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Offline Asid

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Rogue System
« on: February 24, 2016, 03:50:30 PM »


Official Site: http://www.roguesystemsim.com/
Official forum: http://isiforums.net/f/forumdisplay.php/166
Newsletter:Here
   YouTube Channel:Here
Purchase: http://imagespaceinc.com/rogsys/p/buyeaccess/


  Original Kickstarter (unsuccessful):Here

Rogue System Kickstarter Trailer
Published on 14 Feb 2013
This is our Kickstarter launch trailer.



What is Rogue System?
Rogue System’s goal is to bring the classic space-combat sims into the modern era of gaming at an unprecedented level of control.

It blends the capabilities and usability of modern games with the detail and fidelity of hardcore combat flight-sims. With a simulated science fiction setting, richly deep spaceship management, and intense combat, Rogue System satisfies both the "survey" and "study" sim enthusiast.

Backstory

It is impossible to say when humanity first raised their eyes to the stars and longed to reach them. Ages before Galileo pondered the light he saw through his telescope, countless others had surely dreamt of reaching out to the heavens; to explore, discover and conquer.

In 1920, Robert H. Goddard published his works on rocketry, which included theories on sending a solid-fuel rocket to the Moon.

His ideas were ridiculed worldwide.

Forty nine years later, humanity set foot on Earth’s only natural satellite.



Read on:Here

Early Access
Purchase and download now during Early Access!:Here
Buy/eAccess – Why should I help to fund Rogue System?
Image Space Inc. funded Rogue System up to the Early Access stage (and to a stage of basic completion). For Rogue System to truly excel we need your support to help fund extended development of the Core Module and beyond.
Immediately we will use Early Access funding to:
– Hire additional artists.
– Hire additional programmers.
– Retain the existing sound designer.
With enough additional funding:
– Add a third playable squadron with its own unique ship.
– Begin to implement Maverick Module features early.
Lastly, early-access purchases are discounted, as we believe pricing for Rogue System may slightly increase after the eAccess period


About the creator
Michael Juliano / DCI
League City, TX



"After serving 8 years in the USAF, in 1998 I began my career in the PC gaming industry as a self-taught 2D artist with Atomic Games. I mainly worked on terrain maps and vehicle sprites for the 2D RTS game Close Combat III. I remained with Atomic Games until the studio closed, having also shipped Close Combat IV and Close Combat V.

From there I moved on to Acclaim Studios/Austin as a 3D environment artist, shipping the console platformer Vexx. After that I was moved up to a lead..."

Watch this. It convinced me.Here
« Last Edit: February 29, 2016, 02:07:31 AM by Asid »
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Offline Attila

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Re: Rogue System
« Reply #1 on: February 28, 2016, 12:40:07 PM »
Very nice, hope this will published in near future.
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Offline Asid

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Re: Rogue System
« Reply #2 on: February 28, 2016, 05:12:00 PM »
Rogue System Ship Startup -- Part 1



Published on Feb 20, 2013

The first in a short series demonstrating a manual ship start, and an overview of systems.



Rogue System Ship Startup -- Part 2



Published on Feb 22, 2013

Second in this short series covering ship start-up, and system discussion.



Rogue System Ship Startup -- Part 3



Published on Feb 27, 2013

Third in this series covering startup and take-off.

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Offline Asid

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Re: Rogue System
« Reply #3 on: February 29, 2016, 10:59:34 PM »
Video Tutorials: Click Here


Rogue System - Undocking Tutorial
by deephack 18:09
      
Rogue System - External Docking Tutorial
by deephack 22:56
      
Rogue System - Maneuvering Tutorial
by deephack 20:03
      
Rogue System - Shutdown Tutorial
by deephack 7:43
      
Rogue System - Weapons Tutorial
by deephack 10:58
      
Rogue System - VMS, AP and Flux Tutorial - Update #1
by deephack 12:35
      
Rogue System - Flux Drive Tutorial
by deephack 15:23
      
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Offline Asid

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Re: Rogue System
« Reply #4 on: March 07, 2016, 08:04:18 PM »
Update incoming: 0.1.03.06.16


