Mission Control Center Screen - Poorly

This forum supports the Early Access Program for the PC for Buzz Aldrin's Space Program Manager (SPM). iOS, Android and Mac releases are still in development. SPM is the ultimate game of space exploration. It is the mid 1950s and the race for dominance between the US and the Soviet Union is about to move into a new dimension: space. Take charge of the US or Soviet space agencies - your duty is be the first to the moon. Carefully manage your budget by opening programs, spending R&D funds on improving the hardware, recruiting personnel and astronauts and launching space missions in this realistic turn based strategy game.

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wolf14455
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RE: Mission Control Screen - Poorly

Post by wolf14455 »

[&o]
SwedeWolf

I was called Lill Sputnik (Little sputnik) as a baby in 58-59
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nico7550
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RE: Mission Control Screen - Poorly

Post by nico7550 »

I open a thread to present some of personals ideas if you have some comments to add about (beside my poor english :-))

http://www.slitherine.com/forum/viewtop ... 26&t=50971
jjknap
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RE: Mission Control Screen - Poorly

Post by jjknap »

I like your ideas. I would still like to see small thumbnails of communication antenna, tracking cameras, launch control personnel, etc cycle through during the countdown and mission. Having the "screens" go to "static" when there is a failure is really cool too. You know there is an issue even before you get the message. It really builds excitement and tension :)
jjknap
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RE: Mission Control Screen - Poorly

Post by jjknap »

Hey, I see some boxes around the mission control screen....could those be placeholders for small thumbnails to be presented during the mission? :)
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nico7550
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RE: Mission Control Screen - Poorly

Post by nico7550 »

Hi, I think there are only here to allow different resolutions...
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Templer_12
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RE: Mission Control Screen - Poorly

Post by Templer_12 »

BASPM 1.0

Is this the final MC?
Well, I can live with it. [:)]

By the way, I think the speed of the mission animations is a bit to fast.
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N_Molson
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RE: Mission Control Screen - Poorly

Post by N_Molson »

Hello Templar,
By the way, I think the speed of the mission animations is a bit to fast.

Problem is that the most complex missions are really long (more than 4 minutes for some lunar landings), and we didn't wanted the player to go away and prepare a coffee while waiting the end [;)]
No countdown in Russian language at the start of Sputnik.

Oh and is that one solved ? It should be, I've personally integrated russian audio into the animations. Note that historically, there is no "10...9...8...0" countdown in the Soviet/Russian space program, they only say things such as "fuel valve X closed", "ready for ignition", or such technical comments until liftoff.
Nicolas Escats
Buzz Aldrin's Space Program Manager Contributor
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Templer_12
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RE: Mission Control Screen - Poorly

Post by Templer_12 »

ORIGINAL: N_Molson

Hello Templar,
By the way, I think the speed of the mission animations is a bit to fast.

Problem is that the most complex missions are really long (more than 4 minutes for some lunar landings), and we didn't wanted the player to go away and prepare a coffee while waiting the end [;)]
Makes sense.

But at the current speed, shiver isn't build so good.
What about optional sliders?
Good movies and good games too, hit you, strain on you emotional!
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Templer_12
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RE: Mission Control Screen - Poorly

Post by Templer_12 »

I wish somewhere on the Mission Control Center Screen is displayed which mission is currently running and what components are included.

I would like to see the buttons would be in a more authentic look to the original. [:(]

I know that I am repeating myself, but to me the speed of the mission animations is a bit to fast. [:(]
derblaueClaus
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RE: Mission Control Screen - Poorly

Post by derblaueClaus »

The only thing I miss is more chatter between the astronauts themselves and/or capcom. Otherwise the game is already very immersive.
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Templer_12
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Mission Control Screen

Post by Templer_12 »

What are these three placeholders for?


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