Hey all! One small inconsequential detail. I contacted Michael via a letter. I dropped 3 letters in the mail containing all of my contact info and what I was looking for to 3 addresses I was able to find for him and he called me. He didn't outright endorse the reboot. I wasn't even thinking about that at the time. I was mostly in shock more than anything. ISI, whats left of it, holds all rights to the Rogue System IP because they funded the entire development while Michael was working on it. ISI is not the big company today that it was then, there's no more money to pay into this awesome game. I do know that they love the game as much as we do. The fact that they've been so willing and open with me shows me that for sure. The fact that I'm being allowed to try to reboot it should tell you a lot as well. Make sure to hit the link above. I've already decided that I'll be using Ko-fi for crowdfunding when that time comes. I want to have something to show you all before I ask for money. Keep an eye out on this channel for more to come! Awesome video A.L.B.!
Won't let me edit now that it's pinned but I accidentally a sentence or five in there. The reason to hit the link is that there's a second question on my 1-question survey. Pulled a sneaky on ya! Just kidding. Second question is for email. That sends your email address, or whatever you type into the box, to me directly. It doesn't go anywhere else. I'm not selling them. Occasionally, I'll send out a newsletter to those email addresses updating everyone on what's going on with the reboot and where the crowdfunding money is going, once that's a thing.
I'd wish I wasn't already occupied by development, both hardware and software. Even then it would be a far fetch since I am a low level/system focused programmer in C (incidentally working on a virtual machine that I will base a control/guidance computer on, in a raylib based space sim game) It was built in Visual Studio, and with C++, right? I mostly work with mingw and ansi C
Update on the survey: It now just points to the game's website that I'm hoping A.L.B. will post in the description of this video. On the website, you'll find a link to the Steam page and a form to sign up for the newsletter. All you need to enter is your email address. Thank you all for your support!
A spaceship is still a ship right? Do you have gamedev or lead experience and want to help continue Rogue System? Feidry's contact details are in the description.
I worked on the audio / music for Rogue System, I was very fond of it and it's a bummer we weren't able to develop it further. Thanks for making this video, is cool to see continued interest in the game.
Hello! Good to see you. I am so very glad you found and enjoyed the video. I did try to look you up when producing this video however it seemed as though you dropped off the face of the earth! Your sound work on RS was excellent. Two things: 1) Is there a possibility you could make the original soundtrack files you made for the game/trailer available either privately or publicly? I for one would be willing to pay. My e-mail is in my about section if needed. 2) Try and reach out to Feidry if you have any interest in continuing your work. Their reboot project is coming along well and your talents would tie it all together so very well! roguesystem.space/
@@AmidshipsYThaha! Well yeah I’ve been here I’m quite active on RUclips but I don’t share much of my game audio work on here it’s more about music only. I’m still working in games, working as Audio Director at Sumo Digital currently. I’ve no issues releasing that title music at all. I’ll reach out over email :)
Can't thank you enough for this video, all your research, and also especially for the download of the old build! I had the old version files but couldn't open them, and I missed the FireArc. I hope this video, @feidry's project, and the game in general get lots of attention from the many people that are and would be interested in it!
Wow, I didn't expect such a deep topic when clicking on that video. In fact I watched some other video of a guy trying to play it and I got interested only to find out what an unbelievable story this all is. I hope it all works out!
Cool game. Very in depth control of the ship simulation. But there is always the target "range" of sim you want. If you make it in depth at one side (here simulated ship control), it has to be simplified at another (like missions, combat, progression). Star Citizen is targeting a range with less in depth control over the ship, but a lot of exploration, economy and mission running.
Thanks for checking it out! There's definitely a balance you have to strike. There's only so much RAM and GPU to go around. But we'll be working hard to make it fun and interesting. The existing game is already very satisfying to play and we'll be preserving as much of that as possible.
