I think you got the game mechanics down perfectly. Time to start adding challenges, currency, ship upgrades. You also dont need to do the whole galaxy like others. Just do a several planets and call it a day. Then online game play. I know it is easier said than done but what you have here is unique and could easily be one of the greatest space hits on steam. Look forward to following the progress.
@@flightofnova5746 I dream of a SpaceEngine vs. FoN hybrid. I dare to think that's technically possible because SpaceEngine already has a flight simulator in Alpha stage, however only external view for spacecrafts, no cockpit and no sweet MFDs. There are a bunch of mods for virtual cockpits but the MFDs don't work and you don't have places to land (but you can dock with other spacecrafts in orbit and then move to different star systems or procedurally generated galaxies). This would be a titanic work I guess, but I'd pay titanic money for it. With or without bugs, with or without a story (who needs a story when you can make up your own?)
@@exidium.project I agree that there's real promise in SpaceEngine to do at least some of what FoN is doing. As much as I love SpaceEngine, it's disappointing to 'fly' to low altitudes on the planetary surfaces and find that there's no actually much going on of interest in terms of dynamics. (Having said that, the procedurally-generated crust and it's craters, hills, peaks, etc can be interesting, but it's all an act of compromise with the wider ambitions of the vastness of what SpaceEngine represents)
seriously this is the best space flight sim experience I've had. It's like if Elite and Star Citizen had a kid but it was adopted shortly after birth by new parents that were kerbal and dcs. I love it.
This is a _seriously_ impressive project, and an incredible breath of fresh air as far as space games go. It's truly nice to, finally, have a space game ACCURATELY DEPICT SPACEFLIGHT! Thank you so much for what you're doing here.
This game looks incredible! I love the mechanics. It's accessible while realistic. You orbit, but it only takes a few minutes, and still a lot of skill. That balance of mechanics is really good. One piece of feedback I do have is that the "kill rotation" seems to be an often-used action, but the voice line gets a little bit monotonous. I think it could be replaced with more subtle tones. For example, two quick low tones once initiated. Then if rotation is killed, a quick high tone. Else if the user inputs a significant rotational control, the command is cancelled and you hear a longer low beep.
Wow cool, I've not heard of this game .... cool, love those breathing sounds as the craft points vertical and increases velocity (and G-forces!) rapidly. I'm a big fan of SpaceEngine and this would seem to compliment that experience nicely.
That was really cool. Now I know why the space shuttle would roll inverted relative to the surface. So they would experience positive G instead of negative. Nosing over while pulling 9+ G would be so uncomfortable you might die or stroke out.
Maybe you don't want to be like Kerbal, but having icons for Normal, Anti-Normal, Radial In, Radial Out would be helpful. Great game, I play it all the time.
This is.....jesus. This looks incredible. So odd. We can go 12k kilometers one-way along the surface of Earth, and it stays Earth. But just 130 straight up....and suddenly you're in a very...very different place.
I haven't managed to catch a space station yet, except for the tutorial attempt. I would LOVE a tutorial on how to change the orbital apopsis and peropsis (knowing better which direction to thrust to affect the shape of the elipsis.) , The game is amazing.
