lategamer
Banded Mongoose
The AI says the AE35 board just needs replacing. Get to it, Dave!
Dave. Can you pick up the newly printed AE35 board from the Utility Room and carry it to drone A13.
“Ccol. What else can I do?”
Return to the TV room, Dave.
The AI says the AE35 board just needs replacing. Get to it, Dave!
So not something you can do just by pressing a button and holding firm on the joystick...The Crew asked Mission Control to crunch the nubers for 4 hours and got a +2 by the Pioneer game mechanics for their Orbital Mechanics check,
I am not argueing your point, John Glen only had the joystick in his pressure suit and he and the rest of the Mercury crew flew on the maths done by NASA's "Computers" before NASA got *their* edit first IBM.So not something you can do just by pressing a button and holding firm on the joystick...
point being without the groundside engineers that burn could not have been performed by eyeballing it...
stick a modern AI computer on board capable of making the calculations necessary in the time and you may have a chance, going all Bruce Willis not so much
cinematic vs hard science..
Not as bad for Luna, with a few seconds communication lag, but Mars can be over 20 minutes. Once you get to the outer planets, you'd better hope your onboard computer is good.
The calculations probably aren't the issue, as much as the data. The mission may be more or less limited to calculating their own emephera and be relying on calculated ones for the bodies they'll be visiting. They may have limited ability to track an unexpected object.
And if an Apollo 13 situation happens on the Ceres mission, it's 15 to 30 minutes for them to tell Houston they have a problem, and another 15 to 30 minutes to get a reply. Ideally, the mission would be set to arrive when Ceres is closer to Earth than not, but the fuel usage situation may mean otherwise.
Yeah, this is what we are avoidingDave. Can you pick up the newly printed AE35 board from the Utility Room and carry it to drone A13.
“Ccol. What else can I do?”
Return to the TV room, Dave.
Not to mention highly trained versatile crew who have skill redundancy.The further away from mission control the more the crew will need to rely on their local resources.
Not as bad for Luna, with a few seconds communication lag, but Mars can be over 20 minutes. Once you get to the outer planets, you'd better hope your onboard computer is good.
Not to mention highly trained versatile crew who have skill redundancy.
Focusing on the human aspect is fine, but for some of us in the Kickstarter it seems verisimilitude of hardware is…lacking.
I also find the Boomer reference a bit weird. Surely most Boomers would be long dead by the 2050s....
The term 'Boomer' has morphed from the Baby Boomer generation (people born 1946 - 1964) to mean anyone over 30 born whenever. So an actual Baby Boomer born right at the end of that period would be 91 in 30 years time - unlikely to get off the ground. I find the whole 'hey boomer' thing is a lazy coinage, used as a pejorative that may fade as the Gen Zers themselves start to hit 30+ (starting in about 2 years time).
J
Thank You Brianw.Focusing on the human aspect is fine, but for some of us in the Kickstarter it seems verisimilitude of hardware is…lacking. At least 3 of us have brought up concerns in the KS comments about the hardware detailed thus far seeming outdated/unrealistic and for a few days now have heard nothing from the developers. Except for one response about a question regarding reporting typos.
I, and I’m guessing I’m not alone, was looking for a game where we can design a space program either as a government administrator or entrepreneur, and then design the missions (a la The Case For Mars or SpaceX) and then play them out using current/near future hardware. Those are human things as well.
Yes, Traveller is about humans doing human things, but it also has robust rules systems for ‘big picture’ things like setting up merchant endeavors, running merc companies and exploration.
I understand the need to have the players feel like they’re doing something, but from what little I’ve seen of the game thus far, having multiple mechanical crises come up just so that the players have to test their skills just doesn’t seem to reflect the current state of the second aerospace renaissance.
I don’t know. I don’t want to come off negative but it’s starting to look like this may not be the game I was hoping for and it makes me sad. Unless I’m not seeing the big picture of the game, in which case I wish the development team would be more present and cheerleaderish in trying to allay our fears and sell us on the game.
This, all of this! I have been a spaceflight fan since watching my first launch in '72 or '73. And a gamer since the mid-'80s. I have wasted/spent a pile of money on "Hard Science" Sci-Fi games, and am tired of the constant disappointment behind the phrase "Hard Science" - I hope I am notFocusing on the human aspect is fine, but for some of us in the Kickstarter it seems verisimilitude of hardware is…lacking. At least 3 of us have brought up concerns in the KS comments about the hardware detailed thus far seeming outdated/unrealistic and for a few days now have heard nothing from the developers. Except for one response about a question regarding reporting typos.
I, and I’m guessing I’m not alone, was looking for a game where we can design a space program either as a government administrator or entrepreneur, and then design the missions (a la The Case For Mars or SpaceX) and then play them out using current/near future hardware. Those are human things as well.
Yes, Traveller is about humans doing human things, but it also has robust rules systems for ‘big picture’ things like setting up merchant endeavors, running merc companies and exploration.
I understand the need to have the players feel like they’re doing something, but from what little I’ve seen of the game thus far, having multiple mechanical crises come up just so that the players have to test their skills just doesn’t seem to reflect the current state of the second aerospace renaissance.
I don’t know. I don’t want to come off negative but it’s starting to look like this may not be the game I was hoping for and it makes me sad. Unless I’m not seeing the big picture of the game, in which case I wish the development team would be more present and cheerleaderish in trying to allay our fears and sell us on the game.
Thank You Brianw.
I have only HS physics and understand only simple Transfers ie, Total mass pushed - fuel mass burnt Multipled by the Delta V = transfer orbit insertion. No RAAN, No True Anomaly, etc. Then another similiar burn to circularize your orbit for Rendezvous, proximity operations, and docking leading to more Person to Person/NPC role playing.
This, all of this! I have been a spaceflight fan since watching my first launch in '72 or '73. And a gamer since the mid-'80s. I have wasted/spent a pile of money on "Hard Science" Sci-Fi games, and am tired of the constant disappointment behind the phrase "Hard Science" - I hope I am not disappointed.
I’m not looking for a game that makes me calculate orbits or DeltaV either, but I am looking for a game that accurately depicts current SpaceX, Blue Origin, etc. hardware capabilities and extrapolates them 10-20 years into the future. Shouldn’t be that hard, SpaceX publishes their expected capabilities for Starship V3 and V4 already. Also with Zubrin’s Case for Mars, if I recall, he lists numbers for nuclear generators, the Sabatier reaction and ISRU. And those figures were from 30-40 years ago. I would hope the developers could do half a day’s online research and extrapolate to modern/near future capabilities of those items based on advances made in those technologies. Spacesuits as well. If I have to do that research to make the game what I’m looking for, then what’s the value of the game for me?I'm sure there is a massive delta between the two types of players, though. I don't want maths in the game (and my players - even though they're mostly technical people, certainly don't want to be getting out the calculator in a session).
I'm the sort of player who wants to know how many "burns" a ship has. And for most operations then how many burns would be needed.
Hohmann Transfer? That's 2 burns.
Brachistochrone Transfer (with somewhat improbable electric/nuclear as impossible for chemical rockets)? 100x? 1000x? To keep it manageable, let's say 200 burns.
Getting to a vessel or individual in distress? 1-2 burns, and 1-2 back.
Use more Burns to reduce time, that's an easy calculation.
Now, if PIONEER decides to go the "It would be handy if you were at least an intern at the JPL" method, it's not going to make me change my pledge, but I'll be damn sure that I'll be writing my own burn-based rules for handling spacecraft travel.
The issue I feel is that some people want the Math and others want an abstracted view.