===================== Upcoming Version: 0.1.03.06.16 =====================
Added: Interior art for main deck of Flying Fox
Added: Ability to define a unique player start position for each ship for single missions
Refined: Decreased initial load time
Added: Noesis GUI hard-mounted control displays (buttons can now display dynamic text) (Pilot/Co-Pilot only for now)
Added: Ability to add and reference new Noesis GUI HM controls pages (Pilot/Co-Pilot only for now)
Added: .ROG data file for each new HM controls page
Fixed: It was sometimes possible to stand up from seat while it was in motion
Added: HM control display text now defined in control file (modes: ON, OFF, ACTIVE, INOP). This allows for localization
Refined: TMS--each cooling loop now has a dedicated coolant storage tank
Added: TMS--coolant storage tanks now have properly functioning pressure bladders and isolation valves
Refined: TMS--coolant pressure now more accurately calculated
Refined: TMS--coolant temperature is now monitored for coolant in the lines, as well as isolated coolant remaining in the storage tank
Fixed: TMS--flash venting of coolant should now properly work as long as the system is configured properly
Refined: RCM--reactant tanks now have properly functioning pressure bladders
Refined: ECS--a ship can now have up to four independent system buses
Refined: ECS--a ship can now have up to four main High-Voltage buses
Refined: ECS--a ship can now have up to four weapon buses
Refined: ECS--each ship now has a clearly defined reserve power bus (used to recharge batteries, etc)
Refined: ECS--emergency power bus is now isolated from reserve power bus
Refined: ECS--distribution mode switch removed
Refined: ECS--bus ENABLE buttons removed
Refined: ECS--each bus now has a properly defined breaker. As long as it is set the bus is functional
Refined: ECS--Each HV bus can now be tied to one or more system and weapon buses
Refined: BMS--it's now possible to specify which system bus is fed by fuel cell (one or multiples allowed)
Refined: FCM--it's now possible to specify which system bus is fed by fuel cell (one or multiples allowed)
Refined: FCM--a single SOURCE VALIDATE button will auto-select valid RCM tanks for fuel cell consumables
Refined: FCM--there is now a single ISOLATE button that will permanently cut off the fuel cell consumables supply
Refined: MES--LENRs and other HV generators have been removed from Main Engine functionality to their own sub-system
Added: LENR--added a new HV generator sub-system (LENRs, etc). Ships can have more than one HV generator
Refined: LENR--no longer requires an EM shield (functionality removed)
Refined: all sub-systems updated to properly use revised ECS power distribution
Fixed: COMMS--menu should no longer open when transmission is not possible
Fixed: transmitter is no longer required for hard-line communication with STC
Fixed: COMMS--system use properly produces waste heat
Fixed: COMMS--signal transmissions request proper power levels
Fixed: COMMS--signal transmission now produces waste heat
Refined: LSS--made changes that MAY fix no-oxygen condition with total power loss (requires testing)
Added: new sound bank for Flying Fox (currently uses assets from FireArc prototype)
Added: new sound bank for test LENR system (currently uses assets from MES prototype)
Refined: Safety cover functionality
Added: Weapon Capacitors can now feed their charge back into the reserve and emergency buses in emergency supply mode
Refined: Cleaned up weapon firing code
Refined: weapon shot power to waste heat calculation now more accurate
Fixed: NAS--system was not creating waste heat while operating
Fixed: WTC--system was not creating waste heat while operating
Refined: FCM--Purge is now OFF or AUTO ON. When contaminants build up to a critical threshold the system will purge accordingly
Fixed: Both NAS and WTC were using the wrong values for power consumption (copy/paste error)
Refined: Added safety switch covers to many critical controls
Refined: ECS--reworked bus amp limits. Excessive draws on any bus now properly causes the buses' breaker to trip
Added: LSS--pilot's life support control panel
Added: LSS--functionality/visual control to enable/disable scrubbers
Added: LSS--functionality/visual control to isolate primary, secondary and liquid consumable tank via ISO valve
Added: LSS--functionality/visual control to enable(auto-on)/disable cabin HVAC
Added: LSS--functionality/visual control to enable(auto-on)/disable primary, secondary, and liquid consumable tank pressure pump
