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Multi-deck design I've be...
Forum: Real Space
Last Post: JoeStrout
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Christmas tree mod?
Forum: Mod Users
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Mod creation manual has m...
Forum: Mod Development
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08-18-2017, 08:41 AM
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Some web pages (release n...
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Wrong Analysis Tab with M...
Forum: Trouble-Shooting
Last Post: Silt
08-01-2017, 09:06 AM
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We're back!
Forum: Dev Log
Last Post: JoeStrout
07-31-2017, 11:02 AM
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A few suggestions
Forum: Suggestions & Feedback
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Issues and notes and stuf...
Forum: Suggestions & Feedback
Last Post: tanzmetall
07-08-2017, 11:56 PM
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The "G-Lab Hotel"
Forum: Real Space
Last Post: bbrodbeck
05-16-2017, 06:23 PM
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High Frontier version 0.2...
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Last Post: JoeStrout
05-12-2017, 03:20 PM
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  Mod creation manual has moved
Posted by: JoeStrout - 08-18-2017, 08:41 AM - Forum: Mod Development - No Replies

We pointed this out elsewhere, but it bears mentioning here too: the documentation on making mods has moved.  That documentation is now found here.

Of course in the process of moving this from its old location, I've come to realize that it is woefully incomplete.  There is no mention of project mods, for example (which add to the tech tree you play in campaign mode), and little description of all the different effects that buildings can have.

So obviously we need to beef that up.  But so far, there hasn't been a lot of demand for it, which makes it hard to get excited about spending a lot of time.  I know, I know, it could be that there's no demand because the docs are so thin.

So let's say this: if anybody wants to create a High Frontier mod, of any sort at all, post about it here!  We'll help you get started and provide all the details you need.  If you want to do something the engine doesn't yet support, we might even add that support for you in the next release!

- Joe

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  Some web pages (release notes and mods) moved
Posted by: JoeStrout - 08-18-2017, 08:36 AM - Forum: Announcements - No Replies

From the beginning, we were hosting our project wiki at a site called Assembla.  Recent changes to their terms of service are forcing us to close that project, and move our content elsewhere.

So, the Release Notes, formerly found here, are now here (at http://highfrontier.com/releasenotes.html).

Information on Making Mods, formerly found here, is now here (at http://highfrontier.com/makingmods/index.html).

We regret having to do this.  I know I hate it when stuff moves around on the web, and links on old pages lead to the dreaded "404 Not Found" error.  But in this case, we have no choice.

Hopefully this heads-up will help future seekers find what they are looking for!

- Joe

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  We're back!
Posted by: JoeStrout - 07-31-2017, 11:02 AM - Forum: Dev Log - No Replies

High Frontier players have been wondering: where is the dev team?  Have they been kidnapped?  Fled the country?  Trapped under something heavy?

Actually, "fled the country" is kind of close — we spent six weeks in Japan this summer.  We intended to continue working on High Frontier while there, but as it turned out, that just wasn't doable.

But we're back, and getting back on top of things now.  Expect to see regular updates resuming, including support for Steam coming real soon now!

So, if there is anything you'd especially like to see in the game, this is a great time to let us know!

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Exclamation Wrong Analysis Tab with Mars Orbits
Posted by: Silt - 07-31-2017, 05:17 AM - Forum: Trouble-Shooting - Replies (4)

When I finally researched the Mars Colony, I selected it in the Analysis Tab, but It showed me radiation levels and heat etc from Venus and Mercury! The only thing that partially worked was when I clicked on Io (which was not researched yet) it showed Low Mars Orbit ._. It kinda worked, but I had to guess a lot when I put a colony to Deimos orbit.

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  A few suggestions
Posted by: tanzmetall - 07-08-2017, 11:46 PM - Forum: Suggestions & Feedback - Replies (1)

Hello again! I checked in on version .27, and was delighted to see you incorporated changes based on my earlier feedback about paths. I find the new system a lot more intuitive. Lots of other improvements too!

Since it seemed helpful last time I weighed in, I had a few other suggestions I wanted to throw out there, most of them intended to streamline zoning (which is already improved from the .25 version).

First, it would be great if you could select different size swatches, so you can paint larger or smaller areas. That'd be especially helpful for larger stations.

Secondly, when designing a station, it would be cool if you could copy/paste a component. (Maybe you already can, and I just didn't figure out how.)

Lastly, if you could copy and paste zoning between stations with livable habitats of the same size, that would be cool. I think it's possible the reason you don't already have that possibility is because right now, that's most of the task of building a new colony... Right now, if you copied and pasted all zoning, you'd be pretty much done.

But I want to compare this idea to how you can copy/paste station designs themselves. You can save and load designs. But you can't just take a LEO station design and use it in HEO out of the box. You can keep its structure and spin rate, but you have to change shielding, power, and heat sinks. You keep about 80% of it, and tweak the other 20% to fit the circumstances. It feels less like starting over from scratch, and more like refining something. Building on what came before.

Maybe you should be able to copy a zoning map to a new station, but stations in different orbits have different needs... Like ones further from Earth need more agricultural zoning, for example, due to the difficulty of resupplying food and oxygen. Or ones in the asteroid belt have a special zone for refining metals. Or whatever your research suggests might be an economic need in a particular region. If zoning can be copied, but 20% of it has to be tactically customized to the circumstances and role of the station, then you'd get the same "I'm building something new!" feeling without the "Oh man, I gotta start over from scratch..." feeling.

