, so it was very messy.

Mesh Wizard was the second big experiment and then I could learn about the limitations of the approach I was using. The code is a bit less messy, but I am not proud of the way it was coded.

Later I tried to discover ways to interact with code and Orbiter files, and created some tools.

The new Space Orbinomics started but it became hard to handle using the traditional event driven programming, specially when it is about handling scenarios the way I want to handle it. So I had to restart from scratch using Object Oriented Programming (OOP) which makes the code easier to debug. I did know about OOP but I found it is hard to find suitable material for beginners on OOP for VB. But finally I managed to understand it somehow.

I also think I brought VB5 to its limits and found that some instructions did not work as intended or some were too slow, so a process of finding ways to optimize VB5 code slowed me down.

Creating the classes I need takes a long time. So the process goes slow, as I am in need to create some classes for my job, as Excel also uses VB and it became a nice practice, and it takes some time to build classes.

I basically have a semifunctional user interface created with event driven programming, but I did not continue with it for it will become unmanageable without OOP. I do not want to make the same mistake I made with Mesh Wizard but in a bigger scale. So it goes slow, but it goes on in my spare time.

So the bad news is that I had to start from scratch using OOP, the good one is that it goes on, slowly but it goes on. Perhaps some of these tuesdays in the future, after climate change is irreversible, I could make a release when all humanity become environmental refugees...:P It will go slow, because I want to make it as professional and neat as possible.

More than being some kind of Elite game, Space Orbinomics concept is more like FSPassengers for Orbiter. But the idea is the same. Fly, make money, pay your bills, try to make profit.

You may start your own Elite game, trade, buy here, sell there. But I am afraid orbiter has no dogfighting. But it has docking and entry, which adds to the experience.
 
If You don`t mind, lets continue in my topic, to not divide discussion into 2 and to not offtop here. Now i`m goin to put main thoghts there.
 
Sorry if this might be slightly off-topic, but I missed the old beta I keep hearing of. Is there any way I could get that and play around with it? (just curious to see how it works) Or do you prefer to keep this offline until everything is finished?
 
Space orbinomics old beta was for Orbiter 2005 and DGIII, not very user friendly in the initial setup, and it was unfinished.
Some comments from users of the beta:
http://www.orbitersim.com/Forum/Default.aspx?g=posts&t=5788
I retired it because I was not going to support it anymore, as I decided to remake it.
I do not seem to find the old beta, it must be somewhere in my old dusty backups...
And sorry for going off topic.

We were talking about Elite project of slicem...
 
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I see.

Anyway, I think it's a great thing you're trying to do with Orbinomics 2. Ever since I started fiddling around in Orbiter I imagined how it would be to actually have a purpose in the game, to develop your own route and help bring the small universe to life. I would like to haul stuff on orbit or to the moon for some money, or I would like to buy my own modules to build my station and have people use it, to make some cash in order to build even more stations and develop an even bigger transport network etc.
I am aware that this requires things that Orbiter probably doesn't even support yet, like some advanced AI to make NPC's possible, and autopilots for them that don't screw up when time warp is greater than 100, to make the world persistent. (maybe this can be solved without even spawning the NPC's, unless they're in a certain range from you, or just leaving them as a virtual function deep within the game's statistics). All I want to say is that I wish the best of luck to you. I wish I could help somehow, but I'm not particularly skilled in any domain required for this add-on (programming, art, mesh creating...) - at least as far as I know.
 
I think I have the skills. What you must pray is that I have the time, the money (to make a living), health and mental clarity to code.
 
This will be a great MFD to use along with OrbiterGalaxy if we can get it up and running. A very realistic approach to long duration spaceflight beyond our solar system. In order to make a successful trip, colony vessels ( and orbital colonies for that matter ) would need to maximise the usage of all availible resources.
:speakcool:
 
What you must pray is that I have the time, the money (to make a living), health and mental clarity to code.

I do hope so. If it helps, here's another bit of support and desire for the project. This sort of thing would be awesome. :speakcool:
 
From gameplay`s point of view, dinamicaly changing scenario is much better than generated static. But god help programmer to create such and stay alive :).
 
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