Added: COMMS--switch functionality/visual control for incoming signal/comms volume (system functionality Not Yet Implemented)
Refined: Cockpit Art--switch safety covers now see-thru to allow button text to remain readable
Added: RCM--Functionality to handle core jettison (system function only--exterior visual does not yet jettison from ship)
Refined: RCM--Once a tank's isolation valve has been commanded closed it can NOT be opened again
Added: RCM--Switch safety covers for tank isolation valves
Added: RCM--visual control to allow a tank to be refueled (visuals only, functionality Not Yet Implemented)
Refined: MES--core functionality updated
Fixed: RCM--bug that would cause an "out of propellant" warning if the reactant core system was restarted
Refined: NAS--moved the destination attitude modes from "target" attitude reference to a new "destination" attitude reference
Added: Noesis GUI hard-mounted instrument displays, replacing the old instrument UI system (Pilot/Co-Pilot only for now)
Added: Ability to add and reference new Noesis GUI HM instrument pages (Pilot/Co-Pilot only for now)
Added: .ROG data file for each new HM instrument page
Refined: VMS--now uses render-to-texture for proper "displayed image" of exterior space
Added: VMS--can now display any of the ship's exterior static cameras
Added: New VMS shader for RTT image
Added: Ability to switch between new RTT VMS or old "window" tech (later, modders will be able to assign a window or a VMS to each separate area/room within a ship)
Added: Option to select LOW, NORMAL, and HIGH render texture quality for control and instrument UI (currently only in GameStates.ROG)
Added: Option to select LOW, NORMAL, and HIGH render texture quality for VMS displays (currently only in GameStates.ROG and "locked" at NORMAL)
Added: VMS--externalized framework for VMS HUD displays (similar to control and instrument UI)
Added: VMS--orbital information display to right VMS screen (uses new externalized framework)
Fixed: potential crash bug on game exit
Fixed: MES--new main engine functionality produced low thrust levels
Refined: MFD--it is no longer required to enter/exit MFD control mode. Now, the MFD caret is auto-slaved to the "look-at" point
Removed: MFD--commands to enter/exit MFD control mode
Added: MFD--basic externalized framework for MFD UI
Added: MFD--new shader for see-thru MFD's (these are the Eye's Front Display from the Kickstarter prototype)
Refined: FCM--a fuel cell is now placed in STANDBY mode when no bus is selected for power output
Added: New, preliminary boost/deflector exhaust VFX for SV46 II Flying Fox
Fixed: Flying Fox RCS exhaust ports were not represented correctly in data file
Fixed: FCM -- fuel cell core was not cooling to ambient temperature correctly when shutdown (introduced with system function revision)
Fixed: LENR -- core was not cooling to ambient temperature correctly when not fusing and heater shutdown (introduced with system function revision)
Fixed: FPS camera would gimbal lock when player's ship began a mission docked at a 90 degree angle (seems to be a Leadwerks engine bug?)
Fixed: some off-angle exterior static cameras would gimbal lock as ship rotated (seems to be a Leadwerks engine bug?)
Fixed: LENR, FCM and HVAC heaters would rapidly flip-flop around their auto on/off point--implemented a working tolerance between on/off settings
Fixed: was possible for FCM output bar to report past upper limit, causing a graphic error
Fixed: potential axis assignment error under certain conditions
Added: VMS--previous/next static camera select (key-binding only for now--no visual control yet)
Added: MTS--command bindings for individual booster throttles (currently up to two)
Refined: MTS--the old booster throttle binding now acts on the currently selected booster (booster 1 by default)
Added: MTS--throttle lock is now a mechanical lock for all booster throttles. when locked, all throttles will match whatever throttle 1 is commanded to
Added: MES--command bindings for individual throttles (currently up to two)
Refined: MES--the old throttle binding now acts on the currently selected main engine (engine 1 by default)
Refined: MES--the old "throttle lock" command now acts as a mechanical lock for all main throttles. When locked, all throttles will match whatever throttle 1 is commanded to
Refined: MES--for multi-engine ships, magnetrons will not enable if output thrust is being generated, or if the throttle for that engine is not at idle
Refined: MES--for multi-engine ships, superconductors will not enable if output thrust is being generated
Fixed: Flying Fox flight control graphics now mimic player input

