So many bugs!... But so satisfying to finally land this capsule. Patch very close.
In the last 24 hours I've found and fixed no less than 84 bugs! Some minor (like switches not clicking) some major (like the capsule thrusters no longer functioning!) and some just weird (like 2 suns, tatooine style).
The game is nearly stable now so won't be too much longer. Freedom is working great, and I'm looking at the little ways it's broken the rest of the game.
As you can see though, it's reentering and splashing down just as it should so not long now until I can release the patch!
Watch this space.
Prgress update, next patch in testing!
Hi all, just a quick post to let everyone know that the next patch has now entered the testing phase.
Freedom 7 is now integrated into the new code and environment and has all the elements found in the other missions (complex checklists, re-entry, splashdown) and so far is performing well. Just running through and finding all the broken switches, light glitches, random noises and physics insanity that crops up with a major rework of Unity code.
Hold tight, almost there!
Progress update. Re-wiring a Mercury Capsule!
Hi all,
I't been a while since I posted anything so I wanted to bring people up to speed with what's happening behind the scenes.
I'm still working through the slow, painful process of completely rebuilding the Freedom 7 mission within the new environment. This isn't simply a case of programming the game to swap to a different cockpit/rocket model as Freedom 7 had a completely different set of switches, lamps and functions.
So for each and ever switch the game needs to take the following actions, depending on whether you are in the early Mk1 capsule, or the Mk2 capsule;
1. Determine if the switch should exist at all in this capsule.
2. Moving the switch to the correct position on the dashboard.
3. Make any changes to how the switch works/link it to different components.
In addition to the switches many warning lights need to display different textures (the text was altered on many after freedom 7), Handles need to be changed (different designs were used for may)... the list goes on!
Once the capsule selection is all functioning correctly I also have to program the correct checklists, flight plans, time of day etc. So it's proving to be a very big job!
It will all be worth it though, from this point on there is effectively only one game level which means any changes I make will automatically work for all missions without having to repeat any work!.. If only I'd thought of it at the start ;)
Update 0.7.0 now live!
I'm very pleased to announce that version 0.7.0 is now live which introduces Liberty Bell 7's suborbital mission to the game. This is the first time you are able to complete a full sub-orbital mission from launch to splashdown.
This patch represents a major leap in the way Go For Launch: Mercury works, it no longer uses multiple levels (requiring me to work on each seperately) but no has just one game level, into which it then loads the appropriate capsule, moves it to the right launchpad etc. (note Freedom 7 is still the old version, to be integrated next patch), this means development will proceed much more smoothly in future. If, for example I add a new feature like a working switch to Liberty bell, it will automatically be added to all other missions too!
Once again I would like to thank you all for supporting this labour of love. It really wouldn't be in development without people like you willing to back an Early Access title!
Many thanks, and good flying
Joe
Update very soon, and Big news for Vive players! - I've replicated the "can't grab the clipboard" bug!
Hi All,
Very, very close to releasing the update, just in the bug squashing phase and it will be ready to go!
Some people will be aware that there is a bug experienced by some (but not all) vive users where it is not possible to grab the clipboards or torch. In some cases this was fixed successfully by the players themselves by removing and reinstalling some steamvr drivers, but I was unable to fix the issue as it always worked perfectly on all of my computer systems!
Well not any more! I have just replaced my main development vive with a backup unit, and I now too have the bug! This is great as I can now start experimenting with workarounds to get the grab function working for everyone. I'm hoping that I can squeeze a fix in for this update, if not expect a hotfix shortly after.
Joe
Track development on my new Trello page!
HI all,
Firstly, many thanks for your continued patience. I hadn't fully prepared for just how much the new baby would derail development for the early part of this year! (our last one wasn't nearly this complicated!), but things are picking up pace nicely again and I'm very excited about what I have in the pipeline for the next few updates!
To help keep track of what's coming and what I'm working on I have created a Trello page where you can check in to see what I'm up to. Right here - https://trello.com/b/h8uCF8ci/go-for-launch-mercury-development
I'm now a good way through implementing Liberty Bell 7. She launches, flies, lads where she should and Gus Grissom is chattering away nicely on the radio. I still need to make some tweaks to the interior (there.s not a lot different compared to Friendship 7, but a few features need to be changed to be accurate), tweak the re-entry physics and implement the correct checklists for the mission. then of course, test, test, test.
But not long know until it's ready! I think I will probably push an update out as soon as liberty is ready, then another smaller update a little later to bring Freedom 7 up to date with the new system.
Thanks again for supporting this project!
Joe
Liberty Bell, and a brief window between Nappy (Diaper) Changes!
Amazingly, in between nappy changing (diapers for my American followers), sleep deprivation and looking after our other child I managed to grab a few hours development earlier than expected!
Very pleased to finally be at the controls of Liberty Bell 7. This will form part of the next update which will add Libery Bell, and bring the sub-orbital flights (Liberty and Freedom) up to date with the newer features seen in the orbital mission such as splashdown.
Still officially on a break while our new (very tiny - 5lb!) son gets the hang of life, but will sneak any time I can to work on the sim. I'm very keen to get the new features in so I can play it!
Joe
Worlds smallest astronaut born!
Hi all,
Just a further update on the current short development break.
Very pleased to say my son was born and is doing well. He was an early birth so we've still got a fair bit of hospital time, but it's all good!
Hoping to pick development back up soon. I will be maintaining a full 2-3 days per week development time in the spring and, I'm more enthusiastic about this game than ever! Can't wait to get stuck back in and make a start on Liberty bell, mission control etc. I know it can sometimes be frustrating when a game's development slows but rest assured this is temporary!
... and no, I wasn't allowed to name him Gus ;)
Happy new year!
Hi all, just checking in to say Happy New Year and to update on what's going on behind the scenes!
Work has already begun on the next update, however please do expect a short gap as we are expecting a baby next month! Not our first so normal service (and sleep) will resume (relatively) shortly.
To give a little more detail on what to expect next there are actually 2 tiers of development. The first is the expansion and refinement of the existing game such as adding the next capsule (Liberty Bell 7), finally getting the breaker switches to function and adding more checklists (and failures). The second is the addition of some new features such as the mission control room. The idea being that you will be able to toggle between the capsule and the control room during flight to access data and features not necessarily available while in the cockpit.
Again I'd like to give a massive thank you to all those who have supported my project. You're feedback, reviews and advice are what makes a one-man indie project like this worthwhile!
Have a great 2018!
Joe
Hotfix 0.6.2 now live.
Hi all, just a small patch today to address a few issues....
Fixed bug preventing chutes from opening when retropack not jettisoned.
Fixed skybox flipped 90 degrees on splashdown.
Corrected earth rotation relative to capsule.
Fixed ambient light on parachute when viewed from cockpit.
Toned down window dirt.
Adjusted 4 orbit retro time.
Reduced clouds during splashdown.
Many thanks for all the great feedback! There's still plenty of suggestions that will make it into later patches, so don't worry if you don't see your feedback here!