Showing posts with label space sim. Show all posts
Showing posts with label space sim. Show all posts

Saturday, November 1, 2014

Flying cars - the Jetsons are go; Star Citizen updates including a really cool graphics webpage

Here's some news of cool stuff so my posts this week aren't all disheartening.

Here's a video of a testflight of a car that turns into a plane and back again!




 __________________________breaking like a boss___________________________________________


Here's a: really cool webpage showcasing a data-based (interception, hacking, courier, transfer) spaceship from Star Citizen.

If you're logged in, it has a nice personalisation showing your profile as the only one not yet eliminated! =P There's also a nifty 'decrypt page' button to reveal the unscrambled data on the webpage. =)

Also, release 13 or Arena Commander v0.9.2 has been released: https://robertsspaceindustries.com/comm-link/transmission/14258-Arena-Commander-092-Released

Thursday, October 2, 2014

Star Citizen claims Guiness World Record - Most Crowdfunded Project Overall

Hey guys, I (kind of) got into the Guiness Book of World Records!!! (well CIG did, but I backed Star Citizen so ... =P)

Guiness Book of World Records 2015, page 17:
- Flash/HTML version
- SEO version

And this was when Star Citizen had raised $39.6 million back in March, and it's now over $55 million!!! Note that sponsorships and subscriber monies do NOT count towards the total you see on the funding goals webpage.

In the latest Letter From the Chairman, Chris Roberts describes CIG's budgeting planning, and how 'feature-creep' is actually part of the agile development process, with "creeped" features coming after Persistent Universe v1.0 release, although others may come before that since they're able to with increased funding, like higher fidelity ship models.
Go agile! (I'm glad I'm being taught Agile at my current uni, whereas I in the previous one I only touched waterfall/Vmodel. Maybe it's because I switched from hardware to software, but the idealogy should be taught/learnt anyway!)

You can also see other crowdfunded projects (also on page 16, it's a double page spread), including the pebble smartwatch (which came out before all the latest watches like Samsung, Sony and Apple's current-gen offerings). It features e-ink which is cooler and less battery draining than LED/LCD but is monochrome. I wrote about both Star Citizen and Pebble last year here

Monday, August 11, 2014

The return of the ISEE 3

http://spacecraftforall.com/home


Great website with cool interactive documentary-like experience! Check it out! Also, it'll be live-streaming the fly-by of the moon in a few hours (Sunday, August 10th 10:30am PT - 12:00pm PT) , but I'll be asleep. Also includes live data anytime! =)

This whole project was crowdfunded and they (the hackers/makers) work in a hackerspace/mission-control in an old Maccas building! Lol! And with NASA's blessing =) Them talking about *SCIENCE* so much reminds me of stuff like Portal, xkcd, KSP (get them science points!) haha.

Also, great post about SoftwareDefinedRadio; been meaning to get my HAM radio callsign sometime soon ...

Also, the initial swing-bys to get to the 1st comet flown through by man is so cool and complicated, it reminded me of an epic version of this:
Ahem. We are STRICTLY an Orbiter shop.

I mean, orbiting in one plane is hard enough to learn (in a fun way) in KSP. Add in polar plane and crazy manoeuvres and orbits like Quasi-Zenith and I have to spend more time wrapping my head around more simulations, models and reading.
P.S. My short-term goal is to build and launch a (nano)sat in one of them Quasi-Zenith orbits servicing Australia =P Hopefully I'll get to crowdfunding when I've actually done work on it xP.

Wednesday, July 23, 2014

SpaceX reusable rocket video (SpaceX does it again!)

So reusability landing footage from last week's successful SpaceX-Orbcomm mission has been released by SpaceX! Apparently this time no file repairing was needed like last time when they crowd-sourced help for repairing their mpeg via reddit =P.
There is however, icing, which blurs/obscures the video quite a bit.



