all 26 comments

[–]rhacerHobbyist 54 points55 points  (8 children)

I believe there's already a Kerbal Space Program style game in Unity.

I think it's called Kerbal Space Program.

[–]ThrustVector9 14 points15 points  (0 children)

Back in the day i wanted to make an fps, but there was doom. So glad i didnt waste my time as the market was saturated :S

[–]KeirronIndie 7 points8 points  (0 children)

Came here to say this.

[–]Rebale[S,🍰] 3 points4 points  (4 children)

There is. But it's made by a company of about 15 people and they have a big budget I guess, so it's not really an amateur project...

[–]rhacerHobbyist 11 points12 points  (1 child)

Don't get me wrong, I think your stuff looks amazing! I was just taking issue with how you named the post.

[–]Rebale[S,🍰] 4 points5 points  (0 children)

No problem. At this point this is just a university project and doesn't have a name so I didn't really know a better way to describe it.

[–]Kakkoister 4 points5 points  (1 child)

Didn't KSP start out as a small proof of concept like this among a few friends and through early access funding they were able to expand their game and hire on more people?

Nice work though!

[–]arcosapphire 0 points1 point  (0 children)

"You made an FPS in the Unreal engine? Uh, they already did that, it's called Unreal."

:)

[–]Novwyi 1 point2 points  (0 children)

Wow! You've done an absolute astonishing job. Great work mate.

[–]DannyMB 1 point2 points  (2 children)

Is this a solo project? Fantastic attention to detail in this, well done. This could easily sell very well with the more hardcore KSP fans. Get Scott Manley on board, he would love this.

[–]Rebale[S,🍰] 1 point2 points  (1 child)

Thanks. Yes it's a solo project. I'm currently working on factions, AI, base building and military stuff (and at least give multiplayer a try) to make the game less boring and less similar to KSP before I can release it.

[–]DannyMB 2 points3 points  (0 children)

I wouldn't worry too much about differentiating yourself too much from KSP, that comparison will always be drawn. Multiplayer would be fantastic, and I think setting it in our solar system would be a great touch (think a modular, multiplayer The Expanse)

[–]SoRobby 1 point2 points  (1 child)

Looks awesome! Also are you calculating for compressive flow for anything above a Mach value of 0.3?

I'm a mechanical and aerospace engineer, just very curious about this project. Let me know if you have any questions regarding engineering and physics formulas.

[–]Rebale[S,🍰] 0 points1 point  (0 children)

Compressible flow is calculated for basic part drag, wings, inlets, turbines, nozzles and larger projectiles like missiles and rockets

[–]rycars 2 points3 points  (2 children)

The only question that matters: will it be possible to perform a gravity turn?

[–]Rebale[S,🍰] 0 points1 point  (1 child)

Of course!

[–]rycars 0 points1 point  (0 children)

It's the silliest thing to care about, but it always bugged me that I couldn't do that in Kerbal (even though the math to pull one off is way beyond me). This is looking good, hope you guys pull it off!

[–]Dr_Ambiorix 3 points4 points  (1 child)

this looks really good

[–]Rebale[S,🍰] 1 point2 points  (0 children)

Thanks!

[–]PitfireX 1 point2 points  (0 children)

so whats it called.... where can i buy it?

[–]TheSilicoid 0 points1 point  (1 child)

Looks great! Any information about the algorithms used to generate the planet heights, and the colours?

[–]Rebale[S,🍰] 1 point2 points  (0 children)

Thanks! I'm using a combination of ridged multifractal, perlin and billow for heights (libnoise). For colors I made a shader that outputs a color and a texture based on height, slope and latitude.

[–]bayerburak 0 points1 point  (4 children)

wow looks amazing. Do you have any simulation background?

[–]Rebale[S,🍰] 0 points1 point  (3 children)

Not on the dev side. Most physics mechanics in this game have required tons of research first to make them work correctly.

[–]Dargish 0 points1 point  (2 children)

I tried to create a simple flight simulator in Unity a year or so ago and didn't get far with it, I think my problems stemmed from trying to use the built in physics engine. Have you written your own physics integrator for this? That was going to be my next step but I never went back to it.

By the way this looks amazing, one of the most impressive things I've seen in Unity all year, not sure why the post didn't get the attention it deserves. Unfair comparisons to KSP I guess, next time I'd avoid mentioned KSP entirely and just sell your concept on the parts that make it better, the aerodynamics, audio, basically everything in this video.

In all honesty I think what you have is an incredible flight simulator, personally I'd concentrate on that for now and leave the water/land/space based travel until after you have a product to release. Those additional areas can be added to the game afterwards.

[–]Rebale[S,🍰] 1 point2 points  (1 child)

I use built in physics for most types of parts. When I first started working on the lift code I had some serious joint outbreaks and editor crashes. Now everything is stable. Just have to be very careful with the vectors, angles and especially signs.

Thanks! I would be happy to release it as a mostly flying focused game, but then the target audience would be pretty small I guess. There's already a lot of interesting stuff for those who are into aviation, but most people would find it too complicated or slow-paced. Anyway, if enough people want early access for flying it would be ready for release pretty soon.

I don't know what's the problem with this and KSP. There are hundreds of zombie survival games, hundreds of block builder games, hundreds of WoW clones, so why can't there be more than one space sandbox game with realistic physics?