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SpaceStationSim Game Wishlist

----------------------------------- News -----------------------------------

12-23-2006: Large Update available

  • Astronaut clicking - You can now right-click on an astronaut in order to select that astronaut in your HUD. This makes it much easier to give new orders to any astronaut that you can see in cut-away mode. You can also left-click on an astronaut to open the task list for that astronaut (for compliments, insults, talking, and taking a break).
  • Astronaut agency flags - The astronaut panel in the HUD now displays the current astronaut's corresponding agency flag next to their name.
  • Micrometeor strikes - The station can now suffer from micrometeor strikes, which require an EVA from the Quest Airlock in order to recover.
  • Zvezda thrusters - The thrusters on the back of the initial Zvezda module now fire during operation of the TORU.
  • And More....

09-15-2006: Updates available

  • Completely new Earth model - The old, patched-together, in-game Earth has been replaced with an ultra high-quality 32-bit textured Earth derived from the images of NASA's "Blue Marble" project. Blue Marble provides incredibly detailed images of the Earth's surface in 2D projected form. We have pre-processed the Earth surface image into a form suitable for 3D rendering without excessive resource usage or in-game processing that follows a true ISS flight path. The cloud layer on the Earth is also taken from Blue Marble, but the motion runs independently from the surface for better visual effect. A halo effect has also been added.
  • Completely new star map - To match the new Earth, the old star layer has also been replaced with images generated from the Tycho star map from NASA's JPL Solar System Simulator. The Tycho star map contains over 1 million stars of all different colors and intensities. This star layer now rotates along with the Earth to give the effect that the station is indeed orbiting at 17,500 mph.
  • Completely new Sun and Moon - Along with the stars, the Sun and Moon have been replaced and positioned to match the lighting on the Earth. A lens flare effect has been added to the Sun, as well as a color blowout if the camera is positioned to look directly at the Sun. The Sun and Moon also now move along with the rest of the celestial scene.
  • And More....

04-14-2006: Updates available

  • Game updates - You can now check for game updates straight from the game launcher menu.
  • Astronaut biographies - Astronauts in Astro Builder now have short personal biographies dependent on their class.
  • Flag distribution meters - Meters have been added to the flag panel in Station View to show an estimate of how many flags the currently selected module, astronaut, component, or experiment is generating or has generated. You can mouse over different objects while this panel is open in order to change the display.
  • Astronaut chatter - Astronauts will now respond to comments, talking, insults, and compliments from other astronauts.
  • Happy astronauts - Astronauts that have recently had all of their needs fulfilled will perform a happy spin to show their appreciation.
  • And More....

Click here for view details or download update

 

----------------------------------- Wishlist -----------------------------------

Interface Wishlist
Gameplay (Mission Control)
Gameplay (Aboard station)
Gameplay (Pipedreams)

