Rogue System - Michael_J
Part two of update .08 adds a fair bit of base functionality designed around the equipment bay that was added in .08 part one. It's now possible to look at equipment, grab it, and carry it around in front of you. This ability is very raw in this first implementation--the core goal being to get handle the mechanics and to create the physical link between your avatar and the carried item. Once carried, a piece of equipment can be installed into the intended "port". What this allows is the basic ability to remove and replace damaged items. This is a first step to inflight repairs.

For now, two pieces of equipment are available for you to play around with--the MTS computer controller (comptroller), and the LSS scrubber. The scrubbers are located in the equipment bay--click on each to uninstall. Then you can grab, carry, and reinstall them. The small display next to each will show the current state of the installed scubber. The MTS comptroller has a locking handle, which must be unset before you can put the component. Once reinstalled, it must be locked before the comptroller will function again.

Also added were control panels for the various doors leading to, and located in the equipment bay. Each panel also includes a switch to control interior flood lighting. Likewise, the first of many ECS breakers, and isolation valve resets were added. Avatar roll control was also added, and by default is set to F and V (although you may have to set these manually if this is not your first install. Lastly, there were many small fixes and tweaks both relating to this work, as well as other various low-level items--one of which should aid art creation for both myself now, and modders later.

As always, please see the change log below for full details; and, thanks for everyone's support!
Rogue System - Michael_J
Part two of update .08 adds a fair bit of base functionality designed around the equipment bay that was added in .08 part one. It's now possible to look at equipment, grab it, and carry it around in front of you. This ability is very raw in this first implementation--the core goal being to get handle the mechanics and to create the physical link between your avatar and the carried item. Once carried, a piece of equipment can be installed into the intended "port". What this allows is the basic ability to remove and replace damaged items. This is a first step to inflight repairs.

For now, two pieces of equipment are available for you to play around with--the MTS computer controller (comptroller), and the LSS scrubber. The scrubbers are located in the equipment bay--click on each to uninstall. Then you can grab, carry, and reinstall them. The small display next to each will show the current state of the installed scubber. The MTS comptroller has a locking handle, which must be unset before you can put the component. Once reinstalled, it must be locked before the comptroller will function again.

Also added were control panels for the various doors leading to, and located in the equipment bay. Each panel also includes a switch to control interior flood lighting. Likewise, the first of many ECS breakers, and isolation valve resets were added. Avatar roll control was also added, and by default is set to F and V (although you may have to set these manually if this is not your first install. Lastly, there were many small fixes and tweaks both relating to this work, as well as other various low-level items--one of which should aid art creation for both myself now, and modders later.

As always, please see the change log below for full details; and, thanks for everyone's support!
Rogue System - 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/
Rogue System - 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/
Rogue System - contact@rockpapershotgun.com (Brendan Caldwell)

Every Monday, we launch Brendan into the black void of early access and see what he comes back with (if he comes back). This week, the hardcore spaceship simulator Rogue System [official site].

I m sitting in complete darkness and silence. I can t hear the hum of the ship, can t even see the stars anymore. It could almost be peaceful, if it didn t mean that I was going to die.

… [visit site to read more]

Rogue System - 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!
Rogue System - 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!
Rogue System - 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/
Rogue System - 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/
Jun 23, 2016
Rogue System - Michael_J
In support of the Steam Summer Sale, RogSys will be on sale, at 20% off (now $23.99 USD), for the duration!

store.steampowered.com/app/366000/

Thanks to everyone for their support thus far!
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