You see, this game is what i was expecting when i bougnt Star Citizen. Clickable buttons, neutonian physics, fully modular ships, dcs or msfs 2020 in space. Its what i had hoped for and when i actually got into SC was extremely disappointed. I backed it in 2014. Bought a bigger ship shortly after that and log into the game once or twice a year and its a barely playable hot buggy mess. I hope the best for this game and im going to look into purchasing it soon. Thank you so much for sharing it❤
Thanks for checking it out! I feel your pain on Star Citizen bugs and the lack of buttons to push in the cockpits. They do have a fair bit of interaction mode buttons, but IMO, those feel "fake" I guess. It doesn't feel like pushing a button in RS, that's for sure. Startup sequence for any ship in SC is: hit the U key and then I. Done! Startup sequence in RS: break out your notebook, you're gonna need it! They're very different goals, I think. RS won't have the MMO aspects, I'm not sure about landing on planets yet. I'd love to have that but also know that it may be too much when the rest of the game is going to be so demanding of not only hardware but my time. There will be big differences between RS and SC, is what I'm saying.
My thoughts exactly regarding ship fidelity. The increase complexity means that pilots would be sought after as pilots, rather than flying a ship being something just anybody can do. It was my pleasure to share it with you! Thank you for watching.
@@feidry "RS won't have the MMO aspects," And what about smaller scale multiplayer? I get that even local multiplayer is non-trivial, but it could open up so much more replay-ability. Like crewing a single ship in co-op mode? I don't know if that could be made enticing gameplay-wise if the ships are designed to be piloted by a single person, though. And @AmidshipsYT I don't know if a game whose selling point is that ships are as hard to fly as real aircraft would even have players that don't want to learn the complicated stuff. I can only see players who _have experience,_ but with _different_ ship classes (or models) cooperating. For example, one player piloting a carrier and the rest crewing simpler fighters stationed on that carrier. Or 3 players ferrying ships from a shipyard to somewhere, while the 4th player is flying the shuttle that takes them back from there to the shipyard. (Which both aren't really cooperatively crewing the ships, though.) Or maybe there could be 2-seat "trainer" versions of many ships (like real air forces have for fighters) where a friend can teach you to control them. Or maybe multiplayer with several (single-player piloted) ships? Which would for example allow docking. I'm envisioning a smuggling operation where one player picks up some "hot" cargo, and through ship-to-ship docking that cargo is transferred to another ship, which then sells it. Or before ship-to-ship docking is implemented, there could be some search operations that require a pair of (active and passive) radars, which have to be moved to separate locations to bounce the signal off a planetary surface in just the right way. Or a mission where one ship is "blind" and the other one(s) guide(s) it.
@@Pystro I'd love to have multicrew ships. I can totally envision a ship that requires more than one person to operate. That will come at a later date though. Thanks for the question!
Though it's considered abandonware, it's currently about $2 on Steam until January 4, if you want to try it it's the perfect time if you see this comment.
absolutely love the video, this is the dream game i have been looking for since my childhood and cannot thank you enough for this video helping me find it
You are most welcome. I hope you have fun playing it! If you subscribe I'm always on the lookout for cool spaceship games to tell other people about, as well as updating people on progress for Feidry's reboot!
Thanks for this Vid ! Wasnt aware of the attempt to restart dev at some stage. I was an original kickstarter pledge, and was heartbroken when RS didnt reach its funding goal. It is still my gold standard game when it comes to scratching my particular itch, and docking the Firearc to that powered down rotating station for the first time is still one of my lifes crowning achievements :) ... Allthough I dabble in a bit of light hobbiest game dev , i doubt i could contribute meaningfully, but I will be signing up to the news letter and contributing to the community again if it starts to kick off once more.