- Interface Wishlist

  1. I would like the ability to click on an astronaut to select them, like I can with components, rather than using only the arrow keys.
    1. 12-23-06 - Astronaut Clicking - You can now right-click on an astronaut in order to select that astronaut in your HUD. This makes it much easier to give new orders to any astronaut that you can see in cut-away mode. You can also left-click on an astronaut to open the task list for that astronaut (for compliments, insults, talking, and taking a break).
  2. I would like a “poke” function, to get astronauts at least moving toward the module I want them to go to. Sometimes I’ll give them a task and they’ll just float there for a bit, wasting time. That or make them move to the module immediately after being done with a previous task.
    1. 4-14-06 - Blocked astronauts - The handling of blocked astronauts has been greatly improved. Astronauts will now cycle through their tasks rather than just delete them and will also insert new ones to attempt to resolve the blockage.
  3. Would be nice if the personal stats bar row showed as graphic icons instead of bars on the astronaut UI.
    1. 04-14-06 - Warning icons - General warning icons have been added just below the launch vehicle indicators in station view. These let you know quickly if any atmospheric levels, supply levels, or orbital position levels (altitude and attitude) are outside of the green condition.
  4. Would be nice if names of multiple modules had a B, C, or D after them (e.g. Destiny B) so I could tell what’s going on where.
    1. 12-29-05 - Added Greek letter module designations for multiple instances of the same module - If you have two or more modules of the same type connected to your station, the first module will be designated alpha (α); the second, beta (β); and the third, gamma (γ). This allows you to more easily tell your modules apart in component builder and in astronaut task lists.
  5. Would like empty rack spots to show what kind of slot it is for future reference.
    1. Or a way to view a module’s rack layout for planning without having to go to the purchase or configure window.
    1. 12-29-05 - Added empty rack capability display to the HUD - By selecting an empty rack, you can see what services it provides (power, atmosphere, water, etc.) without having to go to component builder.
  6. “Next” and “Previous” buttons in the Astronaut creation menu: Next should go on the Right. Previous should go on the left.
    1. 12-29-05 -Swapped astro builder next/previous button locations - The "next" button is now on the right, and the "previous" / "exit" button is now on the left.
  7. Would like Tool Tips for interface buttons to help starting players.
    1. 01-16-06 - Tooltips - The majority of the clickable objects in the game now have tooltips associated with them. These tooltips have a short description of each control and a keyboard shortcut that can be used in place of mouse clicks. Tooltips can be enabled or disabled in the pause menu.
  8. Want Esc to close any open windows rather than having to right click on the window itself, such as Stats.
  9. Need quicker idea that a rack is turned off when I roll over it, instead of just a lack of green lights or animation.
    1. 12-29-05 - Added an indication of component on/off status to the HUD - The health bar will darken for components that are not currently in use.
  10. Component-finder, where you select a type of rack and a screen lets you know in text or visually where each type is and maybe what their status is.
  11. Would be nice to have a list of the last few alerts recieved so we can still click on them if we missed it.
    1. 12-29-05 - Added flashing warnings to the HUD - Whenever astronauts shock themselves or freak out anywhere on the station, the HUD will flash so that you know about it immediately. This should add a better sense of urgency to the game.
    2. 12-29-05 - Flashing "Alert" button - The informational alert now flashes all the time until dismissed.
    3. 04-14-06 - Talking astronaut indicator - If an astronaut is currently talking, he or she will light up in the cutaway view.
    4. 04-14-06 - Astronaut shocks - An imminent event has been added whenever someone is shocked so that both the broken component and the shocked person can be immediately located. The space tourist has also been given his own unique shock sound effect so that he can be distinguished from the other astronauts.
    5. 04-14-06 - "Experiment Completed" alerts - Updated the "Experiment Completed" alerts so that they are consistent in style and contain dynamic information related to the experiment that was just completed.
    6. 04-14-06 - CapCOM warnings - CapCOM only warns when a stat goes from green to yellow or yellow to red. High and low warnings are available for atmospheric conditions.
  12. Would be nice to have Tabs on the stats screen so we can go back and forth rather than having to click through each time.
  13. Sometimes it’s a bit jarring to hear new music every time I switch a module. Would like a toggle to choose:
    1. Module-specific tracks (default)
    2. Loop entire play list
    3. Loop single track
  14. I would love the Launch Vehicle menu to show each space center and the preparations going on at each: checkout and rollout, fueling, etc. as mini-screenshots instead of just colored bars. Bars are ok, wouldn't mind something more.
  15. Would like options to lock onto an astronaut and follow him from module to module in 3rd person cut-away view.
  16. Would like the option to toggle the Builder voiceovers. These are great for first-time players, but after that it'd be nice to switch them off when I don't need them.