SpaceX's full blog/news post (quoted at the end) has more information, including that they touched down at close to 0 velocity, and the next 2 flights they will not attempt reusability tests since they are higher orbits (GTO). However, after that on flights 13,they will test landing on water and (flights 14, 15) on solid ground with increased chance of success. Apparently it's easier to land on land than on water?! (It could however, be just a platform in the ocean.)
I'm guessing they have great control over where they're able to land. (It's harder to gauge when and how to burn by eye/hand when landing from orbit to KSC in KSP -which was recently 40% off on Steam and now features contracts and rewards for recovery of things like boosters/stages =P)

Here's the full quote from the SpaceX blog (because the info is so juicy):
Following last week's successful launch of six ORBCOMM satellites, the Falcon 9 rocket’s first stage reentered Earth’s atmosphere and soft landed in the Atlantic Ocean. This test confirms that the Falcon 9 booster is able consistently to reenter from space at hypersonic velocity, restart main engines twice, deploy landing legs and touch down at near zero velocity.
After landing, the vehicle tipped sideways as planned to its final water safing state in a nearly horizontal position. The water impact caused loss of hull integrity, but we received all the necessary data to achieve a successful landing on a future flight. Going forward, we are taking steps to minimize the build up of ice and spots on the camera housing in order to gather improved video on future launches.
At this point, we are highly confident of being able to land successfully on a floating launch pad or back at the launch site and refly the rocket with no required refurbishment. However, our next couple launches are for very high velocity geostationary satellite missions, which don’t allow enough residual propellant for landing. In the longer term, missions like that will fly on Falcon Heavy, but until then Falcon 9 will need to fly in expendable mode.
We will attempt our next water landing on flight 13 of Falcon 9, but with a low probability of success. Flights 14 and 15 will attempt to land on a solid surface with an improved probability of success.
Space Age, here we come!!! =D

Wednesday, July 16, 2014

Space Update 16/7/2014

Quick Space Update =D

 

AITC installs Wombat XL

Close to (my) home, Australia is finally moving along in the space industry with our first satellite testing facility at the Australian National University! The last time I was there they didn't have the Wombat vacuum tank in the big testing room. Let's see if I can upload a picture of what I saw (great view!): on second thought, he's some pics from the AITC from when we toured there!

The room where the Wombat XL Space Simulation Facility now sits
Dang, that view (Canberra's pretty!)
Crane in the clean room
Clean room




soon-to-be vibration platform

Sometimes moving images around is so difficult, even in this WYSIWYG blogger editor I would rather LaTeX. (html layout formatting is horrible imho)
ANU hopes to test their HDLT plasma thruster there. (Past research students in the group have said their previous conclusions were "need bigger vacuum chamber", so here it is! =P)

SpaceX launches 6 OrbComm satellites, gets aproval for Texas private launch site, and passes 3 flights EELV requirement

100% mission success. Reusability testing was good (again) up until splashdown.


They got approval for their first private spaceflight facility. It even has a wiki page! This allows SpaceX to"provide SpaceX an exclusive launch site that would allow the company to accommodate its launch manifest and meet tight launch windows." Especially that rapid reusability time - land on your own launchpad, recover, reintegrate, refuel, launch without worrying about range clearance blocking you because it'd be planned already.

Also, USAF certifies SpaceX's Falcon9 3 successful flights, amid the legal battles they have had.


UK Spaceport and user roundup

Astronomy Agregator does a good UK Spaceport and reusable/SSTO/Sub-orbital round-up of the Spaceport's users and critique.
Speaking of my favourite space outlets (apart from the big ones like NASAspaceflight, spaceflightnow, space.com) I haven't been on AA or ParabolicArc or Spacevidcast in a while. I'll be happy to get back into it! =)
Spacevidcast's new show is now called TMRO ("tomorrow") and are on Patreon, so support them, because they do really great weekly shows!


Space Games

Space genre games have seen a resurgence, imho in no small part due to Star Citizen's rocketing success, and a lot of them are on Linux =D Here's updates from the biggest 2 (and my personal favourites) space games!