I got this game not long before the stall. I agree with most of your points about it being nearly exactly what I wanted (some of the ship interfaces don't jive with my brain, but that's me, not them!). In lieu of it, it doesn't look like it's going to include the "personal physicality" of being able to float around inside the ship itself, stations, etc, but if you haven't seen it, check out some of the preproduction videos of Alliance Space Guard! IMO it looks to be a decent spiritual successor to this project, once we eventually get an actual game and not just a wiki and some videos.
I am aware of ASG and I do appreciate what it is, but there are some bits that I'm not so sure on... I'll have to wait for a playable public demo to come out before I can judge it properly.
Yeah, I've decided to go with Ko-fi for the crowdfunding campaign. Eventually that survey will go away and you'll sign up for the mailing list on the website. Just need to find the time/energy to work on it.
Hm, so... -Dev was suffering burn out -Last build got lost in a HDD crash -Dev had a head accident whilst remaking the update -Publisher basically evaporated -And in the years since the source code has been lost in flood? Cursed project.
It won't stop me from trying. If anything, my life has only gotten better since I started down this path. For the first time in a long time, things seem to actually be working out for me. One man's curse is another man's blessing, maybe. Thanks for checking out the game!
@@feidry I would never want you to fear the curse, but please have enough respect of the curse to keep your backups in a different building. I'm not even part of this game's community and even I would hate to see a 6th item added to the above list.
@@Pystro Yeah, once I'm working on the project proper, not the prototype, I'll be using GitHub version control. If something happens to the prototype, that's not a massive loss. Its designed to go in the trash eventually.
@@PystroVersion control. Always use version control. It doesn't have to be GitHub specifically. Self hosting a git server works. I won't pretend that everyone follows the 3-2-1 rule of backups, but having a copy of everything on at least two devices in at least two locations and locking down the ability to overwrite commit history is, I think, a reasonable minimum.
You should check out a game called Starship Simulator. It has a fully walkable interior and in the future weapons and shields. It's more focused around Star Trek esque space exploration though.
This is the game that elite dangerous should have been. Ofc. considering the previous releases of elite, this was never going to be the case, but purely considering original elite. The reason I say this is because in the original elite manual and documentation there is an image of the cockpit which is presented as just a monitor. (Unlike the later elites were there are glass cockpits)
Indeed, this, Star Citizen and E:D all showed a similar promise and premise at the start. If only I could somehow fuse Star Citizen, Rogue System and a couple of other games together...
I'd be glad to finally have a realistic, but fun space ship game. I think it's possible to make at least several such aspects still fun and expanding into story and multiplayer: Newtonian flight, harsh light exposure (Space Engine lighting), and this type of ship design. The latter really does elevate the ship above many of those in the current two games, where they're 2 button start-ups, rotating magically and somewhat comically, and don't feel as personal, as proper machines.
Thankfully it's being picked up so here's hoping it does make it to release in the end! The game is on sale right now until 4th Jan for $2 - pick it up if you're curious!
I am surprised that EVA doesn’t work for you. The EVA mission was one of the most fun parts for me, and except some quirks and minor glitches during transit from the ship interior to outer space and vice versa it works perfectly fine for me.
After this video came out I tried it again and noticed that ll the EVA controls in the settings were unbound for some reason. Corrected it and gave it a go. It was exactly as you describe!
This game could have been great, It's an awesome experience as is... If you like pushing buttons.. A shame Michael didn't get to finish it.. It was a great start.. It's a shame when life happens to good people...
I know right? Still, heres hoping the reboot can carry on the torch. Thankfully I love pushing buttons. I'm often referred to as an 'elevator operator'... haha, thanks for watching.
You are confused - few if any games try to go for the complexity shown, not because it is hard, but because it is very subjective if it is fun. It is for me, but games like Star Citizen do not aim to deliver such elaborate controls to every ship, and the reason is far from inability to do so. "Simulating" things that never were usually end up with artificial complexity for its own sake, and that is just bad game design. There is a reason why it has worked only for DCS, and that is very much niche.
