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A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019

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    Version 150729 is out – http://thespaceway.org
    The space elevator and Oculus Rift update.

    This is a version of Spaceway i made for the “experience the space elevator” part of the Copernicus event (http://copernicus.exosphe.re), plus a load of cumulative bug fixes.
    Kind-of pretty, kind-of incomplete, kind-of Oculus-oriented space elevator ride that left many people in a philosophical mood, and made some realise just how big that damn thing they are designing is. It’s one thing to design a 50Km tower, and quite the other to jump off one in Oculus Rift. ๐Ÿ™‚

    Feedback is welcome, as always.
    Full changelog on the site page.

    Overview of the said space elevator:

    But I’m absolutely unable to pilot the starship! Any navigation tutorial?

    The keys should be in the story notes.
    Simplest thing to do is to turn on the warp drive – Q key.
    Otherwise you’ll need to know real world space flight physics, something that almost no games (and much less movies) got right in all of history.

    Oh feel free to upload spaceway here to SSC as well if you want or I can do it, might get more people seeing it as well.

    I don’t quite see how uploading it here might help any more than just having a link.
    It’s not like there is enough downloads to need a mirror. ๐Ÿ™‚

    A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


    Meanwhile, there were two more progress reports over the last year.
    First one was 7 months ago, about the performance improvements and a cast-off from Orbiter: http://thespaceway.org/page.php?id=1024

    And then one yesterday about mesh generators and some thoughts on NMS: http://thespaceway.org/page.php?id=1025

    Perhaps the only really visible new thing is the rocket chair i used for VR rides:


    It’s a fairly simple story of having a leisurely ride to orbit in the chair, which is abruptly cut off with autopilot failure and you need to land it or die.


    As a result i was thinking more on the game design and closely observing people playing Spaceway.
    I found out that Orbiter folks instinctively press the killrot key, while almost everyone else spin out of control and quit, not being aware even of a possibility of such a key.
    The rotation seem to be easier to understand when you are in VR googles, but then people are having problems with the engine and with expecting the thing to go where it points.

    Most of the time on that ride people acted like they spent their whole lives flying on a magical broomstick, and then were given a rocket-propelled one. They fly towards a wall, turn sideways when near it, then spend the last living second wondering why the hell are they still moving towards the wall at almost the same speed.
    It’s an almost universal lack of understanding. Perhaps thanks to the ST/SW/SO movies, perhaps just because it’s unnatural to humans.

    I’m really starting to think about the controls in terms of a drone – you don’t killrot a drone yourself unless doing acrobatics, there is software to assist you. You don’t bother tilting it to get the right speed unless racing, there is software to assist you.
    Perhaps it would be a good idea to have the killrot always on unless disabled, to have an autopilot that doesn’t take programming, but takes a click on a map, to have an auto-hover mode, and so on.

    In any case, the project is still alive and is progressing in the background. ๐Ÿ™‚


    The problem you’re talking about is only a problem with people who never played this kind of games, I think. Most of the spaceship-controlling games I played used the same system, and once you get it you’re not surprised anymore by it.

    รขโ‚ฌโ€นI think you could keep it and simply give a tip to the player about it. Or maybe go with a Space Engineers-kind of possibility, that is keeping the system but giving a tool to nullify movement by pressing a key which will automatically propell the ship in the opposite direction to compensate the inertia.


    Anyways, I personally think that such an inertia system improves realism and isn’t so hard to understand, so I’d keep it. If you don’t like physics, you don’t try to pilot a spaceship :3


    Imagine taking off from an alien moon on your rocket chair heading back to orbit, enjoying the view…
    And then things go wrong.


    Or maybe go with a Space Engineers-kind of possibility

    Yeah, that’s more or less what i was planning to do, only with the “on” being the default instead of “off”.


    What is it like to fly between the stars at near the speed of light?
    In the old days sci-fi writers imagined a starbow – the stars contracting into a doppler-shifted rainbow ahead of the ship.


    Sadly, it turned out not to be real once i implemented relativity properly in Spaceway.
    What would it really be like?
    See here – http://thespaceway.org/page.php?id=1027

    There is hope the next release is going to be a bit more interesting.


    Its been a long time since we saw any updates to Spaceway Project so I went to the website and I know why now… looks like Artlav has stopped developing it ๐Ÿ™ he wrote a blog post about it and released his last version:


    I also uploaded it to SSC for safe keeping.

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