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- Gameplay (Mission Control) Wishlist

  1. It'd be nice to see the newly recruited astronauts docking by CEV, soyuz, or shuttle (I’d like to select which one, too). Show astronauts entering from one of the open ports and into the first module.
  2. Would like to see spacecraft actually docking with station in a cut scene, like the Shuttle, Progress or ATV vehicles. Then after you send up components, modules, or supplies, you see the vehicle there after the cut scene, docked to an available port, and then it leaves after a few minutes.
  3. Want one of the "tasks" to unload a docked supply spacecraft and move supplies to storage racks.
  4. More racks, like regular stowage racks (for clothing, personal items, sundry), Canadarm2 station, fluid science rack, human research rack, avionics rack, etc.
  5. More experiments in medicine, astronomy, physics, , etc
    1. 4-14-06 -New experiment - The MSRF facility now has an I-Beam melting experiment in addition to the pipe experiment.
  6. Be able to use the ATV or Shuttle to reboost station via clicking on docked vehicle, or it happens automatically after it docks.
  7. More spacecraft, like the Klipper.
  8. More modules! Transhab, Enterprise module, Russian research module, observatory module, etc.
    1. 01-10-06 - Bill Mueller - "We actually have completed the Trans Hab (It's huge!) with about 1/3 the components on board, and could include it with not too much difficulty. The RR module is a Zarya with racks but would require lots of work to get it running."
    2. 01-11-06 - Bill Mueller - "You're describing the Enterprise module. We have built that one as well. However, we did not get it or the TransHab completed enough to put in the game. As we go forward, we hope to complete them both.
    3. 12-23-06 - TransHab Module - An initial version of the TransHab module has been added to the game.
  9. Make cupola, storage module, and docking module selectable like the Quest module.
    1. Cupola - TORU-like device for boosting, Robotic arm control center, observation area for site-seeing
    2. Storage Module - catalogue supplies, manage supplies
    3. Docking Module/Airlock - make usable for EVA
  10. More/different configurations for truss segments, like atop Z1 truss or on other type of module.
  11. Allow experiments to be placed on truss, requiring EVA to setup or fix or whatever.
  12. Allow modules to be moved if they are on the end, such as moving MPLM from Zenith to Nadir point by sending up an empty shuttle or using an existing Canadarm.
  13. Would like to see nation patches on astronauts' clothes somewhere according to what agency they're with.
    1. 12-23-06 - Astronaut agency flags - The astronaut panel in the HUD now displays the current astronaut's corresponding agency flag next to their name.
  14. Would like to see those floating globe helper robots NASA is working on if adding more astronauts is not possible.

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- Gameplay (Aboard Station) Wishlist

  1. Would be nice if the max number of astronauts on station were increased from 4 to 8, or even 6.
    1. Perhaps when you reach 999 flags for each country it unlocks the extra astronaut slots to play with for fun.
    2. New goal of 1999 flags to unlock final goodies?
      1. 4-14-06 - Astronaut limit increase - Stations can now support up to 6 astronauts instead of just 4. However, these astronauts are bonus astronauts and can only be unlocked by doing experiments.
  2. Ability to rotate astronauts on flights back to Earth, to create a pool of experienced astronauts for later use. Astronauts have to return home after so long in space (maybe a new stat? or a natural occurance when their Fitness rating maximum begins to decline). Build up a cadre of experienced astronauts to launch when you need to send up new racks. Would need more voices though.
  3. Ability to swap out old or failed racks back to Earth for points or replacements.
  4. Ability to install outside experiments on exterior of station or truss.
  5. Provide tasks for astronauts to routinely check up on experiment racks in their field and let that go to their job rating. Maybe help increase level of astronaut or experiment results.
    1. 4-14-06 - "Study" task - A "Study Experiment Results" task has been added to all experiments. Astronauts of the same class as the experiment can study its results in order to gain further experience, even if the experiment has failed. This can be used to level up new astronauts as well. Studying works best when the astronaut is of the same level as the experiment, or if there are other experienced astronauts present to help out.
  6. Locker space for astronauts. Could use them to customize clothing once on station, just for fun? Or use it as a mechanic for increasing size of crew? You could have a number of locker racks match number of crew. Perhpas give treat lockers like showers or exercise equipment that can help crew members:
    1. Changing into fresh clothing will increase health (getting clean)
    2. Writing home during a break can increase spirit
    3. Writing a duty log during a break can increase their job rating
    4. These functions could even occur in their sleep racks, perhaps.
  7. Have Shuttle and Russian crews visit inside the station when delivering supplies, help out with repairs for a few minutes, then leave. Just to shake things up a bit. Maybe even take Tourist with them.
  8. EVA’s required for outside maintenance, have to have MMUs or something.
    1. When having EVAs (click on astronaut outside) zoom to First Person or Over the Shoulder mode, pauses game so you can do work. Otherwise zoomed out let’s you click on a component and send an astronaut to float over and do repairs or inspection.
    2. 12-23-06 - Micrometeor strikes - The station can now suffer from micrometeor strikes, which require an EVA from the Quest Airlock in order to recover.
  9. Find a way to use Canadarm2. Perhaps for quickly moving EVA astronauts, or modules, or experiments around.
  10. Have cataloging supplies and checking out Soyuz systems increase Job rating for astronauts.
    1. Let docked Soyuz be clickable like the Quest module.
    2. Tasks to practice, like the TORU, or to move to new docking port.
    3. Possibly let an astronaut change the position of Soyuz to a new port like they do now.
  11. Have visiting commercial flights that deliver the tourist but also spaceflight participants who only roam between crew modules and Enterprise module and such. Kistler K-1, t/Space capsule, Space X capsule, etc. Maybe a new group for Commercial flags?