Oh no I am aware, there is only so much button pressing before it becomes riddiculous and DCS definitely pushes that envelope on it's own. I believe you misunderstand me. What I am saying is most games with a ship or plane can be started up with 1 button. DCS planes can vary wildly but lets take an average of 20 button presses to get it ready. When Star Citizen says it wants to do "realism but dialled back to fun" I'm expecting about 7, 10 at maximum, but instead it's 2 - not to mention there is no system management or warmup in SC, it just works, 0-100 immediately. Aside from my finding it enjoyable, it helps make piloting and use of a ship a desirable skill. If everyone can "just do it" then it has no value. It's not that CIG can't do it (though sometimes I wonder...) it's that they had set an expectation and then sat so far away from it that I'm left feeling disappointed. All the ships are essentially "the same" if you understand my meaning, and that makes them uninteresting & indifferent to me. Thankfully Star Citizen's engineering is coming soon™so we will see just how much their first iteration influences this! Thanks for watching.
Hey all! One small inconsequential detail. I contacted Michael via a letter. I dropped 3 letters in the mail containing all of my contact info and what I was looking for to 3 addresses I was able to find for him and he called me.
He didn't outright endorse the reboot. I wasn't even thinking about that at the time. I was mostly in shock more than anything. ISI, whats left of it, holds all rights to the Rogue System IP because they funded the entire development while Michael was working on it. ISI is not the big company today that it was then, there's no more money to pay into this awesome game. I do know that they love the game as much as we do. The fact that they've been so willing and open with me shows me that for sure. The fact that I'm being allowed to try to reboot it should tell you a lot as well.
Make sure to hit the link above. I've already decided that I'll be using Ko-fi for crowdfunding when that time comes. I want to have something to show you all before I ask for money. Keep an eye out on this channel for more to come!
Awesome video A.L.B.!
Won't let me edit now that it's pinned but I accidentally a sentence or five in there. The reason to hit the link is that there's a second question on my 1-question survey. Pulled a sneaky on ya! Just kidding. Second question is for email. That sends your email address, or whatever you type into the box, to me directly. It doesn't go anywhere else. I'm not selling them. Occasionally, I'll send out a newsletter to those email addresses updating everyone on what's going on with the reboot and where the crowdfunding money is going, once that's a thing.
I'd wish I wasn't already occupied by development, both hardware and software. Even then it would be a far fetch since I am a low level/system focused programmer in C (incidentally working on a virtual machine that I will base a control/guidance computer on, in a raylib based space sim game)
It was built in Visual Studio, and with C++, right? I mostly work with mingw and ansi C
@@feidry dropped my email in there. Looking forward to what's next and good luck!
Update on the survey: It now just points to the game's website that I'm hoping A.L.B. will post in the description of this video. On the website, you'll find a link to the Steam page and a form to sign up for the newsletter. All you need to enter is your email address. Thank you all for your support!
best of luck.
I heard about this game way back when, but it never released, and I didn't keep tabs on it.
A spaceship is still a ship right?
Do you have gamedev or lead experience and want to help continue Rogue System? Feidry's contact details are in the description.
I worked on the audio / music for Rogue System, I was very fond of it and it's a bummer we weren't able to develop it further. Thanks for making this video, is cool to see continued interest in the game.
Hello! Good to see you. I am so very glad you found and enjoyed the video. I did try to look you up when producing this video however it seemed as though you dropped off the face of the earth! Your sound work on RS was excellent.
Two things:
1) Is there a possibility you could make the original soundtrack files you made for the game/trailer available either privately or publicly? I for one would be willing to pay. My e-mail is in my about section if needed.
2) Try and reach out to Feidry if you have any interest in continuing your work. Their reboot project is coming along well and your talents would tie it all together so very well! roguesystem.space/
@@AmidshipsYThaha! Well yeah I’ve been here I’m quite active on RUclips but I don’t share much of my game audio work on here it’s more about music only. I’m still working in games, working as Audio Director at Sumo Digital currently. I’ve no issues releasing that title music at all. I’ll reach out over email :)
@@SoundsMick Heya Mick! Thanks for reaching out to me. Looking forward to working with you!