CIG at RSI.com on StarCitizen surpasses $48 million in funding and has almost 500k Star Citizens at time of writing! All the stretchgoals!! It doesn't look like we'll get the bagel carrier mentioned in an old WMH episode xP but we do get complete alien languages with the hiring of linguists!!!

Kerbal Space program is releasing 0.24 soon and has prepped this FAQ for us. After the NASA-partnered 0.23.5 Asteroid Redirect Mission update (with a stock asteroid grapler/claw), this is a welcome update with funds, reputation and contract functionality to further enhance the career mode! No longer will you build with unlimited money and have no repercussions of killed kerbonauts! =P I hope those interstellar mods and life support, real communication link, KOS and MFD mods still work ... Would love to do a full mission in first person!


Hurray for indies and startups! (All news items today have had a connection to this theme). Especially newspace! =)

Friday, June 27, 2014

Gaming Update & Arena Commander launched for a couple of weeks!


LoL, Dota 2 and SC2 are now collegiate sports.

Dota 2 nears 10 million prizepool money, which includes USD$8.4 million from compendium and compendium point purchases. That's $33.6 million of total compendium related revenue, and $25.2 million for Valve from compendium related revenue alone! This is getting big, just like TF2 hats =P
Current PrizePool:

Btw, Steam Summer Sale is on, get them daily/flash deals! Isthereanydeal.com is also a great website to track your wishlist and if it goes on sale on many different storefronts - it saves heaps of browsing time! 
You know Valve is doing something right when they release things gamers want (Steam Cloud, Cross platform SteamPlay, Dota2, TF2, SteamOS-Linux) and aren't shy to get it properly done and delay releases according to Valve Time, much like CIG does with Star Citizen and their DFM release. =P


Speaking of, the Star Citizen DogFighting Module has been released (launch trailer here)! It's named Arena Commander (as a in-universe combat sim game). Currently it's at v0.8, check the above link for the planned version update roadmap. Some interesting stats and tutorial videos for different control devices (m+kb, joystick) released ~24hrs after the DFM release.
Also, the most watched Star Citizen streamer on Twitch - Nyaandere - streams almost daily! (Pretty punny username if I may say so myself).

 
Alternate Launch Trailer, the one I prefer - especially with the lovely Bach Prelude 1 =P

Everyone has single player (free-flight, Vanduul swarm) access if you have the Alpha or "Arena Commander module" access. Most recently they've updated it with Hangar Patch 12.3 (which is still v0.8 for Dogfighting module/Arena Commander version numbers).
Want to know if you have multiplayer access? Check your UEE Citizen Record # on your Citizen Dossier like so https://robertsspaceindustries.com/citizens/pd12
Then match it up with the roll-out updates on https://robertsspaceindustries.com/comm-link/transmission/13947-Arena-Commander-Multiplayer-Roll-Out-Begins

Also because a lot of people have been complaining that the ships' handling doesn't "feel right" CR (Chris Roberts, project director) has written up this lovely post full of the details of how they simulate and model the flight physics. It's beautiful! (And therefore obligatory iframe which doesn't work atm, someone tell me why):

Wednesday, March 12, 2014

BREAKING: CryEngine on Linux Officially CONFIRMED (and therefore Star Citizen =P)

Yes, after years of speculation, Crytek has announced that CRYENGINE will finally officially build natively for Linux.
Here's the excerpt pertaining to Linux:
During presentations and hands-on demos at Crytek's GDC booth, attendees can see for the first time ever full native Linux support in the new CRYENGINE.  The CRYENGINE all-in-one game engine is also updated with the innovative features used to recreate the stunning Roman Empire seen in Ryse – including the brand new Physically Based Shading render pipeline, which uses real-world physics simulation to create amazingly realistic lighting and materials in CRYENGINE games.
I first learnt about his when someone posted to the Star Citizen forums of a thread I was following. 
Obligatory Phoronix post