Hey, quick tip. Before you take off check the station rendezvous data and see what station is closer (less than 20 minutes away). Then, when you take off make sure you fly towards East and keep that heading until you reach space. When you go beyond 100 km alt. keep your eyes on the apoapsis. Let's say the station is somewhere at 188 km alt. Keep the engines burning until the apoapsis hits 180-200 km no matter what the periapsis is. That should happen as you pass 120 km alt. so you can switch off then, and just fly out of inertia. As soon as you reach 180-200 km you can start the engines again so this time the periapsis will go higher. Keep the engines burning until you notice slight changes in #apoapsis (189, 190, 191). By the time the apoapsis starts going beyond 210 km you should have a periapsis of at least 140 km so a stable orbit but as the apoapsis goes higher make sure you don't abuse the propulsion because it's easy to go way too high (1000+ km) with little results over the periapsis. Things get simple if you try again and again. When your craft's altitude is the same as Periapsis (let's say 140 km) then, engine burns in prograde (direction of heading, usually East) will make apoapsis go higher. If your craft's altitude is the same as Apoapsis (let's say 200 km) then engine burns in prograde will make the periapsis go higher. If your apoapsis goes too higher you can change it back by turning your ship in the opposite direction (retrograde) and make slow burns but always keep an eye on the periapsis. Changing the apoapsis and periapsis is easier and safer when you do this while your craft is at these two extremes in altitude. In between you can easily ruin the orbit if you do burns. Then, the station's coordinates are very important as well. Let's say the station is at +100 degrees Long. and 0 degrees Lat. and you are at +140 degrees Long. and +5 degrees Lat. That means you are ahead of the station by 40 degrees and somehow to its Left by 5 degrees. So you need to turn your ship 90 degrees to the Right and make slow burns until you change the latitude as well. This is the reason why we really need a map with a "target station" button in order to have live data about its orbital parameters. It's easier if you just make sure your Lat. is the same with the station's Lat. since the beginning, as you take off, this way you'll have to worry only about the Long. coordinates. There are a lot of other useful tips but this comment is already too long. If you want we can talk more on Steam chat (nickname is Exidium, I have the same avatar). Greetings. *Axel
The game is great! I wish you could comment on your actions in the video so that they can be used as guides. I'm looking forward to introducing missions to geostationary orbits - when I tried this mechanic in your game, my brain almost exploded.
Four months late reply, so you probably already figured it out but for anyone else coming across this comment...I recorded this footage back before the game really had support for doing orbital intercepts (and I didn't completely know what I was doing yet either), so it's pretty confusing to try to use this video to learn how. Afterwards the game added built-in guidance and I recorded a guide video to try to help new players: ruclips.net/video/oyo_caD3hCc/видео.html
I played the demo today and it's simply amazing. I love how the ship feels, its weight and physics. It's satisfying asf. I'll definitely going to buy it. Also, do you plan to add a feature to speed up time like KSP? Or, since it's not about rockets, but futuristic sci-fi, you will going to add a new kind of more advanced thrusters for the future interplanetary travels like a warp drive, epnstein drive (like The Expanse) and etc?
Hey Joao! Thanks for your comment! No speed up time feature planned. Interplanetary travels are planned but the details on how we'll experience it cannot be revealed yet ;)
What is going on with the delta-v in this video? I've not played the game - but it seems incredible to me, that when you have ~40m/s target-rel velocity, he then adds on another 300m/s to approach at an incredible 350m/s, and then uses his main engine to get back down to 40m/s approach. Then he somehow has 40m/s worth of RCS fuel to get down to docking with no more main engine burns? What kind of ship has a spare 700m/s to waste on accelerating/decelerating for rendezvous, and what kind of RCS has 40ms/s of fuel? I'm guessing this is some kind of "fastest rendezvous" challenge.
The kind of ship that has super-efficient fusion engines and an RCS system centuries ahead of anything currently in existence? Less flippantly, I think it's safe to assume that a compact SSTO ship is probably well in advance of anything we can build. Also as I have played the game I happen to know that ship is taking off from an exoplanet which only adds to that.
I'm clueless when it comes to current range of VR equipment, but do any of them offer something like a 'rumble pack' or ability to feel vibrations or shuddering, because that would be COOL for a game to be able to represent those sorts of sensations via a driver to a VR kit capable of giving that sensation.
So ... basically, not knowing anything about the closest-approach point (when it is, where it is, how far would you get from the station at the point, etc.) but just repeatedly thrusting to the local retrograde, hoping you're gonna get rendezvous soon? I expected more UI/UX on this game than this.
I have to say I’m super interested in this game. Will you consider once you have fully released the game to make a port to Xbox Series X in the future? Anyway awesome game you are making.
The game is a great start. The orbital dynamics and flight model seem to be really good. I'd appreciate more information on the HUD when trying to dock with an orbiting space station and the ability to lock, yaw, roll, and pitch when I want to-an auto pilot for those axis' so to speak. I had to make the dead zone on my HOTAS huge because I was using one of the hat switches for rcs and would bump the stick. Not idea. Better tutorials about docking in orbit would be good. The graphics need a lot of help. A lot. Please do not do the way of a financial model or a pay to play model. Release your game. Make it challenging. Make it so somebody could complete all of the challenges in a day or two if they are good enough. Provide enough training that those who cannot complete them can get good enough that they can.
