This does look interesting! Has it anything to do with the cancelled Rogue System?
I don´t know Chucky. It does have that same flavor so to say but other then that all I know is that the dev has been working on it since 2014. There´s no release date or way of playing it as for now, so all we can do is follow it and keep it on radar.
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
I'm the dev working on ASG and Red2112 suggested I should try and post dev updates here (thanks again for mentioning the project on SimHQ ^^). I also checked with the admins it was OK to write about the game myself so here are the latest news! The current objective is to add NPC traffic and at the moment the main models are implemented and the ships themselves being instantiated at their home station and docking port. However having them moving around will require more work hence this little intermediary update:
Don't hesitate if you have any question I'll gladly answer here, and about Chucky's one above no ASG is not related to Rogue System.
I'm looking for a new space sim and I'm struggling. E:D has lost my interest and SC runs so poorly on my med range system that I just don't bother anymore.
About performance I'm developing on a Ryzen 5 3600 / GTX 1660 S. While not being top notch that is already a very powerful machine, and thus certainly too forgiving! But I'm also testing builds on an old laptop, typically to adjust the "low" graphics settings . Anyway the rendering in the game is very simple compared to what pro engines can do so not that demanding hopefully. The workload is higher on the CPU with the flight planning for orbital mechanics though. So a quad core is pretty much mandatory, or a dual core with hyper-threading to the very least.
Regarding gameplay ASG is very "submarine in space". The ships are 100 m long with typical masses around 200 tons. So even with the equivalent of a dozen of real-life nuclear reactors at the back the best warships typically accelerate around 0.25 G with burns that can go on for several hours. This to say compared to E:D or SC the rhythm is much slower, and the piloting does not require manual control. The command philosophy is "plan then fly", that is using the flight planning tools to best employ the limited maneuverability of the ship dealing with orbital mechanics (the so-called "ΔV budget") and then properly set up the flight controller to stay on track. Also there are hyperspace jumps but they require quite some conventional maneuvering to navigate. As a result a typical galactic route can represent several weeks in game time, but there's a time acceleration system of course! 😄
Hi Dave, glad you decided to keep us up to date on you´re ASG project here on SimHQ. Personally Iam very thankful for that and Iam sure alot will appreciate you´re effort too. Iam also very excited to see first hand how ASG evolves, and look forward to all the novalties that may be added in the future to ASG.
I really like the whole concpet you have come up with
Red
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
Hi Red, my pleasure really! The project is at an important phase evolving from pure simulation to game hopefully, so definitely the more feedback from experienced sim players the better!
Here's the latest update about Orbital Traffic Control in the game:
The traffic itself is not in place yet as it seemed more effective to define flying rules first. However that will be the primary dev goal in the coming months.
Thank you for the repost @Red2112 That was me wrongly assuming this one would only be of interest for the testers sorry!
Nothing wrong, and no need to be sorry
I find all your videos Interesting and Informative. My guess is that the rest here do too, as I also think we all look forward on getting our hands on your project when ready.
People don´t post much, but don´t let that discourage you, but they do lurk around here
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
People don´t post much, but don´t let that discourage you, but they do lurk around here
No problem! About dev updates the NPC traffic is making progress and the fundamentals for the high-level depiction layer are in place. The objective is to have all vessels "persistent" (instead of spawn on demand) and going on with their life outside of the player's cognitive bubble. The next step will consist in instantiating nearby ships for the usual real time simulation flow and I'll make a proper video by then! (More details: https://alliancespaceguard.com/work-in-progress-2021-07-npc-traffic/)
Hello and sorry for the radio silence I was fighting hard to have the NPCs finally start moving around! In fact I was too focused on path-finding and flight-planning, and I had completely overlooked decision making and execution tasks layering. These were also subjects I really did not know about so it took a bit of time to learn and then assemble a reasonably working contraption. Here's the dev log vid:
At the moment all NPCs are operating as "galactic starliners" but they will be given new roles and more complex behaviors as it goes. Also in the next updates the player's ship will be fitted with proper sensors to deal with NPCs in a more "tactical" manner.
Here's a little update about the NPCs before moving to the next round of features i.e. completing the ship's civilian systems before starting to implement the gamification layer (missions and career).
The ship is now fitted with a proper monitoring and alarm system, and the power plant has been balanced and upgraded to reach the "1.0" status. The development will now continue with the maintenance at stations, then to the ship's front section and the life support systems.