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Offline Asid

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Re: Rogue System
« Reply #5 on: March 07, 2016, 08:36:25 PM »
Update #4.9 ("interim test" version 0.1.03.06.16) Now Available

First:

DO NOT "install" this update over the previous version if you plan on flying any tutorial missions from the previous version. The new ship does not yet have all its features and so will not work with the old missions; and the prototype FireArc no longer works with the new code in this version. Hence, I'm labeling this update as "interim test", and keeping 4.5 as "current". If that makes sense Now, that said, here's the link for version 4.9 "interim test":

main: http://www.mediafire.com/download/gtgdalgog5khh9p/RogSys_eAccess_V0.1.03.06.16.zip
mirror: http://world3.rfactor.net/dl/rogsys/RogSys_eAccess_V0.1.03.06.16.zip

You'll notice this version only has a single "mission"--this is the scenario I've been using in order to develop and test the Flying Fox and all the code I've been adding/overhauling. You start out in orbit, very close to a station (for orbital reference). The seat will auto-rotate to "load", at which time you can sit down and start playing with buttons and seeing how things affect the new systems function code. You'll notice that system breakers have been added to each system panel, and these are labeled with the system acronym. You'll know if/when they pop, at which time you can attempt to reset them. Larger breakers will be located in the ship's service area.

You'll also notice that you can not yet climb any ladders or open any doors. The other areas are not ready yet, so the easiest way to deal with it was to simply not allow you to try to go to them.

ALL systems have had revisions to their functionality. While not all damage handling is in yet, I think you'll find things react properly. Life support was verified, and you'll find an instrument panel that gives you a head's up on the current atmosphere (note: there's no way to forcibly depressurize the cabin yet). Try turning of the scrubbers, or closing isolation valves to various tanks to see how the mixture is affected. Warning: once isolation valves are closed they can NOT be re-opened currently. You'll find safety covers over these items...

VMS now uses proper render textures, rather than the old "window" tech. The lens flare no longer tracks with the player's head motion, obviously, so it now makes sense. I do admit it will take a couple days to get use to the new look. There IS a bit of texture stretching at the extremes of the view due to the fish-eye effect of the camera's FOV. I'll be dealing with this later. It's not bad though, and after a while you don't think anything of it. In fact, it becomes a nice contrast to actual external views. Also, the render texture could stand to be a higher resolution, but the un-optimized planetary shaders currently prevent this. Once these are fixed up we should be able to double the resolution for a nice, crisp display. Finally, there are commands to cycle external static cameras (next/previous). You'll need to assign these as you see fit.

MTS boosters are now a part of the hull, which makes more sense, and the LENR functionality is now independent of the MES system (again, which makes sense). Not only are there throttle bindings to affect both the selected MTS booster and selected main engine, there are also bindings for individual booster/MES. Throttle locks are now mechanic locks to link all throttles together. When locked, all throttles will track throttle 1 (so the selected throttle bindings will affect all thrust--making things seemingly function as they did in previous versions). Be CAREFUL when unlocking throttles--you can cause some rather nasty rotations.

A LOT of work went into externalizing the UI for instruments, controls, MFDs and VMS. This allows new ships to use existing UI schemes, makes it easy to localize text, and should make it much easier to get new ships up and running. It may look similar to what was there before, but there was a ton of work done to make the external scripts, and managing code, to be able to do that. One cool thing about moving button labeling to the Noesis UI engine is that now label text reflects the current state of the system. This should make it MUCH easier to understand what your actions are doing (even without instrumentation). You'll notice that only two systems (LSS and ECS) have functioning instrumentation. These should give you an idea of where I'm going. You'll notice that, as requested, numerical readouts have been added to the graphic indicators.