I played the demo and the flight mechanics need to be more simple in order for gamers to enjoy it. It's just too much of a learning curve to enjoy so I taken it off my system. It look great tho.
@@youtubbin069 I agree, this sim is great BECAUSE it's realistic and challenging. The reward from learing the coordination to fly the ships is worth it. No nerfing plaese!!!
I think you got the game mechanics down perfectly. Time to start adding challenges, currency, ship upgrades. You also dont need to do the whole galaxy like others. Just do a several planets and call it a day. Then online game play. I know it is easier said than done but what you have here is unique and could easily be one of the greatest space hits on steam. Look forward to following the progress.
Agreed that it doesn't need a whole galaxy.
Thanks for your comment and support! :)
@@flightofnova5746 I dream of a SpaceEngine vs. FoN hybrid. I dare to think that's technically possible because SpaceEngine already has a flight simulator in Alpha stage, however only external view for spacecrafts, no cockpit and no sweet MFDs. There are a bunch of mods for virtual cockpits but the MFDs don't work and you don't have places to land (but you can dock with other spacecrafts in orbit and then move to different star systems or procedurally generated galaxies).
This would be a titanic work I guess, but I'd pay titanic money for it. With or without bugs, with or without a story (who needs a story when you can make up your own?)
@@exidium.project I agree that there's real promise in SpaceEngine to do at least some of what FoN is doing. As much as I love SpaceEngine, it's disappointing to 'fly' to low altitudes on the planetary surfaces and find that there's no actually much going on of interest in terms of dynamics. (Having said that, the procedurally-generated crust and it's craters, hills, peaks, etc can be interesting, but it's all an act of compromise with the wider ambitions of the vastness of what SpaceEngine represents)
Ship ugrades????
I think the game need to be more of a exploration game witj realistic thingy
Challanges are easy
@@flightofnova5746 when will we be getting more content? I’m just wondering if you have any rough estimates
seriously this is the best space flight sim experience I've had. It's like if Elite and Star Citizen had a kid but it was adopted shortly after birth by new parents that were kerbal and dcs. I love it.
Lol
This is a _seriously_ impressive project, and an incredible breath of fresh air as far as space games go. It's truly nice to, finally, have a space game ACCURATELY DEPICT SPACEFLIGHT! Thank you so much for what you're doing here.
I also had an incredible breath of fresh air when I entered the Atmosphere... Soon it got really really hot and i burned in the Atmosphere. :(
I absolutely love the music. It’s exactly this kind of space ambient I’ve always wanted in space games.
I would love to see an interactive cockpit - I wanna click buttons and flip switches 😃
VR mode... like VTOL VR.
Flying spaceships with more realistic physics IS really the way to go. It is fun and engaging.❤
allow for a VR camera (i dont even care about motion controls) and sticks/pedals for controls and I am all in on this
+1 🙏
This game looks incredible! I love the mechanics. It's accessible while realistic. You orbit, but it only takes a few minutes, and still a lot of skill. That balance of mechanics is really good. One piece of feedback I do have is that the "kill rotation" seems to be an often-used action, but the voice line gets a little bit monotonous. I think it could be replaced with more subtle tones. For example, two quick low tones once initiated. Then if rotation is killed, a quick high tone. Else if the user inputs a significant rotational control, the command is cancelled and you hear a longer low beep.
More MFDs and a retro-thruster please! This is the best thing since Orbiter 2016.
Looks very interesting! Great work!
Wow cool, I've not heard of this game .... cool, love those breathing sounds as the craft points vertical and increases velocity (and G-forces!) rapidly. I'm a big fan of SpaceEngine and this would seem to compliment that experience nicely.
THIS LOOKS SO AMAZING! THANK YOU FOR MAKING THIS! IM GOING TO GET THIS ASAP!
That was really cool. Now I know why the space shuttle would roll inverted relative to the surface. So they would experience positive G instead of negative. Nosing over while pulling 9+ G would be so uncomfortable you might die or stroke out.
