This is a physics sandbox where you can play around with Starbase devices.
You walk or fly around in first or third person to look at and operate all kinds of devices. For example, you can drive a so called Self Propelled Modular Transporter (SPMT) under the booster, lift it up, transport it from the build site to the launch site (at real world scale and distances), pick it up with the launch tower lifting device (a.k.a. chop sticks) and put it on the launch mount.
Then you can do the same for second stage and stack it on top, launch the full stack, do the hot staging maneuver and return first and second stage to launch site and try to catch them with the chop sticks.
All this is simulated with more or less realistic, slightly simplified physics. You can have it fly mostly automatic (in the future hopefully completely automatic) or control everything yourself, if you want, down to the settings of the PID controllers for angular velocity.
You can do all this also in co-op mode in multiplayer. But it's very rough still. So expect some wonkiness. Consider it more as a nice-to-have add-on.
You can not fly into orbit around earth yet. You also can't go into the rockets yet, but you can follow them as observer anywhere. These features and much more, like Moon and Mars, are planned for the future.
The main idea with this project is to closely follow and recreate the developments of the real Starbase in BocaChica, Texas and have fun learning to understand how everything works there, and later if they go the Moon, we go to the Moon with them.
There is a lot missing that needs to be added, so this will be in Early Access for a while probably.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45298327/ac51f1673af52a93f701b53480154b9546dabb04.png\"][/img]
[dynamiclink href=\"https://www.youtube.com/watch?v=blm7cV8OCeM\"][/dynamiclink]
Major changes:
fully replaced OLM with model by Ryan Hansen
[/*]including deluge plate, that can also be destroyed
[/*]the outer booster engines can now only be fired when the booster sits on the OLM and the Raptor QDs are connected (fully extended)
[/*]small additions to API (see full changelog below), including fix of game crashing when spawning something
[/*]added OLM and Tower vents (cosmetic)
[/*]
The model
[p align=\"start\"]The most important part is that everything is super accurate. You dont see this level of attention to detail and accuracy often. Also because it takes a lot of time and effort of course. Best example, is how Nicks booster almost perfectly fits in between the clamps and Raptor QDs:[/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45298327/0496f0f3bcbd46b76bb0e67e58eb82ae792d1c42.png\"][/img]
[p align=\"start\"]No modifications were necessary. That saved me some time. But there was still quite a bit to do on optimization of the model. I could get it down from about 3 million verts to 900k. This is to a big part from removing most of the bevel modifiers which make the edges look nicer, but add a ton of verts. Youll usually dont notice it from far away anyway. So thats an easy save always.[/p][p align=\"start\"]The other big part was the deluge plate which had 1.4m verts alone. It was not easy to simplify it without breaking it. But I managed to get it down to less than 200k verts. A texture would make more sense, but might have taken much longer to do, for me at least. You can see parts of the deluge plate from the original model with highlighted verts in this one:[/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45298327/4cf23a3e27ad92fe3373ed8e8cd4cf7d1fffbb2c.png\"][/img]
[p align=\"start\"]You can also see the details on the Raptor QDs here with all the hoses that are also animated in his model. But I decided to not do that for the game to save on some performance as you wont really be able to see that unless you are inside the OLM anyway. Animating the two big hoses on the BQD was hard enough.[/p][p align=\"start\"]Another thing that I didnt include are the deck stabilizer pins and the actual hold down clamps on the clamp arms. These would have probably required quite a bit of extra work to make them usable. Besides, I was also desperate to find some things to safe on verts [/p]Performance
[p align=\"start\"]So thats quite a lot of additional verts with this model and a bunch of additional textures as well. So GPU memory requirement went up again. You might notice it when you are close to the OLM and there is a booster and ship nearby as well. If you were close to the limits of your RAM before, you might get frame rate drops now. At least thats what happened to me and you can see that in the video. Then you have to reduce graphics quality or get a new GPU.[/p]Outlook
[p align=\"start\"]So there are still some things left to do on this OLM. Also the materials could need some more love. But I dont think I will touch it for a while. Next up should be Pad B anyway. The problem with this one is, that this would also need at least the new booster version to be able to use it with its new QDs.[/p][p align=\"start\"]Even though, the bigger issue is that development will slow down now, likely substantially, due to personal circumstances. More about that later.[/p][p align=\"start\"][/p]Full changelog
added option to remove OLM shielding (cosmetic)
[/*]default files in local user data are now only copied the first time starting a game after updating it
[/*]fixed pusher toggles bugging out pusher movement
[/*]added OLM deluge plate
[/*]added OLM and Tower vents (cosmetic for now)
[/*]added option to switch between clean and dirty OLM textures
[/*]adjusted tank farm vents a little
[/*]adjusted position of stacking indicator
[/*]adjusted alignment of Ship static fire adapter on OLM
[/*]fixed script runs commands twice and script button not stopping it
[/*]fixed when client spawns ship stand on OLM it cant be despawned anymore
[/*]fixed some issues with engine firing logic
[/*]added more of Ryans Pad A OLM
[/*]the OLM clamps now have functioning RQDs (need to be connected to fire the outer booster engines!)
[/*]added more API data that is sent by the rocket: oxidizerGasMass, fuelGasMass, TurbopumpTemperature, Throttle
[/*]added API commands: PadAOLMClampsExtend, PadAOLMRQDExtend, PadASpawnStack
[/*]renamed API example file to API_Example.py
[/*]rocket explosions got a small touch-up (booster also spawns grid fins and some engines now)
[/*]made it so that decals dont appear on player character anymore
[/*]fixed drag indicator in wrong position when switching it on before target indicator
[/*]fixed game crashing when spawning a rocket while API client is connected and data is sent to it
[/*]
Minimum Setup
- OS: Ubuntu. any recent
- Processor: Ryzen 3 4300uMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Ryzen 3 4300u
- Storage: 2 GB available space
Recommended Setup
- OS: Ubuntu. any recent
- Processor: Ryzen 5 2600Memory: 16 GB RAM
- Graphics: RTX 2060Network: Broadband Internet connection
- Storage: 2 GB available space
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