MES uses a LOT of power to generate thrust. When using in tandem with MTS thrust be sure not to overload the ECS main HV bus. One or more systems could drop off-line if you do. You now have far greater control of power distribution, and the indicators should readily show what buses are in fear of overloading. If you draw more amperage than a bus can handle, you can trip a main breaker. There is no way to reset these yet, so be careful. Finally, if both batteries are dead, and no other power is being generated, the ship is basically dead in space (until we get solar panels working--coming very soon).

Please see the readme for other notes, known issues, and the full changelog. It is 99 items long--lots of work There probably a lot I failed to cover here, so if you have any questions please feel free to post below.

Thanks for your patience during this long update cycle. I very much appreciate it!

PS -- OH, I'll be working on a new dev journal entry (probably tomorrow morning). I'll give a shout when it's up. Thanks again...

Original post: http://isiforums.net/f/showthread.php/28305-Update-4-9-%28-interim-test-version-0-1-03-06-16%29-Now-Available?p=415504#post415504
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Offline Asid

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Re: Rogue System
« Reply #6 on: April 17, 2016, 03:57:34 AM »
|Update news
By Michael Juliano


"We're looking at a Monday release for the next interim update. I got sidetracked fixing an "alignment at docking" bug yesterday and the day before (was causing ships to change orientation when they joined). I couldn't release with that, so I had to fix it. In hindsight, after tracking it down, I now know where some oddities were coming from concerning ship starting rotations at mission start. Now that it's fixed, today I'm in the middle of the work I wanted to do the last two days (and THAT work showed a Center of Mass bug that I just fixed).

Should have it done tomorrow evening, but I don't expect Tim to be around on Sunday to do a release. So, rather than press him on a weekend I'm just targeting Monday morning now. This will give me Sunday to try and get a couple small, extra things done...

Again, my apologies. As always, I really appreciate the patience everyone shows when these little hiccups occur.

Just a bit more info, while we're here:

This update will be, as mentioned, another interim update (4.95). The update at the end of the month will be what I expect to be the Steam early-access release candidate. Once you all have eyes on it for a few days, we will get it prepped for Steam (or fix anything that prevents that from happening). The 1st Steam release will hopefully the 1st or 2nd week of May. "





I just verified the new code that takes angular rate and tangential velocity into account when two objects separate. What this means is that if you connect to a ship using the emergency clamp, then start spinning, when you undock the angular rates are "distributed" properly, and the ships will fly apart based on the tangential velocity relative to the center of mass at the time of separation. If you've ever tried something like this in a previous version, when the ships disconnected they would not react accordingly.

This video segment demonstrates what I'm on about:

To test this, I just docked with a station and started rotating. I increased my rotation rate for about a minute and then undocked. By undocking at the right moment, I was able to "loft" the station away and increase its apoapsis by ~100km. In doing so though, because the center of mass was somewhere in between the two connected ships, I lowered mine at the same time.

I am not yet calculating torque forces at the point of connection (this is coming in a future update). So for now, no amount of janking around will force a disconnection...
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Offline Asid

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Re: Rogue System
« Reply #7 on: April 19, 2016, 05:16:42 AM »
RogSys eAccess Testing Update 4.7 Now Available!

Back again with another “interim” update. The MFD and HUD is back up and running. COMMS, NAV, DOCKING, and DISPLAYS fully work from the MFD, and the HUD now has a working navigation and docking displays again. While working on all this, I implemented many improvements based on player feedback (and continue to do so) for these displays, and the resulting system functionality. For example, the docking alignment needs have had a logic improvement, and should now indicate properly no matter the host/arriving ship’s docking port orientations. Likewise, the navigation XFER PANEL has had an overhaul, and should be easier to work with. I also began adding the functionality that will park your ship in a proper orbit when arriving at a new destination, although this is not finished yet.

You’ll also notice that the instrumentation is back for all systems (other than COMMS, which never had isntrument UI before, either). Again, I tried to implement several requested items to the displays. For example, most things now have a digital readout to go along with the associated “tape” gauge. Because of this added detail, I was also able to find, isolate and resolve many minor system functionality bugs (and a few big ones, too). Please see the change log for a more complete list of fixes and updates.