Maybe you don't want to be like Kerbal, but having icons for Normal, Anti-Normal, Radial In, Radial Out would be helpful. Great game, I play it all the time.
Imagine you've got a super important day at the Space Office and you get this dude as your shuttle pilot
saw one video on youtube ... shut up and take my money. bought it and played it until 4 in the morning :D daaaamn this is good
im so excited for this
Flight of Nova nails the majesty of Newtonian physics.
Finally real physics!
Would be incredible in VR.
This is.....jesus. This looks incredible.
So odd. We can go 12k kilometers one-way along the surface of Earth, and it stays Earth. But just 130 straight up....and suddenly you're in a very...very different place.
I haven't managed to catch a space station yet, except for the tutorial attempt. I would LOVE a tutorial on how to change the orbital apopsis and peropsis (knowing better which direction to thrust to affect the shape of the elipsis.) , The game is amazing.
Hey, quick tip.
Before you take off check the station rendezvous data and see what station is closer (less than 20 minutes away). Then, when you take off make sure you fly towards East and keep that heading until you reach space.
When you go beyond 100 km alt. keep your eyes on the apoapsis. Let's say the station is somewhere at 188 km alt. Keep the engines burning until the apoapsis hits 180-200 km no matter what the periapsis is. That should happen as you pass 120 km alt. so you can switch off then, and just fly out of inertia.
As soon as you reach 180-200 km you can start the engines again so this time the periapsis will go higher. Keep the engines burning until you notice slight changes in #apoapsis (189, 190, 191). By the time the apoapsis starts going beyond 210 km you should have a periapsis of at least 140 km so a stable orbit but as the apoapsis goes higher make sure you don't abuse the propulsion because it's easy to go way too high (1000+ km) with little results over the periapsis.
Things get simple if you try again and again.
When your craft's altitude is the same as Periapsis (let's say 140 km) then, engine burns in prograde (direction of heading, usually East) will make apoapsis go higher.
If your craft's altitude is the same as Apoapsis (let's say 200 km) then engine burns in prograde will make the periapsis go higher.
If your apoapsis goes too higher you can change it back by turning your ship in the opposite direction (retrograde) and make slow burns but always keep an eye on the periapsis.
Changing the apoapsis and periapsis is easier and safer when you do this while your craft is at these two extremes in altitude. In between you can easily ruin the orbit if you do burns.
Then, the station's coordinates are very important as well. Let's say the station is at +100 degrees Long. and 0 degrees Lat.
and you are at +140 degrees Long. and +5 degrees Lat. That means you are ahead of the station by 40 degrees and somehow to its Left by 5 degrees. So you need to turn your ship 90 degrees to the Right and make slow burns until you change the latitude as well.
This is the reason why we really need a map with a "target station" button in order to have live data about its orbital parameters.
It's easier if you just make sure your Lat. is the same with the station's Lat. since the beginning, as you take off, this way you'll have to worry only about the Long. coordinates.
There are a lot of other useful tips but this comment is already too long. If you want we can talk more on Steam chat (nickname is Exidium, I have the same avatar).
Greetings.
*Axel
The game is great! I wish you could comment on your actions in the video so that they can be used as guides. I'm looking forward to introducing missions to geostationary orbits - when I tried this mechanic in your game, my brain almost exploded.
Four months late reply, so you probably already figured it out but for anyone else coming across this comment...I recorded this footage back before the game really had support for doing orbital intercepts (and I didn't completely know what I was doing yet either), so it's pretty confusing to try to use this video to learn how. Afterwards the game added built-in guidance and I recorded a guide video to try to help new players: ruclips.net/video/oyo_caD3hCc/видео.html
I played the demo today and it's simply amazing. I love how the ship feels, its weight and physics. It's satisfying asf. I'll definitely going to buy it.
Also, do you plan to add a feature to speed up time like KSP? Or, since it's not about rockets, but futuristic sci-fi, you will going to add a new kind of more advanced thrusters for the future interplanetary travels like a warp drive, epnstein drive (like The Expanse) and etc?
Hey Joao! Thanks for your comment! No speed up time feature planned. Interplanetary travels are planned but the details on how we'll experience it cannot be revealed yet ;)
I can't wait!