My speculation history to date:
Just recently Star Citizen advertised Kingdom Come: Deliverance which utilised the same CRYENGINE and promises a Linux port.  It's triply funded on Kickstarter now!
Remember in this post I talked about that Linux programmer position they were hiring for Frankfurt (Crytek HQ) as proof of "almost fully official" Linux builds? Filled.
Or that time Chris Roberts said in the 24 hour livestream for Star Citizen that they can't say anything about non-Windows builds yet but Linux (and Mac) users will be "pleasantly surprised"?
And then me wondering about it here?
And these posts were a year after I read Phoronix' article back in 2012 where I first speculated about CryEngine on Linux. Of course, at that time I thought the more the merrier, but in 2013 Star Citizen changed that thought into "Come out on Linux already!"

Linux is complete with gaming rant
Yes, you're getting another (slightly reworded) one ;P
With Valve's SteamOS, Steam on Linux and Source, Unity, Unreal and CRY Engines being native on Linux, games ARE moving en-masse to the Linux OS. This is welcome news, since gaming, and atm, only one particular game -Star Citizen- is the only thing holding me back from never booting Windows on my laptop.
Games I also like and play on Linux are: Dota 2, KSP, Guns of Icarus Online, L4D2, TF2, X-series, Bastion, Killing Floor, Gemini Rue, Dust, Monaco, Surgeon Simulator, and an ever increasing amount of games, indie and big-publisher alike. I find if I'm looking at a game purchase/Humble Bundle, availability on Linux is a deciding factor. I also find I can usually get a good old game on Windows that wasn't built for Linux working on Wine. Especially with WineHQ database and PlayOnLinux. =P

The past year has been - and the next few years will be - very interesting for Linux =)

_________________________________________________________________

Star Citizen Update!

So they just reached $40 million and every backer who pledges/pledged before the $42million mark will get a special Galactapedia (Hitch Hiker's Guide, if you will) viewer. They'll also get a TOWEL! HAHAHAHAHA!!!! xD

Also, since I've done an SC update on this blog, a lot of things have happened - they're at patch 11.1 with OR support in the Hangar Module; check out the stretch goals, which are just examples of the ways SC improves with the money and were usually planned long ago.
Also check out their new monthly reports (link to Feb 2014) for those of us who don't have time to follow every website post.

And they now have 3 update videos every WEEK:
  • Monday - 10 for the Chairman where Chris Roberts answers 10 questions from subscribers (monthly pledgers of $10/$20).
  • Wednesdays - Wingman's Hangar (now moved to Wednesdays; the original development update show). 
  • Fridays - The Next Great Starship, a kind of reality TV show featuring a competition for teams to make the next starship in Star Citizen with the judging and feedback of some folks from CIG (Cloud Imperium Games, RSI's real-world company name)!

Also Jump Point print copies are available, they look gorgeous! They're also a great example of how the folks at CIG tend to over deliver on promises and are always looking for the good of the game and the players - they promised 4-6 full colour pages of magazine format development updates for monthly subscribers and now they're averaging 50 pages a month! They've released some past Jump Point sections  to everyone before, check it out on their website (link goes to all slideshows in Comm-Link)! Check all their WIPs and Jump Point stuff at the link.

Can't wait to try the Dog Fighting Module after PAX East in mid-April!


Last Updated: 2014-03-16 06:39:53 AM AEDT; corrected Jump Point frequency to "monthly", added a few links.

Thursday, January 30, 2014

KSP: Multiplayer and Squad's backstory


So at Porygron or Polygon, they had a really well written and good insight into the company that is Squad and how KSP came to be. Obligatory iframe:


or just click here: http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program

Go dreams, crowdfunding (thru early access model), doing what you love, and space! Also, do what NASA wants to do with asteroids in KSP (coming soon)!


So still no multiplayer announcement I can see, but NASA project confirmed:
http://kerbaldevteam.tumblr.com/post/74888946036/devnote-tuesdays-the-almost-forgot-to-title-this

Dev blogs on tumblr ... hmm... anyway, I have a tumblr too in case you were wondering, check out the "about me" page.