As with the previous interim update, I recommend that you DO NOT “install” this version of Rogue System over the current 4.5 version. The tutorials have not yet been updated to use the new ship. Again, only the Flying Fox test scenario is still available. I am FINALLY working on updating the tutorials now that the MFD and HUD is up and running again. The missions will return in the next update. Again, for now, keep your old install so you can continue to play the current missions.

As always, thank you all for your continued support, and indeed for your patience during this extended update

Best Regards,
Michael Juliano

Install
DO NOT INSTALL OVER PREVIOUS VERSION.
File size: 224MB
MD5: 045d8c0b39cc05b65140d2644c85884f
Download: Mediafire.com (Main): http://www.mediafire.com/download/f8kv43yogkvbaxd/RogSys_eAccess_V0.1.04.18.16.zip
Image Space Inc. (Mirror) : http://world3.rfactor.net/dl/rogsys/RogSys_eAccess_V0.1.04.18.16.zip

After you have it, DO NOT extract the contents of “Rogue_System” into your current “Rogue_System” install folder. You can create a “new” install, be sure to copy “GameState.ROG” and “Controls.ROG” (located in “SaveGames/TestGame”) from the old install to the new one. Remember: There is no installer yet, the software runs from the folder you extract to.

Your activation information is not stored in the game directory, so will not be affected either way, and you can run the previous release and this one on the same machine in different folders.

Here’s the change log for the update:

Added: RMS–Preliminary system functionality
Added: RMS–Ability to define permanently hull-mounted RMS systems (up to 5 joints each–MUST have one object per joint)
Added: RMS–Partial command bindings for joint rotations (only those needed for Flying Fox RMS currently)
Added: RMS–programmatically-driven joint motion (drives the arm to “stowed” and “deployed ready” states, as well as pilot-commanded rotations
Fixed: Some linear-driven objects were not snapping to their initial positions at mission start (such as pilot station for Flying Fox)
Added: RMS–System file for basic, hull-mounted, RMS unit
Added: Instrument art for current remaining systems
Refined: TMS–Updated instrument function code for use with new external UI system
Added: TMS–First pass implementation for Radiation-Balanced Laser Cooling system (RBLC)
Fixed: TMS–SEVERAL heat transfer-related bugs, making waste heat management more difficult, but also more predictable
Fixed: TMS–Radiator Bypass now actually causes coolant to bypass the loop’s radiator (useful when in direct sunlight so coolant does not “capture heat” from the star)
Added: TMS–RBLC Bypass now causes coolant to bypass the loop’s laser cooler
Added: TMS–Test SAI functionality to bypass radiators/laser coolers to prevent coolant from getting too cold (uses bypasses)
Fixed: LSS–Cabin HVAC bug–would not stop heating cabin once started
Updated: MFD–prototype MFD NAVIGATION, COMMS, PORTS and DISPLAYS pages now updated for use with externalized UI framework
Updated: VMS–prototype HUD Navigation and Docking display modes updated to work with new externalized UI framework
Refined: NAS–Arrival Orbit Inject Prograde/retrograde (MES constant-g transfer) now partially implemented (on arrival, your ship will be aimed at pro/retrograde alt, rather than directly at the planet/moon)
Refined: MFD–COMMS transmission log now visible at all times when COMMS page is active (rather than hidden within a subpage)
Fixed: MFD–prototype icons for planets/moons were not being displayed properly on their respective UI widget
Added: Docking HUD–ability to manually swap x/z rotational orientations via the DISPLAYS MFD page
Added: Docking HUD–ability to manually invert x,y,z rotational orientations via the DISPLAYS MFD page
Fixed: bug that was causing mission generated ships to not spawn at the proper location in orbit
Fixed: bug that was causing mission generated ships’ visual orientation to not match their recorded data
Refined: Angular rate/tangential velocity is now taken into account when two objects/ships detach.
Refined: Only towing docking collars (no direct ship to ship access for crew) have emergency clamps
Refined: MFD–improved position offset and orientation needle logic for docking display