Apart from realistic orbital mechanics and Newtonian flight physics. Does it offer deep simulation of the ships system?
Super cool! I just wish a proper spaceshuttleesque gliding landing would be in the game, too!
Reminds a bit of Evochron game.
will there be other planets/ star systems to travel to?
neighboor planets in the system to travel to, yes.
@@flightofnova5746 Nice!
Curious why you went for unity and not Unreal for example. Spectacular game!!
What is going on with the delta-v in this video? I've not played the game - but it seems incredible to me, that when you have ~40m/s target-rel velocity, he then adds on another 300m/s to approach at an incredible 350m/s, and then uses his main engine to get back down to 40m/s approach. Then he somehow has 40m/s worth of RCS fuel to get down to docking with no more main engine burns?
What kind of ship has a spare 700m/s to waste on accelerating/decelerating for rendezvous, and what kind of RCS has 40ms/s of fuel?
I'm guessing this is some kind of "fastest rendezvous" challenge.
The kind of ship that has super-efficient fusion engines and an RCS system centuries ahead of anything currently in existence?
Less flippantly, I think it's safe to assume that a compact SSTO ship is probably well in advance of anything we can build. Also as I have played the game I happen to know that ship is taking off from an exoplanet which only adds to that.
Impressive how easy it is to change orbit orientation xD - looks awesome though
I'm clueless when it comes to current range of VR equipment, but do any of them offer something like a 'rumble pack' or ability to feel vibrations or shuddering, because that would be COOL for a game to be able to represent those sorts of sensations via a driver to a VR kit capable of giving that sensation.
The fact dis game run on potato pc but exchange it for hours of time waiting bc of loading screen is like gta 6
So ... basically, not knowing anything about the closest-approach point (when it is, where it is, how far would you get from the station at the point, etc.) but just repeatedly thrusting to the local retrograde, hoping you're gonna get rendezvous soon? I expected more UI/UX on this game than this.
Will you add combat?
BUEN VIDEO!
este juego se pude jugar en VR ?
❤
Will this game have an option to change joystick curves ingame?
instant buy for me 5min in demo :)
Rad.
I have to say I’m super interested in this game.
Will you consider once you have fully released the game to make a port to Xbox Series X in the future?
Anyway awesome game you are making.
Thanks for your words.
About a Xbox version once the game will be fully release: it's possible, I don't know yet.
@@flightofnova5746 Thank you for your reply. Regardless what the future brings you still have an awesome looking game. Definitely interested ☺️👍
Where do I throw my money?
store.steampowered.com/app/1069190/Flight_Of_Nova/
This is exactly like "Orbiter 2016 Space Flight Simulator", but Orbiter is free!
the panting, stop the panting
Now I want to fly a Colonial Marines dropship
Your too heavy
The game is a great start. The orbital dynamics and flight model seem to be really good. I'd appreciate more information on the HUD when trying to dock with an orbiting space station and the ability to lock, yaw, roll, and pitch when I want to-an auto pilot for those axis' so to speak. I had to make the dead zone on my HOTAS huge because I was using one of the hat switches for rcs and would bump the stick. Not idea. Better tutorials about docking in orbit would be good. The graphics need a lot of help. A lot. Please do not do the way of a financial model or a pay to play model. Release your game. Make it challenging. Make it so somebody could complete all of the challenges in a day or two if they are good enough. Provide enough training that those who cannot complete them can get good enough that they can.
This guy submitting feature requests like he's at the drive-thru
I played the demo and the flight mechanics need to be more simple in order for gamers to enjoy it. It's just too much of a learning curve to enjoy so I taken it off my system. It look great tho.
No, this is what I want. This game is for me. There are plenty for you already. lol
I dunno, I found them easy to pick up, but I've played ksp. Newtonian physics for the win.
@@youtubbin069 I agree, this sim is great BECAUSE it's realistic and challenging. The reward from learing the coordination to fly the ships is worth it.
No nerfing plaese!!!
Sim gamers aren't dumb, there's no need to simplify anything.
it is fairly simple in many aspects and thus accessible, though. I think you will figure it out in a few tries.