Thursday, September 26, 2013

Valve and AMD reveals

So Valve has revealed their SteamOS a couple of days ago which is based on Linux, so it's pretty much a Linux distro. It will be a living room entertainment OS, so think console+xbmc combined. It is also free and open source!
Today, they also revealed SteamBox, and are offering 300 beta units for testers to be randomly selected, as long as you earn the Steam Hardware badge level 2.Unfortunately, actual specs are not disclosed, although they are saying the system is open, and you can upgrade individual components (like a PC!), as well as being free to install any OS on it or turn it into a robot! Gotta love Valve and their open/hacker/community culture. First open console since the PC =P. They are also claiming to have different boxes available in 2014 from different vendors, so PC and linux gaming seems to be ever on fire and advancing, thanks in no small part to Valve! [S2] (companion cube). It's great to see games like Dota 2, L4D2, Kerbal Space Program, X3: Albion Prelude and Guns of Icarus Online (and hopefully the Crytek 3 Engine soon) on Linux!
In a couple of days, Valve will reveal something else. Using symbols 'O' as the SteamOS reveal, and '[O ]' as the SteamBox reveal, they are revealing something along the lines of 'O+O'. They've already suggested streaming video from your gaming PC to the steambox via LAN, and family sharing for games, but it could be something different. Check the reveal here below in 33 hours:



AMD has revealed their newest line of GPUs at every price point, and personally I'm rooting for them as they are actually supporting open source linux driver development. Unlike a certain competitor which only releases binary blobs, although they run alright. In the livestream other game devs were also featured as were a lot of audio technology.
Check out Star Citizen's Chris Roberts at 1hr 44minutes of the livestream and some new hangar module features! (And an Aurora take off sequence in the new trailer demo!). It's also set to break 20 million in crowdfunding within 24 hours. See you in the 'verse!


Watch live streaming video from amdlivestream at livestream.com



Wednesday, September 18, 2013

KSP update 0.22


Kerbal Space Program is one of the funnest games ever, superseding The Sims and will probably take 2nd place in my all-time favourite game list, after Tribes 1. That is, until Star Citizen comes out and dominates the list. I love the open and mod-able, community driven aspects of this game. =)

This most recent update finally gives the option of inserting sub-assemblies to new designs, so you can finally import 2 assemblies/designs from different saved designs without having to build from scratch! Kind of like importing parts into a CAD assembly. I have no more excuse to not play this game (it's on Linux! via Unity =D) ... although uni study beckons Dx



Also, an abridged list of stupid things that I have done (a full list would be way too long). These are rookie mistakes which experience, if not proper systems engineering would (hopefully) have mitigated.
  • Not realising you forgot to put parachutes on your spaceship until you've re-entered the atmosphere
  • Using all your fuel to achieve a high orbit and realising your Kerbonauts are now stranded ... hope they're not hungry
  • Forgetting to activate solar panels once in orbit so your spacecraft (a planned addition to a collection of spaceships docked together forming a "space station") runs out of electrical charge. It's also unmanned so can no longer be controlled. Recovery mission is being planned (yes, one is also being planned for my stranded Kerbonauts, though admittedly with much lower priority xD)
And there we have our top 3 "oh crap, I'm so stupid" moments so far =)
The game has also prompted learning of orbital mechanics and stuff and is a great companion to: The Basics of Spaceflight - brought to you by JPL, "we do everything cool".

Sunday, September 8, 2013

Star Citizen Hangar Module!!! (Patch 3)

Star Citizen, currently at >USD18mil in crowdfunding, getting past the halfway point of the ambitious Ubuntu Edge's goal. I've been screenshot-ing the daily pledge amount graph so analysis can be made later, but currently it's averaged >1mil/month since March, and in the 7 days during Hangar reveal it raised >1mil.

