Go For Launch: Mercury cover
Go For Launch: Mercury screenshot
Genre: Simulator, Indie

Go For Launch: Mercury

Can't Grab with Vive? Solution here!

Hi all, thanks to some great feedback from the community I can now confirm that there is a potential bug that prevents you from gripping the clipboard with Vive controllers. I'm also pleased to say it's not my game causing the bug, its a SteamVR issue!

There are two possible fixes for this issue...

Option 1 - Delete SteamVR drivers

1. Unplug your vive hub.

2. Open steam VR and select "Settings"



3. Then select "Developer" and scroll down to "Remove all SteamVR USB Devices"



4. Once it's finished, restart your computer.

5. Plug your Vive hub back in and it should reinstall the drivers, and hopefully fix the problem!

Option 2 - Change to/from SteamVR Beta

Some people have reported that the driver bug can be fixed by changing to or from the Beta version of SteamVR

Opt-in hotfix available that might (or possibly might not...) fix some issues with Vive controller and mouse interaction with dials/menus.

HI all,

Hi guys, for those having trouble with the Vive grabbing, Monitor dials and menus. Alpha 0.6.1 is now available via the beta opt in.

To try this version right click on the game in your game list, select "properties", then "Betas" and select 0.6.1 from the drop down.

I would be hugely grateful if people could feed back on whether this patch helps with any of the issues as I have been completely unable to replicate these bugs on any of my computers... they just all work fine!

PLEASE NOTE - There will be another hotfix incoming at the end of the week to fix other, less game breaking bugs once I pin these issues down!

Version 0.6.0 is live! Splashdowns, time controls, checklists, other stuff.....

Hi all,

I've just uploaded the new build of the game.
This patch brings a lot of new stuff, which means there may also be a lot of new bugs! Please do let me know of any issues you have as I will almost certainly need to hotfix at least something!

I'm particularly keen to hear of any performance issues in VR as a few things have changed in the background code.

This patch brings you re-entry and splashdown, new time control features, pausing, checklists.... and much, much more!

NOTE - Only Friendship 7 is effected, Freedom is still on hold until I convert it to use all the new features I'm developing for Friendship. Hopefully in the next major patch.

So... here's the full list!

CHANGELOG

New Parachute Model
New Drogue Model
New Landing Bag Model
New Nosecone Model
New retropack model
New retropack harness model and physics
Updated Capsule Model
New re-entry fire effects
New sound effects
New water graphics
New water physics
New panel clock model
Added calculation for time to retro fire
Added full automatic retro sequence program
Added full manual retro firing and jettison (dont knock those buttons by mistake!)
Replaced old "fake" clock counters with working 3D rollers
Added "5 min to retro" light
Added 30 second retro warning light functions
Re-textured Atlas rocket to be more authentic (less shiny, more colour variation)
Added dynamic radio (some recordings now play as direct response to whats actually happening - still more to come in future patches).
Added function to scope signal light.
Altimeter now functions on ascent and descent.
Added correct red/green colour coding to all dials (now much easier to spot a problem... keep an eye on cabin temp on night side!).

Added new menu tabs to cockpit clipboard
Added pause function to cockpit menu
Added End Mission function to cockpit menu
Added Quit to desktop funtion to cockpit menu
VR torch and checklist will now reset position if lost
Added Info page listing some historical facts about Friendship 7

Added Time Advance system - You can now speed up and slow down time at certain points using the following controls;
Keyboard < and > keys
Oculus Touch/360 Left Control Stick - left and right
Vive - Left touch pad - click left or right side of pad.

Adjusted shadow rendering
Fixed bug preventing moon from displaying
Corrected false pressure warnings
Corrected spelling on "Descent" dial
More efficient clean up of assets (should fix some memory leaks).
Adjusted cockpit time to Florida time instead of Global.
Adjusted moon size and brightness

Next patch very close!



Hi all, still working hard on the next patch. It's taken a little longer than expected as I decided to add more content! Once I had built the new retro, re-entry and splashdown sequences it made sense to also add in some other features such as in-flight checklists, a more functional countdown clock and various other minor tweaks to support splashdown including pausing, speeding up time and flying single orbit missions.

I'm now in the final stage (again) of flitering out the bugs and checking it all works on the different VR headsets as well as monitor.

Many, many thanks to all those who continue to support development!

Joe

Progress update - Landing system (and bugs, bugs and more bugs)

Hi all,

Just checking in again to keep you up to date on the progress of the next build. I am now in the latter stages of tweaking the features and crushing the bugs and also working though each version to make sure it works - each build needs to be bug free on monitor, HTC Vive, Oculus (with joypad) and Oculus with touch controllers!

Here are some screen shots of the final feture that needed to be added to the landing sequence, the landing bag! Due to the relatively small parachute this inflatable sack was necessary to cushion the impact on the water. If anyone is familiar with the real flight of Friendship 7 (John Glenn) this bag is what they were worried about, thinking it had deployed in space making the heat shield useless!... fortunately it turned out to be a faulty warning light :)









Preview - New Chutes and splashdown (coming soon)

HI all,

I know I've only just posted a progress report but here's another! Working now on the final stages of the re-entry and splashdown sequence and, as you can see, things are going well! Bot drogue and main chutes are now functioning in the development build as well as the new water visual and physics effects. Most of my work on this is now burying myself in the bug fixing cave while my family occasionally send food!

On a side note I have now officially given up my day job to concentrate on development (and a little freelance work to pay the bills), this means I will now be spending even more time each week on this project. Amazingly after 2 years I'm still finding the whole thing very exciting to work on so great to be picking up the pace!

Thanks again for the great support for this early access title!

Joe






Preview of new re-entry fire.

Work is going very smoothly towards the next update which will bring the new re-entry system. This week I completed the new atmospheric effects which include re-entry heat/fire, atmospheric drag coefficient and terminal velocity. I'm not moving on to the final section, parachute deployment and splashdown (with new water effects). As I go along I'm also making other tweaks and bug fixes.

Many thanks again for the fantastic feedback and support I have been receiving for my project. It's really great to hear I'm not the only one who enjoys being stuck in a cramped space capsule!

Joe

Preview of Upcoming Retro System

Hi all,

What a great first week of early access! I've had some really useful feedback on bugs and features which will be worked into future builds and fixes.

The current focus of my work is the new retrofire and re-entry system. I'm pleased to say the new retro pack is now working in my development builds and will be in the next patch. I'm now beginning work on the new re-entry and chute system, followed by splashdown and water physics.

Here are a couple of shots of the new retro pack, complete with soft-physics straps, New rocket models, detachable rocket covers and spring loaded release rod. This will all be linked correctly to the control panel (I recommend you don't click that retro jettison button at the wrong time ;) ).





Hotfix For Full Screen/Window Bug Now Live.

Hi all,

I have just uploaded a very small patch that should (hopefully) fix the issue experienced by some desktop players. The game should now automatically display full screen using your monitor's native resolution.

A more in-depth setting to allow manual resolution adjustment is on the list for future updates.

Thanks again for all the valuable bug reporting and feedback!

Joe

Full Screen Bug

Just a quick post to say I'm aware that some players using a monitor are not seeing the game display full screen, but instead are seeing a small window. I can confirm the game *should* be running in full screen. As a short term solution please try using alt-tab to tiggle full screen. Meanwhile I will try to get a new build out this weekend.

Many thanks again for supporting my work!

Joe