Can't thank you enough for this video, all your research, and also especially for the download of the old build! I had the old version files but couldn't open them, and I missed the FireArc. I hope this video, @feidry's project, and the game in general get lots of attention from the many people that are and would be interested in it!
You are most welcome! I know I'm likely preaching to the choir here, but if you know anyone with dev experience, point them in Feidry's direction!
Thank you for making a video on Rogue System! Its really helping out.
Wow, I didn't expect such a deep topic when clicking on that video. In fact I watched some other video of a guy trying to play it and I got interested only to find out what an unbelievable story this all is. I hope it all works out!
Cool game. Very in depth control of the ship simulation. But there is always the target "range" of sim you want. If you make it in depth at one side (here simulated ship control), it has to be simplified at another (like missions, combat, progression). Star Citizen is targeting a range with less in depth control over the ship, but a lot of exploration, economy and mission running.
Thanks for checking it out! There's definitely a balance you have to strike. There's only so much RAM and GPU to go around. But we'll be working hard to make it fun and interesting. The existing game is already very satisfying to play and we'll be preserving as much of that as possible.
You see, this game is what i was expecting when i bougnt Star Citizen. Clickable buttons, neutonian physics, fully modular ships, dcs or msfs 2020 in space. Its what i had hoped for and when i actually got into SC was extremely disappointed. I backed it in 2014. Bought a bigger ship shortly after that and log into the game once or twice a year and its a barely playable hot buggy mess. I hope the best for this game and im going to look into purchasing it soon. Thank you so much for sharing it❤
Thanks for checking it out! I feel your pain on Star Citizen bugs and the lack of buttons to push in the cockpits. They do have a fair bit of interaction mode buttons, but IMO, those feel "fake" I guess. It doesn't feel like pushing a button in RS, that's for sure. Startup sequence for any ship in SC is: hit the U key and then I. Done! Startup sequence in RS: break out your notebook, you're gonna need it! They're very different goals, I think. RS won't have the MMO aspects, I'm not sure about landing on planets yet. I'd love to have that but also know that it may be too much when the rest of the game is going to be so demanding of not only hardware but my time. There will be big differences between RS and SC, is what I'm saying.
@@feidry I look forward to it! I picked RS up last night. And I'm going to play it later this week
My thoughts exactly regarding ship fidelity. The increase complexity means that pilots would be sought after as pilots, rather than flying a ship being something just anybody can do.
It was my pleasure to share it with you! Thank you for watching.
@@feidry "RS won't have the MMO aspects," And what about smaller scale multiplayer? I get that even local multiplayer is non-trivial, but it could open up so much more replay-ability.
Like crewing a single ship in co-op mode?
I don't know if that could be made enticing gameplay-wise if the ships are designed to be piloted by a single person, though.
And @AmidshipsYT I don't know if a game whose selling point is that ships are as hard to fly as real aircraft would even have players that don't want to learn the complicated stuff. I can only see players who _have experience,_ but with _different_ ship classes (or models) cooperating. For example, one player piloting a carrier and the rest crewing simpler fighters stationed on that carrier. Or 3 players ferrying ships from a shipyard to somewhere, while the 4th player is flying the shuttle that takes them back from there to the shipyard. (Which both aren't really cooperatively crewing the ships, though.) Or maybe there could be 2-seat "trainer" versions of many ships (like real air forces have for fighters) where a friend can teach you to control them.
Or maybe multiplayer with several (single-player piloted) ships?
Which would for example allow docking. I'm envisioning a smuggling operation where one player picks up some "hot" cargo, and through ship-to-ship docking that cargo is transferred to another ship, which then sells it. Or before ship-to-ship docking is implemented, there could be some search operations that require a pair of (active and passive) radars, which have to be moved to separate locations to bounce the signal off a planetary surface in just the right way. Or a mission where one ship is "blind" and the other one(s) guide(s) it.