So after reading this forum thread detailing how someone ran Star Citizen's Hangar Module (a pre-pre-alpha) on a DirectX10.1 card, I was totally excited because before I thought I might need an eGPU. Star Citizen runs on CryEngine 3 and officially needs DX11 (and probably some high OpenGL level once Crytek supports Linux - hope they get a good hire). However, now I can wait for later to buy a new rig/Graphics card and get the best bang for buck =D Will probably be using a desktop > laptop to play this intense game though.

The graphics here look amazing!! And I loved the holo-table and being able to sleep in my RSI Aurora! =D I played this on low settings with a resolution of 1280x720 but I'm guessing my FPS was below 10. Maxed my GPU (GT330M) on my Samsung R580-JS02AU with i5-520M and 8GB DDR3.

Originally my GPU was overheating at ~100C and decided to turn my computer off when that happened (although I don't know how I was doing constant 105C while gaming last year before I took apart my laptop and cleaned it, reducing temperatures by ~20C (should make a post about that sometime with all the pics =P).
This time, I opted for the quick airduster into the fan intake, ejecting some dust and that seemed to cool the GPU down 10C so it hovered around 90C during gameplay.
Was doing dual screen 1366x768 and 1280x1024 had Star Citizen windowed at 1280x720 and used Greenshot. Afterwards I realised I could've just used FRAPS and got FPS data. -Facepalm-.

Here is a link to my album, and a slideshow of shots I took:
Star Citizen Hangar Module Test, Patch 3, 8/9/2013


Thursday, August 22, 2013

Ubuntu Edge ... Final Hours

While I posted about Ubuntu Edge before, It's at the final hours (17) of the campaign and with only 12.25mil and just under 20mil to go, it doesn't look very likely this crowd-funding campaign will reach its goal.

At the discounted price of $695/phone, that is now 46k units instead of 40k units, which is a decent manufacturing run, although I'm not sure on the exact numbers in the economical analysis of these things.

Spec-wise, and functionality-wise it trumps anything in that price-range, Xperia Z or HTC One. Unfortunately, probably due to inadequate advertisement/social media-ring and just not enough people ready to upgrade/commit (a lot of the early adopters may have already bought something this year like the previously mentioned phones), the campaign won't be breaking crowd-funding records like Star Citizen's record breaking crowd-funding dollars.

Still, 12mil is pretty respectable, it was 11mil yesterday and comes close to the 14.6 mil that Star Citizen had when I posted about Ubuntu Edge before (see previous blog post link). Right now Star Citizen has a whopping 15.7mil and growing everyday. Hangar module comes out 24th August at GamesCon, so can't wait to see the news and test it.
I hope they release something like an OpenGL version soon because apparently it'll be DirectX11 and my GT330m doesn't have that support T_T. Also, recent look at ATI's open source driver support leans me towards getting an ATI graphics next time. These nvidia binary blobs sometimes screw up and took me an hour to get my 319 driver working with Linux 3.8 and jockey -_-.



P.S. So for Systems Engineering Analysis (ENGN2226) I get to look at nanosats woot.



Sunday, July 7, 2013

Star Citizen wows everyone (funding, backers, economy!)


 Funding Update

This week has been o.O for Star Citizen, pushing through the 12mil and 13mil and looking to push through 14mil in the next 24 hours (they're 40k away).

On the 29th June (pre-livestream), the numbers were $10.926mil and 198k citizens.
After the livestream, we were at $11.7mil and 200.3k citizens
On the 5th July, we were at $12.9mil and 206.5k citizens.
At writing, we are at $13.9mil and 210.5k citizens.

This whole grace period after the new website, and 24 hour livestream has generated >$3mil in just 1 week; now the grace period is over, LTI (lifetime insurance, no need to periodically insure your ship ingame with ingame credits) ships are now no longer available (unless you're an original campaign backer, who are able to get LTI and packages till November 2013).

With the hangar module coming out in late August, and dog-fighting module coming out December this year, Star Citizen seems like it will never run out of momentum =P Still, there's almost 1.5 years till final release, but if it takes $21mil to fund this game (as Chris Roberts has approximated), we're 2/3 of the way there already.

