This topic is about Alliance Space Guard a game trying to combine a regular semi-sandbox space sim with orbital mechanics and detailed ship systems and avionics. With all the experienced gamers here I'll go straight to the main features with references to existing inspirational games for comparison!
Physical universe
ASG takes place in a small galaxy with 1:1 scale procedurally generated celestial bodies. The flight physics is fully Newtonian i.e. along orbits in gravity wells. In that it is comparable to KSP but with realistic distances and masses like in Orbiter.
Interplanetary and interstellar trips are made possible by an "Hyperspace Field" that let ships travel instantaneously between pairs of connected jump-points. However in practice this mechanism does not brake the dependency to regular space flight and maneuvering. Jump-points only exist where the proper conditions are met and wherever available they have a precise motion relative to their parent bodies. Also momentum is conserved at all time and as a result ships have to actually fly to jump entry points and on an approach path that won't result on a certain collision on exit!
A few screenshots:
More information: ASG galaxy
Spaceships
In ASG all interstellar spaceships are technically single stage fusion powered rockets using some hydrogen plasma as propellant. The player's "CSN F9" frigate is fitted with a 50 GW reactor: this is objectively huge (~ half the US total nuclear power for electricity generation) but applied to a ~ 200 metric tons ship with endurance in mind this only enables "changes of orbital velocity" (= "Delta Vee"), not dogfighting ignoring gravity! As a matter of fact with full tanks the most powerful vessels accelerate like a not-so-hot sedan, and multi-hour long burns are common especially in deep gravity wells. Of course as you progress in your career you'll learn how to push your power plant beyond its factory settings and be able to make some fancy upgrades
Under the hood the ship is modeled using a multiphysics (electrical / thermal / fluidic) circuit simulator and made of an assembly of low-level components, all of them with a specific persistent wear and tear model. The inspiration for this are the A2A "accu-sim" add-on planes for flight simulator X: a panel gauge is meaningful only if something might actually fail! In space there is also "Rogue System" of course but I'm more a space*ship* than space*craft* believer. Also unless I'm mistaken the power plant in ASG is comparatively low-tech (bulkier, less powerful, requiring large tanks and radiators etc).
More information:
ASG ships
ASG systems
Avionics
The obvious issue with the detailed systems and orbital mechanics is that they are making things plain unmanageable. To compensate for this I've been working to fit the ship with the necessary avionics:
- the power plant is highly automated and with protections versus wrongdoings (WIP). Also the panels probably look a little daunting but there won't be any need to learn procedures by heart. For instance the maneuvering thrusters need electrical power and hydrogen to operate but which comes first does not really matter. Also I'll add in-game interactive checklists of course.
Reactor start-up video
- no need to train as an astronaut / fighter pilot and be able to instantaneously locate any point in space after 10 high-speed turns on your desktop chair
Video of a deep space maneuver
More information: ASG flight controls
- finally the nav station features a flight planner in the "real" sense. Similar to KSP you can feed it a sequence of maneuvers and it will predict the resulting flight path (though with much more precision because burns are numerically integrated and not considered as impulsive. Incidentally I started to work on flight planning for an Orbiter add-on in the early 2000's).
However it also works the other way around: you give it a destination and it can design the necessary list of burns and jumps to get there. This feature is actually critical: of course it means that players won't need a degree in astrodynamics and hours of computation to play!
A jump approach (burns in brighter blue)
automatic flight planning video
More information: ASG flight planning
Gameplay
As a captain in the "Space Guard" the player will pick missions (among a dynamically generated list) at his/her convenience. The main types will be training, maintenance, patrol, support, customs, surveillance, law-enforcement... Given the cost of ships and crews combat will probably be "last resort" and against a few powerful criminal organizations (think drug cartels). However it will be available for safe practice as training if the player so chooses.
Also the player will have full management of his/her ship (operations, maintenance, upgrades) all along his/her career (although the ship is technically government property).
Game dev/tech
You surely have noticed the simple graphics. They are deliberate as I just don't have the resources nor the talent for the usual rendering techniques. Personally I prefer no textures to ugly ones
Incidentally the game engine is custom and runs on SharpDX / .NET framework (Windows 7+) + DirectX 11. I started it as a way to learn but stayed with it for the above reason and the fact that I could tweak it to the specific needs of a space game (ultra-large-scale rendering and with no adverse cross-coupling between the graphics and the physics).
At the moment the ship is operational, although some parts are still missing like life-support, the centralized warning systems and protections, or the detailed individual part interaction on the 3D schematic view (detailed inspection / maintenance / upgrade).
The main goal for 2019 is to populate the galaxy so that there are places to depart from and go to, with surrounding traffic and space controllers. I'll update the ASG web site and post here as things go of course.
Thanks for reading and don't hesitate if you have any question or remark!
Fly safe,
David