@@Pystro I'd love to have multicrew ships. I can totally envision a ship that requires more than one person to operate. That will come at a later date though. Thanks for the question!
Though it's considered abandonware, it's currently about $2 on Steam until January 4, if you want to try it it's the perfect time if you see this comment.
Just checked and I can confirm! Ends 4th of Jan.
It's a steal for that price!
If the money goes to the original dev, I don't mind paying full price
Interesting project. Fingers crossed it can defy the odds and come back from the dead.
absolutely love the video, this is the dream game i have been looking for since my childhood and cannot thank you enough for this video helping me find it
You are most welcome. I hope you have fun playing it! If you subscribe I'm always on the lookout for cool spaceship games to tell other people about, as well as updating people on progress for Feidry's reboot!
Thanks for this Vid ! Wasnt aware of the attempt to restart dev at some stage. I was an original kickstarter pledge, and was heartbroken when RS didnt reach its funding goal. It is still my gold standard game when it comes to scratching my particular itch, and docking the Firearc to that powered down rotating station for the first time is still one of my lifes crowning achievements :) ... Allthough I dabble in a bit of light hobbiest game dev , i doubt i could contribute meaningfully, but I will be signing up to the news letter and contributing to the community again if it starts to kick off once more.
That's wonderful to hear, and I commend your skill for completing that mission, I could never manage it! haha
Thanks for watching.
Great video. It's a shame that such an interesting project didn't get the attention it deserved
Such is the way of things... Here's hoping Feidry can give it the second-wind it deserves! Thanks for watching 3-8 ;)
I can't believe I only just heard of this game an hour ago.
I got this game not long before the stall. I agree with most of your points about it being nearly exactly what I wanted (some of the ship interfaces don't jive with my brain, but that's me, not them!).
In lieu of it, it doesn't look like it's going to include the "personal physicality" of being able to float around inside the ship itself, stations, etc, but if you haven't seen it, check out some of the preproduction videos of Alliance Space Guard! IMO it looks to be a decent spiritual successor to this project, once we eventually get an actual game and not just a wiki and some videos.
I am aware of ASG and I do appreciate what it is, but there are some bits that I'm not so sure on... I'll have to wait for a playable public demo to come out before I can judge it properly.
The one question survey seems to be a zero question survey now, but you can still subscribe to the mailing list
Yeah, I've decided to go with Ko-fi for the crowdfunding campaign. Eventually that survey will go away and you'll sign up for the mailing list on the website. Just need to find the time/energy to work on it.
Hm, so...
-Dev was suffering burn out
-Last build got lost in a HDD crash
-Dev had a head accident whilst remaking the update
-Publisher basically evaporated
-And in the years since the source code has been lost in flood?
Cursed project.
Moons_haunted.jpg
It won't stop me from trying. If anything, my life has only gotten better since I started down this path. For the first time in a long time, things seem to actually be working out for me. One man's curse is another man's blessing, maybe. Thanks for checking out the game!
@@feidry I would never want you to fear the curse, but please have enough respect of the curse to keep your backups in a different building. I'm not even part of this game's community and even I would hate to see a 6th item added to the above list.
@@Pystro Yeah, once I'm working on the project proper, not the prototype, I'll be using GitHub version control. If something happens to the prototype, that's not a massive loss. Its designed to go in the trash eventually.
@@PystroVersion control. Always use version control. It doesn't have to be GitHub specifically. Self hosting a git server works. I won't pretend that everyone follows the 3-2-1 rule of backups, but having a copy of everything on at least two devices in at least two locations and locking down the ability to overwrite commit history is, I think, a reasonable minimum.
You should check out a game called Starship Simulator. It has a fully walkable interior and in the future weapons and shields. It's more focused around Star Trek esque space exploration though.