Be sure to check the readme.txt for update release notes and known issues.
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Offline Asid

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Re: Rogue System
« Reply #8 on: May 16, 2016, 07:26:48 PM »
Steam Early Access Now



http://store.steampowered.com/app/366000/

Michael Juliano 16/05/16
Quote
There will be a standalone as well

ISI is testing the website where you will get your steam key right now. They hope to have it available later today, tomorrow morning at the VERY latest. I'm sorry for the delay on that--I understand the frustration

I will be releasing a non-Steam version here with the same content in the next hour, if that helps any...

Original post
http://isiforums.net/f/showthread.php/28911-Upcoming-Steam-Release-Info
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Offline Asid

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Rogue System 0.2.01.04a 'CAW' Update Available
« Reply #9 on: June 16, 2016, 05:01:04 PM »
Rogue System 0.2.01.04a 'CAW' Update Available.



With the re-introduction of the Caution And Warning panel (not yet in its final layout) to the pilot’s right console, the last of the old hard-coded ship UI system has been fully removed; and all key ship UI elements now use the new externalized system. This was the key goal for this update; so I’m glad to be done with that initial work, as it’s very tedious and time-consuming. Also, I changed update methods to something that should more evenly distribute UI workload to help keep update times more consistent. Otherwise, I did manage to squash a few other ship UI-related bugs while I was digging around in that code.

The previous version’s STC-related work uncovered a few approach logic flaws that have now been addressed. Likewise, I corrected a few mission tutorial script errors that were pointed out to me. On the fix list were also a couple MTS-related bugs concerning booster VFX, and boost deflector switch logic. As always, please see the change log below for full details; and, as always, thanks for everyone’s support!

Sincerely,
Michael Juliano
Founder, Digits Crossed Interactive

STEAM USERS SHOULD AUTOMATICALLY UPDATE.

NON-STEAM:

Jun 16, 2016 – Download: Mediafire.com (Main)
http://www.mediafire.com/download/00yeqqfd2m9y4o1/RogSys_eAccess_Ver_0.2.01.04a.zip

Image Space Inc.(Mirror) – 226MB - MD5: 82b8993af8565045ed107498fb4a535a
http://world3.rfactor.net/dl/rogsys/RogSys_eAccess_Ver_0.2.01.04a.zip


Still trying to find your way to Steam? Head to the Rogue System Web site and check out the green boxes in the right menu. You can upgrade to the Core Module, and convert any Core+ level purchase to a Steam key.

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Offline Asid

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Re: Rogue System
« Reply #10 on: June 23, 2016, 08:44:45 PM »
Steam Summer Sale



In support of the Steam Summer Sale, RogSys will be on sale, at 20% off (now $23.99 USD), for the duration!

http://store.steampowered.com/app/366000/
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Offline Asid

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Re: Rogue System
« Reply #11 on: July 16, 2016, 07:07:24 PM »
0.2.01.06 TRAJECTORY is available on "test"

11 JULY   - MICHAEL_J
First, my apologies for not only the short change log for this update, but also the delay in getting it out. The last two weeks have been... interesting, at best. I've had to deal with some personal issues; the latest version of Leadwerks broke too much to be used, so I had to revert. Once I reverted I found I couldn't build RogSys any more, so I had to fix that. Finally, my graphics card decided it no longer wanted to graphics; so I had to deal with that. Blah, blah, blah--just a bad two-weeks....

Anyway, I DID manage to accomplish the main goal for this update--to implement the preliminary version of both a VMS-based "trajectory tunnel", as well as velocity indicator lines. Both of these are available in VMS NAVIGATION display mode; and both are (currently) relative to the current primary gravity well. Later, they will be relative to whatever reference mode the NAS reference selector is set to.