P.S. - and this is a really small thing that would be probably rather difficult to make happen - but it would be super cool if the police drones obeyed the Coriolis effect. I assume they don't yet, because their flight paths don't look weird. Coriolis usually make stuff look really weird! Disclaimer - I have only had a few emergencies, so I can't be sure you haven't already implemented something similar to my suggestion below, but the drones I saw flying flew mostly along the outside of the cylinder.

The quickest path in a rotating cylinder is rarely going to be a "straight" line along the surface of the cylinder, as that's similar to taking the outside track. They'd fly "up" really high and then "down" again, in what appear to be dramatic parabolic arcs (but are actually straight lines). They would also rarely want to fly along the rotation of the station. Rather, they'd fly against it, even if it looks "closer" to go the other way. Sometimes, they'd fly "straight" "up" to get where they're going, at least in a cylinder. I have no idea how difficult this would be, but it would be super cool if possible to implement, and if your physics are implemented correctly, I'm sure you'd discover further counterintuitive shortest paths to an emergency (or flaws in my own assumptions above).

Love the direction the game is going! Will definitely keep checking out new updates, and might add to this thread if I think of anything else. Heart

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  The "G-Lab Hotel"
Posted by: JoeStrout - 05-15-2017, 08:47 PM - Forum: Real Space - Replies (1)

High Frontier user Bob Brodbeck has been using the game, not so much as a game, but as a tool to aid in designing real-world space stations.  He's just published an article about his design, "The G-Hab Hotel" over at the well-respected online publication The Space Review.

[Image: 3239a.jpg]

He writes:

Quote:Partial artificial gravity most importantly improves crew and guest health. The system will mitigate the negative effects of zero-g on human health and productivity, both in-space and after Earth return.

Great stuff!  Please go over to The Space Review and check it out!

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  High Frontier version 0.27!
Posted by: JoeStrout - 05-12-2017, 03:20 PM - Forum: Announcements - No Replies

We have just posted version 0.27 of the High Frontier video game!

[Image: se5tbcd.png?w=636]

This is a huge release with 24 different enhancements.  You can read about them all in the Release Notes, but here are some of the highlights:

  • Cash now matters! You will receive a warning when you start to go into debt, and your spending will be cut off (except for emergency services) when you are more than $1M in debt. Please budget wisely!
  • High-density agricultural buildings now will not appear until you have done the CELS (Closed Ecological Life Support) project.
  • Internet bandwidth complaints now depend not only on the size of your dish, but also how far you are from Earth, and whether you have done the SpaceNet project.
  • Builders who are unable to find a suitable site for a building will now occasionally squawk about this in the Squawker feed.
  • In management mode, clicking the right mouse button now means “I’m done.” When laying a road, this aborts the final in-progress segment but keeps the rest; in other modes, it simply exits the mode.
We're very grateful to all our players, but this time especially to Permeable Ceiling, whose observations & suggestions spurred many of these great improvements.

Please give the new build a try, and let us know what you think!

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  buildings & projects
Posted by: JoeStrout - 05-05-2017, 10:11 AM - Forum: Mod Development - No Replies

FYI, in 0.27, we now have the ability to make buildings require certain projects.

All our of the built-in buildings are in fact implemented as mods.  As are the projects (you know, the tree of things you can spend your XP on).  They're just mods that happen to be built into the game.

Well, for version 0.27 we needed to make the high-density agriculture buildings require the CELS project (ticket #251).  So we added a simple "requires" property you can put in any building mod, that makes the building unavailable until that project is completed (except in sandbox mode of course).

All this means that mod developers can now make mods that add new projects, and new buildings that depend on those projects!  Pretty neat, eh?

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  0.27 is done and it's HUGE!
Posted by: JoeStrout - 05-05-2017, 10:07 AM - Forum: Dev Log - No Replies

Check out this list of improvements for 0.27!

[Image: USvzMYz.png]

It's HUGE! Big Grin  We're very excited about all these little bits of spit'n'polish, and it was nice to take a break from deep physics code for a few weeks.  If you want any more details on any of the items above, feel free to poke around in the ticket list.

I'd love to push this out the door now, but we need to spend some time testing everything.  We'll get the new version to you just as soon as we're confident that it's ready!

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  more good stuff this week
Posted by: JoeStrout - 04-22-2017, 07:46 AM - Forum: Dev Log - No Replies

More things we've been working on lately for 0.27...

  • You can now go no more than $1M in debt, after which you can't spend any more money (except for summoning emergency services — that is always allowed).  And you can still zone, since zoning is free.
  • Improved the Clear tool in a number of ways: now shows what's going to be cleared and what it will cost, and cost varies now depending on what you're clearing.  Also, trees now fall over like trees, rather than being demolished like buildings!
  • Right-click can now be used to mean "done" in many contexts, such as finishing a path, or exiting a mode.
  • You can no longer make a cylinder with inverted endcaps that intersect each other.
I estimate we're another week or two from releasing 0.27.  We're pretty excited about it — a lot of small refinements like this make the game feel a lot better!

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