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- Gameplay (Pipedreams) Wishlist

  1. Ability to pick what supplies go up: parts, oxygen, fuel, food, etc. like you can pick components. Use flags to buy.
    1. There are 6 supplies: food, tools and parts, oxygen, fuel, water, sundry (clothing, medicine, EVA equipment)
    2. A rack takes up 2 supply slots.
    3. Shuttle can carry 3 racks or all 6 supply types.
    4. HTV can carry 2 racks or 4 supply types.
    5. ATV can only carry 4 supply types.
    6. Progress can only carry 2 supply types and no racks.
    7. CEV-Cargo variant can carry 2 racks or 4 supply types.
    8. K-1 can carry 1 rack or 2 supply types
    9. Sending up an ATV automatically gives a free boost to the station.
    10. Sending up a Shuttle automatically gives a free boost to the station.
  2. Delivering supplies isn’t very interactive and it'd be nice if they could be. It'd be nice to have a vehicle selection and make schedules for launches, as well as show how much supplies are being delivered by tonnage (we currently learn by playing that Progress does a fraction of supply, and ATV does full). It would be neat to see preparations for launch and select consumables, and not only Module type and Rack type.
  3. Would be nice to select launch schedules for crews and supplies like Project Space Station and see them in the assembly building or processing facilities. Could use one of the unused Mission Control consoles.
  4. Would be cool to have the Flags screen become like a Budget screen, assigning flags to each department: modules, components, astronauts, launches, etc. Kinda like "Project: Space Station"
  5. SimSpaceShuttle!
  6. Some kind of co-op play, like playing two stations at once or one station and a CEV.
  7. Delays and technical difficulties and events affecting operations.
    1. 11-15-05 - Bill Mueller - "In addition to political conflicts, labor disputes, hurricanes and technical setbacks, we intend to eventually have special events like meteor showers, solar flares and mission critical random events. We have already built most of the structure to give the player direct interaction with micro gravity experiments from a ground based laboratory. We also have the assets to create a functional Crew Exploration Vehicle and a mission to orbit the moon."
    2. 12-30-05 - Bill Mueller - "We do have much of the code to allow launch failures. However, if we get to that point, there will be lots of other random type events that happen as well."
    3. 12-23-06 - Micrometeor strikes - The station can now suffer from micrometeor strikes, which require an EVA from the Quest Airlock in order to recover.

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-by Hayoo