The Trajectory Tunnel is color-coded. Based on the default colors: Green/ON basically means that portion of the tunnel is between your ship and the gravity well. Blue/IDLE means that portion of the tunnel is beyond the gravity well and you are not escaping. If Blue becomes yellow/CAUTION you are escaping the gravity well. Finally, if the last tunnel indicator becomes Red/WARNING there is a STRONG chance you will impact if you do nothing to correct the trajectory.

For the velocity lines, Green/ON means the line is closing, and Blue/IDLE means the line is moving away. The length scales as velocity increases.

While their functionality will be expanded on, in their current state you should have a much better idle of what your ship is doing with respect to the body you're currently orbiting. As always, thanks for everyone's support!

Full change log: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/
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Offline Asid

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Re: Rogue System
« Reply #12 on: September 24, 2016, 02:39:29 AM »
Update 0.2.01.07a is Now Available
10 AUGUST   - MICHAEL_J

I knew this update was going to take a bit longer due to the art that had to be done for the new OPS satellite--my apologies for that. On that subject, there is now an Orbital Positioning System (OPS) for moons/planets that have orbiting OPS sats. Currently when within 10,000 km of one of these bodies, your ship will attempt to register with the local OPS. When it does, you can allow your sensor to use OPS data to select/target other ships (even when they would normally not appear on your sensor). When one of these registered ships is selected, you can bring up OPS data for it. This preliminary version of OPS includes a ship's hull data, register information, and orbital data (apoapsis, periapsis, etc). You can continue to track OPS-registered ships, even when on the far-side of the moon/planet. With this, you will have a far easier time finding ships when arriving to a new location.

The OPS sats had to be powered by SOMETHING other than batteries, hence the introduction of solar panels. I added functionality that will allow ship builders to tag polygons as solar panel surfaces. Once tagged, RogSys will determine their orientation relative to the local star, and then calculate how much power is generated at that moment. If a ship rolls its solar panels away from the star, they can not generate power.

With this same technology, I completely finalized the radiator implementation. Now, pointing your radiators away from the local star will greatly increase their efficiency. This worked well, so I was finally able to tweak the laser coolers so they act as originally intended--as supplimental / emergency cooling. Your radiators are now your primary cooling source. Take some time and learn what configurations to use, and when.

On another note, Roberto (the person who designed the OPS sat) is now working on the EVA suit, so you can expect to be doing some space walking in the near future. For the next update though, I'm going to start work on the Flying Fox's equipment bay....

Full change log here: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

As always, thanks for everyone's support!
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Offline Asid

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Re: Rogue System
« Reply #13 on: September 24, 2016, 02:41:00 AM »
Part 1 of Update 0.2.01.08 is Now Available
20 SEPTEMBER   - MICHAEL_J

0.2.01.08p1 is now available. From the readme:

Again, this was an expectedly longer update cycle as this one was also very art intensive. Hence, update .08 is being broken up into two parts to reduce the wait time. This part one adds the in-game art for the new equipment bay area of the Flying Fox. To access it, simply float down the ladder shaft and into the equipment bay. Once there, you'll also see examples of the main breakers, isolation valve resets, and LSS scrubbers. You'll also find all the component racks for all of the system computers. In part two, the inital ability will be added to start working with this equipment, which will begin to unlock the ability to repair your ship.

Please note, it can be tricky to move around without the ability to control the roll of your character. I'll be adding this also for .08 part two.

And again, a reminder that this is an art update ONLY. Part two will contain new gameplay code.

As always, please see the change log full details; and, thanks for everyone's support!
http://steamcommunity.com/app/366000/discussions/0/364041776190769973/
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Offline Red2112

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Re: Rogue System
« Reply #14 on: September 24, 2016, 07:24:46 AM »
Yes, this is one I have been keeping track since Star Citizen came aboard. To bad I took the pludge in SC with a Hornet Tracker back then beacuse I really like this one! For a one-man team he is doing real good.  There was this other guy with a Apache Longbow project who was a one-man team too, but I lost track of him. It did look promising then.

Footage from June

 
Check out the video description...Falcon 4 and DCS wow  8) Will have to think about it if it goes on sale again.
« Last Edit: September 24, 2016, 07:31:27 AM by Red2112 »
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