The ECONOMY

It's the economy, guys =)
Seriously though, we know Valve hires economists for their micro-transactions and in-game cosmetic items, but I wonder if CGI has hired any just for their universe economy and future micro-transactions. This preliminary sketch of the universe economy simulation/modelling and the physics - rigid body simulation and detail they have in this game remind me of those physics modelling we did with Mathematica/Matlab and step sizes xD.
This is like my dream game come true, achieving all I ever wanted a spacesim to be like: persistent universe, walking around instead of stuck in a cockpit, MMO, player actions affect universe, good simulation and detail -nerdgasm-.

Check out its full glory below:

Sunday, June 30, 2013

FYEAH - Star Citizen On Linux woot!

I know I've posted some rumoury stuff about CryEngine 3 on Linux but:
Here is a 24 hour livestream past video from twitch on their 1st channel, go to 4:46:51 and enjoy a non-announcement about an announcement they can't make yet that will make Linux and Mac owners "happily surprised" ;P


Watch live video from roberts_space_ind_ch_1 on TwitchTV

Youtube version: (go to 16m48s)

Now this comes over a year since the rumour about a native port of CryEngine 3 on Linux =3
Thanks to the lurkers on the 24hr livestream chat for filling us in! =)


Also, here's some links to Chris Roberts on Linux support for Star Citizen questions on Campaign Reddit's AMA:
http://www.reddit.com/r/IAmA/comments/12grru/i_am_chris_roberts_creator_of_wing_commander/c6ux0x3
http://www.reddit.com/r/IAmA/comments/12grru/i_am_chris_roberts_creator_of_wing_commander/c6v1fep


This news comes after this poll during the original fundraising (including kickstarter). You'll find that 21% of votes wanted Linux support! (And 8% for Mac).
https://robertsspaceindustries.com/comm-link/transmission/12760-Poll-Additional-Stretch-Goals


______________________________________________________________________________________


Also, since I've last posted on Star Citizen on this blog (but have been filling my FB with it =P) CGI's SC is now the most funded crowdfunding project of all time. It surpassed the pebble watch, and make sure you check out the 300i commercial! Fully in-universe an in-engine =)


This 2nd video was released as a director's cut during the 24 hour livestream:

Sunday, May 26, 2013

CryEngine 3 on Linux?

So I'd be super hyped if CryEngine 3 did come on Linux - mainly because of Star Citizen.
And there's quite a bit (21% of voters) of support for it over at RSI's Star Citizen

Now, since DirectX is a MS product, and trawling through a few forums seem to suggest that non-MS consoles (ie PS3/4 and Wii/Wii U) must therefore use OpenGL. (I still don't have a concrete answer on this, there is lots of talk about Wii U having DirectX 11 capabilities, but no concrete answer from a reputable source - general forum-poster consensus is that it uses OpenGL)

If that is the case, then this: Cry Engine 3 fully supports Wii U should mean something. Possibly something very shiny.

Friday, November 16, 2012

Star Citizen - RSI, from the makers of Freelancer etc.

from the makers of Freelancer ... THIS. http://www.kickstarter.com/projects/cig/star-citizen
  • A rich universe focused on epic space adventure, trading and dogfighting in first person.
  • Single Player – Offline or Online(Drop in / Drop out co-op play)
  • Persistent Universe (hosted by US)
  • Mod-able multiplayer (hosted by YOU)
  • No Subscriptions
  • No Pay to Win
Only thing missing from it is shiny MMORPGFPS gameplay on the planetary surface found in the likes of Precursors (which gameplay-wise was amazing =D).
What makes me so excited: MMO persistent universe, FPS elements, Ship combat which is like Freelancer and not MOBA-style (sorry DoTA2, D3, Torchlight, just not so into click click click =P).
Shameless plug for my favourite game of all time (Tribes 1) remade into an arcade style FPS: less gameplay complexity, and weird speed gain when skiing but nevertheless FUN.