It is on the radar! 👀
This is the game that elite dangerous should have been.
Ofc. considering the previous releases of elite, this was never going to be the case, but purely considering original elite.
The reason I say this is because in the original elite manual and documentation there is an image of the cockpit which is presented as just a monitor. (Unlike the later elites were there are glass cockpits)
Indeed, this, Star Citizen and E:D all showed a similar promise and premise at the start. If only I could somehow fuse Star Citizen, Rogue System and a couple of other games together...
I'd be glad to finally have a realistic, but fun space ship game. I think it's possible to make at least several such aspects still fun and expanding into story and multiplayer: Newtonian flight, harsh light exposure (Space Engine lighting), and this type of ship design. The latter really does elevate the ship above many of those in the current two games, where they're 2 button start-ups, rotating magically and somewhat comically, and don't feel as personal, as proper machines.
"...don't feel as personal, as proper machines."
I think you've hit the nail on the head there!
this sounds like my perfect game/sim
Thankfully it's being picked up so here's hoping it does make it to release in the end!
The game is on sale right now until 4th Jan for $2 - pick it up if you're curious!
@@AmidshipsYT do you have a link for that?
store.steampowered.com/app/366000/Rogue_System/ @@Scoobydcs
@@AmidshipsYT Awesome. I tried to post it, but YT said NO.
I am surprised that EVA doesn’t work for you. The EVA mission was one of the most fun parts for me, and except some quirks and minor glitches during transit from the ship interior to outer space and vice versa it works perfectly fine for me.
After this video came out I tried it again and noticed that ll the EVA controls in the settings were unbound for some reason. Corrected it and gave it a go. It was exactly as you describe!
@@AmidshipsYT I’m glad to hear it worked for you after adjusting the settings.
This game could have been great, It's an awesome experience as is... If you like pushing buttons..
A shame Michael didn't get to finish it.. It was a great start.. It's a shame when life happens to good people...
I know right? Still, heres hoping the reboot can carry on the torch.
Thankfully I love pushing buttons. I'm often referred to as an 'elevator operator'... haha, thanks for watching.
@@AmidshipsYTMy first words weren't "mama" or "daddy"... They were "on", "off"...
@@jazzdirt 🤣
Wow. Sad to see this stalled/abandoned. It would have been unique. I'd love to see this revived.
Well, good news! Check the description for links to the reboot.
You are confused - few if any games try to go for the complexity shown, not because it is hard, but because it is very subjective if it is fun. It is for me, but games like Star Citizen do not aim to deliver such elaborate controls to every ship, and the reason is far from inability to do so. "Simulating" things that never were usually end up with artificial complexity for its own sake, and that is just bad game design. There is a reason why it has worked only for DCS, and that is very much niche.
Oh no I am aware, there is only so much button pressing before it becomes riddiculous and DCS definitely pushes that envelope on it's own.
I believe you misunderstand me. What I am saying is most games with a ship or plane can be started up with 1 button. DCS planes can vary wildly but lets take an average of 20 button presses to get it ready. When Star Citizen says it wants to do "realism but dialled back to fun" I'm expecting about 7, 10 at maximum, but instead it's 2 - not to mention there is no system management or warmup in SC, it just works, 0-100 immediately. Aside from my finding it enjoyable, it helps make piloting and use of a ship a desirable skill. If everyone can "just do it" then it has no value.
It's not that CIG can't do it (though sometimes I wonder...) it's that they had set an expectation and then sat so far away from it that I'm left feeling disappointed. All the ships are essentially "the same" if you understand my meaning, and that makes them uninteresting & indifferent to me. Thankfully Star Citizen's engineering is coming soon™so we will see just how much their first iteration influences this! Thanks for watching.
Imagine flying your ship and the power suddently goes out and aliens entering your ship till it gets back on
look into an old old game called Rescue on Fractalus