BOARDING SHIP MECHANIC explained
Multiplayer and Single player instancing explained.
Because, FIREFLY for inspiration. =) - would love that job xD
Support Linux at the poll for stretch goals (click thru to RSI website for the poll), give CryEngine3 the incentive to go to the quickest growing gaming platform right now with Source, Steam, Unity supporting =) Linux. Speaking of Linux, Humble Bundle for Android 4 finishes in 6 days!


Final-week's (3 days left to pledge!) pitch:


FINAL WEEK PUSH from Roberts Space Industries on Vimeo.

So a few points of our next major stretch goal (from boarding ship mechanic post and RSI star citizen website):
$4.0 million Level Additions
  • Melee & Heavy Weapons
  • Zero-gravity Simulation
  • Suit HUD Options
  • Increased Customization
  • Outside-the-ship combat (magnetic boots on a hull; think Moonraker)
  • Pro MOD TOOLS FREE to players!
  • Persistent Universe (forever instead of 30 months), 50 star systems
  • More Squardron 42 campaign gameplay
  • Increased community updates
- According to RSI website, we need $250k left till $4mil. Also, back on Kickstarter, your pledge will go towards stretch goals of BOTH kickstarter and the overall stretch goals at RSI.  
SO PLEDGE ON KICKSTARTER NOW =D.


I've always wanted to do Precursors MMO'd with friends. This is the closest thing I have ever seen. No amount of procedural universe generation, even if done by big industry pros would sway me. Just damn good gameplay with friends =).
That said, I've had my eye on Infinity Universe for years, because dang-it, its got great gameplay and scale, just without the FPS element >=| and definitely will be happily playing when it comes out.

Wednesday, October 31, 2012

Star Citizen - Space Sim MMORPG on Kickstarter!


*** Update: ***
 GLXP posted about it on FB!

 https://www.facebook.com/googlelunarxprize/posts/284421335009192
***

Kickstarter: http://www.kickstarter.com/projects/cig/star-citizen
Website: http://www.robertsspaceindustries.com/star-citizen/

Donate at kickstarter, because funds at kickstarter help stretch goals both at kickstarter AND the website!! =)
The whole project is funded, with 19 days to go and rapid increasing in funding.

I've always wanted an MMORPG Space Sim with FPS elements. Sort of like Precursors with multiplayer and a persistent player-affected evolving universe. It would be up there with my favourite games of all time (Tribes 1- Annihilation mod, Team Fortress 2). The Freelancer, X series, Vega Strike and Wing Commander (this made by the same company) have all been great space sims, but I think lacked planetary/out of cockpit exploration/gameplay. 

http://www.kickstarter.com/projects/cig/star-citizen/posts/332531 
This update post answered all my questions lol. 
While they said has "first person shooter" elements like running around on the ship, the demo vid only has 3rd person running around on the flight deck. Planetary exploration is probably what will tip me to buying it, but they're not promising it T_T
I liked Precursors as it was as much a normal FPS/RPG on planets and ships/stations as it was space ship pew pews complete with space anomalies, upgrades, the works. 
 
If they do put planetary walk around in, it'll have a leg up on http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=14&Itemid=35 [oo Joomla] which allows you to land on planets but not walk on them. 

And at Nov 2014 release date, it looks like it may arrive faster than Infinity. Especially if I get to play the Alpha/Betas.
=P

I will most likely back this, it's sooooo tempting!! Just backed this as the last $30 digital download pledge on Kickstarter xD.
Making it the first game related project I backed on Kickstarter, passing by Ooya, Planetary Annihilation, That adventure game,  Homestuck, FTL, etc. Been wanting an MMORPG Space Sim for aaages (Been following that Infinity project for more than a few years now xD) 

Only downsides are: no Linux support on CryEngine3 (although Android is supported), is possible there will be pay 2 not grind instead of subscription, which would be horrible (though you need to pay a once off fee, which hopefully should prevent that, and if the devs are as community oriented as this game relies on, then it would be in their best interests not to payORgrind). They're also allowing community content like TF2 hats and levels =P